Mercurial > sdl-ios-xcode
comparison src/video/wincommon/SDL_sysmouse.c @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | a1b03ba2fcd0 |
children |
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4166:72a00fe65ffe | 4167:a6f635e5eaa6 |
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186 | 186 |
187 int WIN_ShowWMCursor(_THIS, WMcursor *cursor) | 187 int WIN_ShowWMCursor(_THIS, WMcursor *cursor) |
188 { | 188 { |
189 POINT mouse_pos; | 189 POINT mouse_pos; |
190 | 190 |
191 /* The fullscreen cursor must be done in software with DirectInput */ | 191 if ( !this->screen ) { |
192 if ( !this->screen || DDRAW_FULLSCREEN() ) { | |
193 return(0); | 192 return(0); |
194 } | 193 } |
195 | 194 |
196 /* Set the window cursor to our cursor, if applicable */ | 195 /* Set the window cursor to our cursor, if applicable */ |
197 if ( cursor != NULL ) { | 196 if ( cursor != NULL ) { |
206 return(1); | 205 return(1); |
207 } | 206 } |
208 | 207 |
209 void WIN_WarpWMCursor(_THIS, Uint16 x, Uint16 y) | 208 void WIN_WarpWMCursor(_THIS, Uint16 x, Uint16 y) |
210 { | 209 { |
211 if ( DDRAW_FULLSCREEN() ) { | 210 if ( mouse_relative) { |
212 SDL_PrivateMouseMotion(0, 0, x, y); | |
213 } else if ( mouse_relative) { | |
214 /* RJR: March 28, 2000 | 211 /* RJR: March 28, 2000 |
215 leave physical cursor at center of screen if | 212 leave physical cursor at center of screen if |
216 mouse hidden and grabbed */ | 213 mouse hidden and grabbed */ |
217 SDL_PrivateMouseMotion(0, 0, x, y); | 214 SDL_PrivateMouseMotion(0, 0, x, y); |
218 } else { | 215 } else { |
219 POINT pt; | 216 POINT pt; |
217 | |
218 /* With DirectInput the position doesn't follow | |
219 * the cursor, so it is set manually */ | |
220 if ( DINPUT() ) { | |
221 SDL_PrivateMouseMotion(0, 0, x, y); | |
222 } | |
223 | |
220 pt.x = x; | 224 pt.x = x; |
221 pt.y = y; | 225 pt.y = y; |
222 ClientToScreen(SDL_Window, &pt); | 226 ClientToScreen(SDL_Window, &pt); |
223 SetCursorPos(pt.x, pt.y); | 227 SetCursorPos(pt.x, pt.y); |
224 } | 228 } |
225 } | 229 } |
226 | 230 |
227 /* Update the current mouse state and position */ | 231 /* Update the current mouse state and position */ |
228 void WIN_UpdateMouse(_THIS) | 232 void WIN_UpdateMouse(_THIS) |
229 { | 233 { |
230 RECT rect; | |
231 POINT pt; | 234 POINT pt; |
232 | 235 |
233 if ( ! DDRAW_FULLSCREEN() ) { | 236 /* Always unset SDL_APPMOUSEFOCUS to give the WM_MOUSEMOVE event |
234 GetClientRect(SDL_Window, &rect); | 237 * handler a chance to install a TRACKMOUSEEVENT */ |
235 GetCursorPos(&pt); | 238 SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS); |
236 MapWindowPoints(NULL, SDL_Window, &pt, 1); | 239 |
237 if (PtInRect(&rect, pt) && (WindowFromPoint(pt) == SDL_Window)){ | 240 GetCursorPos(&pt); |
238 SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS); | 241 ScreenToClient(SDL_Window, &pt); |
239 SDL_PrivateMouseMotion(0,0, (Sint16)pt.x, (Sint16)pt.y); | 242 SDL_PrivateMouseMotion(0,0, (Sint16)pt.x, (Sint16)pt.y); |
240 } else { | |
241 SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS); | |
242 } | |
243 } | |
244 } | 243 } |
245 | 244 |
246 /* Check to see if we need to enter or leave mouse relative mode */ | 245 /* Check to see if we need to enter or leave mouse relative mode */ |
247 void WIN_CheckMouseMode(_THIS) | 246 void WIN_CheckMouseMode(_THIS) |
248 { | 247 { |