Mercurial > sdl-ios-xcode
view src/video/x11/SDL_x11dyn.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 |
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/* 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 Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifndef _SDL_x11dyn_h #define _SDL_x11dyn_h #include <X11/Xlib.h> #include <X11/Xutil.h> #include <X11/Xatom.h> /* Apparently some X11 systems can't include this multiple times... */ #ifndef SDL_INCLUDED_XLIBINT_H #define SDL_INCLUDED_XLIBINT_H 1 #include <X11/Xlibint.h> #endif #include <X11/Xproto.h> #include "../Xext/extensions/Xext.h" #include "../Xext/extensions/extutil.h" #ifndef NO_SHARED_MEMORY #include <sys/ipc.h> #include <sys/shm.h> #include <X11/extensions/XShm.h> #endif #if SDL_VIDEO_DRIVER_X11_XRANDR #include <X11/extensions/Xrandr.h> #endif /* * When using the "dynamic X11" functionality, we duplicate all the Xlib * symbols that would be referenced by SDL inside of SDL itself. * These duplicated symbols just serve as passthroughs to the functions * in Xlib, that was dynamically loaded. * * This allows us to use Xlib as-is when linking against it directly, but * also handles all the strange cases where there was code in the Xlib * headers that may or may not exist or vary on a given platform. */ #ifdef __cplusplus extern "C" { #endif /* evil function signatures... */ typedef Bool (*SDL_X11_XESetWireToEventRetType)(Display*,XEvent*,xEvent*); typedef int (*SDL_X11_XSynchronizeRetType)(Display*); typedef Status (*SDL_X11_XESetEventToWireRetType)(Display*,XEvent*,xEvent*); int SDL_X11_LoadSymbols(void); void SDL_X11_UnloadSymbols(void); /* That's really annoying...make this a function pointer no matter what. */ #ifdef X_HAVE_UTF8_STRING extern XIC (*pXCreateIC)(XIM,...); extern char *(*pXGetICValues)(XIC, ...); #endif /* These SDL_X11_HAVE_* flags are here whether you have dynamic X11 or not. */ #define SDL_X11_MODULE(modname) extern int SDL_X11_HAVE_##modname; #define SDL_X11_SYM(rc,fn,params,args,ret) #include "SDL_x11sym.h" #undef SDL_X11_MODULE #undef SDL_X11_SYM #ifdef __cplusplus } #endif #endif /* !defined _SDL_x11dyn_h */