diff src/video/windx5/SDL_dx5events.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 092c0bc69155
line wrap: on
line diff
--- a/src/video/windx5/SDL_dx5events.c	Thu Apr 02 04:09:40 2009 +0000
+++ b/src/video/windx5/SDL_dx5events.c	Thu Apr 02 04:43:36 2009 +0000
@@ -143,9 +143,14 @@
 		(DISCL_FOREGROUND|DISCL_NONEXCLUSIVE),
 		(DISCL_FOREGROUND|DISCL_NONEXCLUSIVE), handle_keyboard },
 	{ "mouse",
-		&GUID_SysMouse, &c_dfDIMouse,
+		&GUID_SysMouse,
+#if DIRECTINPUT_VERSION >= 0x700
+		&c_dfDIMouse2,
+#else
+		&c_dfDIMouse,
+#endif
 		(DISCL_FOREGROUND|DISCL_NONEXCLUSIVE),
-		(DISCL_FOREGROUND|DISCL_EXCLUSIVE), handle_mouse },
+		(DISCL_FOREGROUND|DISCL_NONEXCLUSIVE), handle_mouse },
 	{ NULL, NULL, NULL, 0, 0, NULL }
 };
 	
@@ -285,6 +290,76 @@
 		}
 	}
 }
+
+static void post_mouse_motion(int relative, Sint16 x, Sint16 y)
+{
+	extern int mouse_relative;
+
+	if ( SDL_GetAppState() & (SDL_APPINPUTFOCUS|SDL_APPMOUSEFOCUS) ==
+		(SDL_APPINPUTFOCUS|SDL_APPMOUSEFOCUS) ) {
+		posted = SDL_PrivateMouseMotion(
+			0, relative, x, y);
+
+		if ( !mouse_relative ) {
+			/* As DirectInput reads raw device coordinates, it has no notion of
+			 * cursors or absolute position. We must assume responsibility for
+			 * keeping track of this. */
+			int current_x, current_y;
+			POINT cursor;
+			RECT trap;
+			RECT window;
+			int at_edge;
+
+			/* Get the current cursor position */
+			SDL_GetMouseState(&current_x, &current_y);
+			cursor.x = current_x;
+			cursor.y = current_y;
+			ClientToScreen(SDL_Window, &cursor);
+
+			/* Construct a 1 pixel square RECT that is used to confine the cursor
+			 * pointer to a specific pixel using ClipCursor. This is used in
+			 * preference to SetCursorPos as it avoids the cursor jumping around as
+			 * both the OS and SDL attempt to move it simultaneously. */
+			trap.left = cursor.x;
+			trap.top = cursor.y;
+			trap.right = cursor.x + 1;
+			trap.bottom = cursor.y + 1;
+
+			GetClientRect(SDL_Window, &window);
+			window.right -= window.left; window.left = 0;
+			window.bottom -= window.top; window.top = 0;
+
+			/* As we're assuming control over the cursor, we need to know when to
+			 * relinquish control of it back to the operating system. This is when
+			 * the cursor reaches the edge of the window. */
+			at_edge = (current_x == window.left) ||
+				(current_x == (window.right - 1)) ||
+				(current_y == window.top) ||
+				(current_y == (window.bottom - 1));
+
+			if ( at_edge ) {
+				ClipCursor(NULL);
+			} else {
+				ClipCursor(&trap);
+			}
+		} else {
+			/* When in relative mode, warp the OS's idea of where the cursor is to
+			 * the center of the screen. This isn't really necessary as DirectInput
+			 * reads from the hardware itself, but in case things go wrong, the
+			 * cursor will be left in a sensible place. */
+			POINT center;
+			center.x = (SDL_VideoSurface->w/2);
+			center.y = (SDL_VideoSurface->h/2);
+			ClientToScreen(SDL_Window, &center);
+			SetCursorPos(center.x, center.y);
+		}
+	} else {
+		/* No window or mouse focus, control is lost */
+		mouse_lost = 1;
+		ClipCursor(NULL);
+	}
+}
+
 static void handle_mouse(const int numevents, DIDEVICEOBJECTDATA *ptrbuf)
 {
 	int i;
@@ -298,14 +373,8 @@
 		return;
 	}
 
-	/* If we are in windowed mode, Windows is taking care of the mouse */
-	if (  (SDL_PublicSurface->flags & SDL_OPENGL) ||
-	     !(SDL_PublicSurface->flags & SDL_FULLSCREEN) ) {
-		return;
-	}
-
 	/* If the mouse was lost, regain some sense of mouse state */
-	if ( mouse_lost ) {
+	if ( mouse_lost && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
 		POINT mouse_pos;
 		Uint8 old_state;
 		Uint8 new_state;
@@ -313,14 +382,17 @@
 		/* Set ourselves up with the current cursor position */
 		GetCursorPos(&mouse_pos);
 		ScreenToClient(SDL_Window, &mouse_pos);
-		posted = SDL_PrivateMouseMotion(0, 0,
-				(Sint16)mouse_pos.x, (Sint16)mouse_pos.y);
+		post_mouse_motion( 0, (Sint16)mouse_pos.x, (Sint16)mouse_pos.y);
 
