Mercurial > sdl-ios-xcode
view docs/man3/SDL_Event.3 @ 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 | 4e3b250c950e |
children | 1238da4a7112 |
line wrap: on
line source
.TH "SDL_Event" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" .SH "NAME" SDL_Event \- General event structure .SH "STRUCTURE DEFINITION" .PP .nf \f(CWtypedef union{ Uint8 type; SDL_ActiveEvent active; SDL_KeyboardEvent key; SDL_MouseMotionEvent motion; SDL_MouseButtonEvent button; SDL_JoyAxisEvent jaxis; SDL_JoyBallEvent jball; SDL_JoyHatEvent jhat; SDL_JoyButtonEvent jbutton; SDL_ResizeEvent resize; SDL_ExposeEvent expose; SDL_QuitEvent quit; SDL_UserEvent user; SDL_SysWMEvent syswm; } SDL_Event;\fR .fi .PP .SH "STRUCTURE DATA" .TP 20 \fBtype\fR The type of event .TP 20 \fBactive\fR \fIActivation event\fR .TP 20 \fBkey\fR \fIKeyboard event\fR .TP 20 \fBmotion\fR \fIMouse motion event\fR .TP 20 \fBbutton\fR \fIMouse button event\fR .TP 20 \fBjaxis\fR \fIJoystick axis motion event\fR .TP 20 \fBjball\fR \fIJoystick trackball motion event\fR .TP 20 \fBjhat\fR \fIJoystick hat motion event\fR .TP 20 \fBjbutton\fR \fIJoystick button event\fR .TP 20 \fBresize\fR \fIApplication window resize event\fR .TP 20 \fBexpose\fR \fIApplication window expose event\fR .TP 20 \fBquit\fR \fIApplication quit request event\fR .TP 20 \fBuser\fR \fIUser defined event\fR .TP 20 \fBsyswm\fR \fIUndefined window manager event\fR .SH "DESCRIPTION" .PP The \fBSDL_Event\fR union is the core to all event handling is SDL, its probably the most important structure after \fBSDL_Surface\fR\&. \fBSDL_Event\fR is a union of all event structures used in SDL, using it is a simple matter of knowing which union member relates to which event \fBtype\fR\&. .PP .TP 20 \fBEvent \fBtype\fR\fR \fBEvent Structure\fR .TP 20 \fBSDL_ACTIVEEVENT\fP \fI\fBSDL_ActiveEvent\fR\fR .TP 20 \fBSDL_KEYDOWN/UP\fP \fI\fBSDL_KeyboardEvent\fR\fR .TP 20 \fBSDL_MOUSEMOTION\fP \fI\fBSDL_MouseMotionEvent\fR\fR .TP 20 \fBSDL_MOUSEBUTTONDOWN/UP\fP \fI\fBSDL_MouseButtonEvent\fR\fR .TP 20 \fBSDL_JOYAXISMOTION\fP \fI\fBSDL_JoyAxisEvent\fR\fR .TP 20 \fBSDL_JOYBALLMOTION\fP \fI\fBSDL_JoyBallEvent\fR\fR .TP 20 \fBSDL_JOYHATMOTION\fP \fI\fBSDL_JoyHatEvent\fR\fR .TP 20 \fBSDL_JOYBUTTONDOWN/UP\fP \fI\fBSDL_JoyButtonEvent\fR\fR .TP 20 \fBSDL_QUIT\fP \fI\fBSDL_QuitEvent\fR\fR .TP 20 \fBSDL_SYSWMEVENT\fP \fI\fBSDL_SysWMEvent\fR\fR .TP 20 \fBSDL_VIDEORESIZE\fP \fI\fBSDL_ResizeEvent\fR\fR .TP 20 \fBSDL_VIDEOEXPOSE\fP \fI\fBSDL_ExposeEvent\fR\fR .TP 20 \fBSDL_USEREVENT\fP \fI\fBSDL_UserEvent\fR\fR .SH "USE" .PP The \fBSDL_Event\fR structure has two uses .IP " \(bu" 6 Reading events on the event queue .IP " \(bu" 6 Placing events on the event queue .PP Reading events from the event queue is done with either \fI\fBSDL_PollEvent\fP\fR or \fI\fBSDL_PeepEvents\fP\fR\&. We\&'ll use \fBSDL_PollEvent\fP and step through an example\&. .PP First off, we create an empty \fBSDL_Event\fR structure\&. .PP .nf \f(CWSDL_Event test_event;\fR .fi .PP \fBSDL_PollEvent\fP removes the next event from the event queue, if there are no events on the queue it returns \fB0\fR otherwise it returns \fB1\fR\&. We use a \fBwhile\fP loop to process each event in turn\&. .PP .nf \f(CWwhile(SDL_PollEvent(&test_event)) {\fR .fi .PP The \fBSDL_PollEvent\fP function take a pointer to an \fBSDL_Event\fR structure that is to be filled with event information\&. We know that if \fBSDL_PollEvent\fP removes an event from the queue then the event information will be placed in our \fBtest_event\fR structure, but we also know that the \fItype\fP of event will be placed in the \fBtype\fR member of \fBtest_event\fR\&. So to handle each event \fBtype\fR seperately we use a \fBswitch\fP statement\&. .PP .nf \f(CW switch(test_event\&.type) {\fR .fi .PP We need to know what kind of events we\&'re looking for \fIand\fP the event \fBtype\fR\&'s of those events\&. So lets assume we want to detect where the user is moving the mouse pointer within our application\&. We look through our event types and notice that \fBSDL_MOUSEMOTION\fP is, more than likely, the event we\&'re looking for\&. A little \fImore\fR research tells use that \fBSDL_MOUSEMOTION\fP events are handled within the \fI\fBSDL_MouseMotionEvent\fR\fR structure which is the \fBmotion\fR member of \fBSDL_Event\fR\&. We can check for the \fBSDL_MOUSEMOTION\fP event \fBtype\fR within our \fBswitch\fP statement like so: .PP .nf \f(CW case SDL_MOUSEMOTION:\fR .fi .PP All we need do now is read the information out of the \fBmotion\fR member of \fBtest_event\fR\&. .PP .nf \f(CW printf("We got a motion event\&. "); printf("Current mouse position is: (%d, %d) ", test_event\&.motion\&.x, test_event\&.motion\&.y); break; default: printf("Unhandled Event! "); break; } } printf("Event queue empty\&. ");\fR .fi .PP .PP It is also possible to push events onto the event queue and so use it as a two-way communication path\&. Both \fI\fBSDL_PushEvent\fP\fR and \fI\fBSDL_PeepEvents\fP\fR allow you to place events onto the event queue\&. This is usually used to place a \fBSDL_USEREVENT\fP on the event queue, however you could use it to post fake input events if you wished\&. Creating your own events is a simple matter of choosing the event type you want, setting the \fBtype\fR member and filling the appropriate member structure with information\&. .PP .nf \f(CWSDL_Event user_event; user_event\&.type=SDL_USEREVENT; user_event\&.user\&.code=2; user_event\&.user\&.data1=NULL; user_event\&.user\&.data2=NULL; SDL_PushEvent(&user_event);\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_PollEvent\fP\fR, \fI\fBSDL_PushEvent\fP\fR, \fI\fBSDL_PeepEvents\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59