view src/video/wincommon/SDL_lowvideo.h @ 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
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#ifndef _SDL_lowvideo_h
#define _SDL_lowvideo_h

#define WIN32_LEAN_AND_MEAN
#include <windows.h>

#ifndef SetClassLongPtr
#define SetClassLongPtr	SetClassLong
#endif
#ifndef GetWindowLongPtr
#define GetWindowLongPtr	GetWindowLong
#endif
#ifndef SetWindowLongPtr
#define SetWindowLongPtr	SetWindowLong
#endif
#ifndef GWLP_WNDPROC
#define GWLP_WNDPROC	GWL_WNDPROC
#endif
#ifndef GWLP_HINSTANCE
#define GWLP_HINSTANCE GWL_HINSTANCE
#endif
#ifndef GCLP_HICON
#define GCLP_HICON GCL_HICON
#endif

#include "../SDL_sysvideo.h"

/* Hidden "this" pointer for the video functions */
#define _THIS	SDL_VideoDevice *this

#define FULLSCREEN() \
	((SDL_VideoSurface->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN)

#define WINDIB_FULLSCREEN()						\
(									\
	SDL_VideoSurface &&						\
	FULLSCREEN() && \
	(((SDL_VideoSurface->flags & SDL_OPENGL   ) == SDL_OPENGL    ) || \
	((SDL_strcmp(this->name, "windib") == 0) || \
	 (SDL_strcmp(this->name, "gapi") == 0))) \
)
#define DDRAW_FULLSCREEN() 						\
(									\
	SDL_VideoSurface &&						\
	FULLSCREEN() && \
	((SDL_VideoSurface->flags & SDL_OPENGL    ) != SDL_OPENGL    ) && \
	(SDL_strcmp(this->name, "directx") == 0)				\
)

#define DINPUT_FULLSCREEN() 						\
(									\
	FULLSCREEN() && \
	(strcmp(this->name, "directx") == 0)				\
)

#define DINPUT() (strcmp(this->name, "directx") == 0)

/* The main window -- and a function to set it for the audio */
#ifdef _WIN32_WCE
extern LPWSTR SDL_Appname;
#else
extern LPSTR SDL_Appname;
#endif
extern HINSTANCE SDL_Instance;
extern HWND SDL_Window;
extern BOOL SDL_windowid;

/* Variables and functions exported to other parts of the native video
   subsystem (SDL_sysevents.c)
*/
extern void WIN_FlushMessageQueue();

/* Called by windows message loop when application is activated */
extern void (*WIN_Activate)(_THIS, BOOL active, BOOL minimized);

/* Called by windows message loop when system palette is available */
extern void (*WIN_RealizePalette)(_THIS);

/* Called by windows message loop when the system palette changes */
extern void (*WIN_PaletteChanged)(_THIS, HWND window);

/* Called by windows message loop when a portion of the screen needs update */
extern void (*WIN_WinPAINT)(_THIS, HDC hdc);

/* Called by windows message loop when the message isn't handled */
extern LONG (*HandleMessage)(_THIS, HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);

/* The window cursor (from SDL_sysmouse.c) */
extern HCURSOR SDL_hcursor;

/* The bounds of the window in screen coordinates */
extern RECT SDL_bounds;

/* The position of the window in windowed mode */
extern int SDL_windowX;
extern int SDL_windowY;

/* Flag -- SDL is performing a resize, rather than the user */
extern int SDL_resizing;

/* Flag -- the mouse is in relative motion mode */
extern int mouse_relative;

/* The GDI fullscreen mode currently active */
#ifndef NO_CHANGEDISPLAYSETTINGS
extern DEVMODE SDL_desktop_mode;
extern DEVMODE SDL_fullscreen_mode;
#endif

/* The system gamma ramp for GDI modes */
extern WORD *gamma_saved;

/* This is really from SDL_dx5audio.c */
extern void DX5_SoundFocus(HWND window);

/* DJM: This is really from SDL_sysevents.c, we need it in
   GDL_CreateWindow as well */
LRESULT CALLBACK WinMessage(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);

/* JFP: Implementation of ToUnicode() that works on 9x/ME/2K/XP */
typedef int (WINAPI *ToUnicodeFN)(UINT, UINT, PBYTE, LPWSTR, int, UINT);

extern ToUnicodeFN SDL_ToUnicode;

#endif /* SDL_lowvideo_h */