 		/* Check for mouse button changes */
 		old_state = SDL_GetMouseState(NULL, NULL);
 		new_state = 0;
 		{ /* Get the new DirectInput button state for the mouse */
+#if DIRECTINPUT_VERSION >= 0x700
+			DIMOUSESTATE2 distate;
+#else
 			DIMOUSESTATE distate;
+#endif
 			HRESULT result;
 
 			result=IDirectInputDevice2_GetDeviceState(SDL_DIdev[1],
@@ -341,14 +413,13 @@
 		for ( i=0; i<8; ++i ) {
 			if ( (old_state&0x01) != (new_state&0x01) ) {
 				button = (Uint8)(i+1);
-				/* Button #2 on two button mice is button 3
-				   (the middle button is button 2)
-				 */
-				if ( button == 2 ) {
-					button = 3;
-				} else
-				if ( button == 3 ) {
-					button = 2;
+				/* Map DI button numbers to SDL */
+				switch ( button ) {
+					case 2: button = SDL_BUTTON_RIGHT; break;
+					case 3: button = SDL_BUTTON_MIDDLE; break;
+					case 4: button = SDL_BUTTON_X1; break;
+					case 5: button = SDL_BUTTON_X2; break;
+					default: break;
 				}
 				if ( new_state & 0x01 ) {
 					/* Grab mouse so we get mouse-up */
@@ -387,8 +458,7 @@
 			case DIMOFS_X:
 				if ( timestamp != ptrbuf[i].dwTimeStamp ) {
 					if ( xrel || yrel ) {
-						posted = SDL_PrivateMouseMotion(
-								0, 1, xrel, yrel);
+						post_mouse_motion(1, xrel, yrel);
 						xrel = 0;
 						yrel = 0;
 					}
@@ -399,8 +469,7 @@
 			case DIMOFS_Y:
 				if ( timestamp != ptrbuf[i].dwTimeStamp ) {
 					if ( xrel || yrel ) {
-						posted = SDL_PrivateMouseMotion(
-								0, 1, xrel, yrel);
+						post_mouse_motion(1, xrel, yrel);
 						xrel = 0;
 						yrel = 0;
 					}
@@ -410,8 +479,7 @@
 				break;
 			case DIMOFS_Z:
 				if ( xrel || yrel ) {
-					posted = SDL_PrivateMouseMotion(
-							0, 1, xrel, yrel);
+					post_mouse_motion(1, xrel, yrel);
 					xrel = 0;
 					yrel = 0;
 				}
@@ -429,22 +497,26 @@
 			case DIMOFS_BUTTON1:
 			case DIMOFS_BUTTON2:
 			case DIMOFS_BUTTON3:
+#if DIRECTINPUT_VERSION >= 0x700
+			case DIMOFS_BUTTON4:
+			case DIMOFS_BUTTON5:
+			case DIMOFS_BUTTON6:
+			case DIMOFS_BUTTON7:
+#endif
 				if ( xrel || yrel ) {
-					posted = SDL_PrivateMouseMotion(
-							0, 1, xrel, yrel);
+					post_mouse_motion(1, xrel, yrel);
 					xrel = 0;
 					yrel = 0;
 				}
 				timestamp = 0;
 				button = (Uint8)(ptrbuf[i].dwOfs-DIMOFS_BUTTON0)+1;
-				/* Button #2 on two button mice is button 3
-				   (the middle button is button 2)
-				 */
-				if ( button == 2 ) {
-					button = 3;
-				} else
-				if ( button == 3 ) {
-					button = 2;
+				/* Map DI button numbers to SDL */
+				switch ( button ) {
+					case 2: button = SDL_BUTTON_RIGHT; break;
+					case 3: button = SDL_BUTTON_MIDDLE; break;
+					case 4: button = SDL_BUTTON_X1; break;
+					case 5: button = SDL_BUTTON_X2; break;
+					default: break;
 				}
 				if ( ptrbuf[i].dwData & 0x80 ) {
 					/* Grab mouse so we get mouse-up */
@@ -471,7 +543,7 @@
 		}
 	}
 	if ( xrel || yrel ) {
-		posted = SDL_PrivateMouseMotion( 0, 1, xrel, yrel);
+		post_mouse_motion(1, xrel, yrel);
 	}
 }