mirror of https://github.com/encounter/SDL.git
Added the hint SDL_HINT_MOUSE_RELATIVE_WARP_MOTION
This hint controls whether mouse warping generates motion events in relative mode, and defaults off. Fixes https://github.com/libsdl-org/SDL/issues/6034 Fixes https://github.com/libsdl-org/SDL/issues/5741
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@ -21,6 +21,7 @@ General:
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* Added SDL_bsearch(), SDL_crc16(), and SDL_utf8strnlen() to the stdlib routines
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* Added SDL_size_mul_overflow() and SDL_size_add_overflow() for better size overflow protection
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* Added SDL_ResetHint() to reset a hint to the default value
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* Added the hint SDL_HINT_MOUSE_RELATIVE_WARP_MOTION to control whether mouse warping generates motion events in relative mode. This hint defaults off.
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* The hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS now defaults on
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* Added support for mini-gamepad mode for Nintendo Joy-Con controllers using the HIDAPI driver
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* Added the hint SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS to control whether Joy-Con controllers are automatically merged into a unified gamepad when using the HIDAPI driver. This hint defaults on.
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@ -1064,6 +1064,17 @@ extern "C" {
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*/
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#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
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/**
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* \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
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*
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* This variable can be set to the following values:
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* "0" - Warping the mouse will not generate a motion event in relative mode
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* "1" - Warping the mouse will generate a motion event in relative mode
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*
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* By default warping the mouse will not generate motion events in relative mode. This avoids the application having to filter out large relative motion due to warping.
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*/
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#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
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/**
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* \brief A variable controlling whether mouse events should generate synthetic touch events
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*
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@ -154,7 +154,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
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/**
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* Move the mouse cursor to the given position within the window.
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*
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* This function generates a mouse motion event.
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* This function generates a mouse motion event if relative mode is not enabled. If relative mode is enabled, you can force mouse events for the warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint.
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*
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* Note that this function will appear to succeed, but not actually move the
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* mouse when used over Microsoft Remote Desktop.
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@ -161,6 +161,14 @@ SDL_MouseAutoCaptureChanged(void *userdata, const char *name, const char *oldVal
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}
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}
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static void SDLCALL
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SDL_MouseRelativeWarpMotionChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
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{
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SDL_Mouse *mouse = (SDL_Mouse *)userdata;
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mouse->relative_mode_warp_motion = SDL_GetStringBoolean(hint, SDL_FALSE);
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}
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/* Public functions */
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int
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SDL_MouseInit(void)
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@ -195,6 +203,9 @@ SDL_MouseInit(void)
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SDL_AddHintCallback(SDL_HINT_MOUSE_AUTO_CAPTURE,
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SDL_MouseAutoCaptureChanged, mouse);
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SDL_AddHintCallback(SDL_HINT_MOUSE_RELATIVE_WARP_MOTION,
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SDL_MouseRelativeWarpMotionChanged, mouse);
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mouse->was_touch_mouse_events = SDL_FALSE; /* no touch to mouse movement event pending */
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mouse->cursor_shown = SDL_TRUE;
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@ -377,13 +388,16 @@ SDL_PrivateSendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relativ
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if (x == center_x && y == center_y) {
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mouse->last_x = center_x;
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mouse->last_y = center_y;
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return 0;
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}
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if (window && (window->flags & SDL_WINDOW_INPUT_FOCUS) != 0) {
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if (mouse->WarpMouse) {
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mouse->WarpMouse(window, center_x, center_y);
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} else {
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SDL_PrivateSendMouseMotion(window, mouseID, 0, center_x, center_y);
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if (!mouse->relative_mode_warp_motion) {
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return 0;
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}
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} else {
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if (window && (window->flags & SDL_WINDOW_INPUT_FOCUS) != 0) {
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if (mouse->WarpMouse) {
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mouse->WarpMouse(window, center_x, center_y);
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} else {
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SDL_PrivateSendMouseMotion(window, mouseID, 0, center_x, center_y);
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}
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}
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}
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}
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@ -810,6 +824,9 @@ SDL_MouseQuit(void)
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SDL_DelHintCallback(SDL_HINT_MOUSE_AUTO_CAPTURE,
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SDL_MouseAutoCaptureChanged, mouse);
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SDL_DelHintCallback(SDL_HINT_MOUSE_RELATIVE_WARP_MOTION,
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SDL_MouseRelativeWarpMotionChanged, mouse);
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}
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Uint32
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@ -883,23 +900,27 @@ SDL_PerformWarpMouseInWindow(SDL_Window *window, int x, int y, SDL_bool ignore_r
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return;
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}
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/* Ignore the previous position when we warp */
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mouse->last_x = x;
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mouse->last_y = y;
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mouse->has_position = SDL_FALSE;
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if (mouse->relative_mode && !ignore_relative_mode) {
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/* 2.0.22 made warping in relative mode actually functional, which
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* surprised many applications that weren't expecting the additional
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* mouse motion.
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*
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* So for now, warping in relative mode adjusts the absolution position
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* but doesn't generate motion events.
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* but doesn't generate motion events, unless SDL_HINT_MOUSE_RELATIVE_WARP_MOTION is set.
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*/
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mouse->x = x;
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mouse->y = y;
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mouse->has_position = SDL_TRUE;
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return;
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if (!mouse->relative_mode_warp_motion) {
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mouse->x = x;
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mouse->y = y;
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mouse->has_position = SDL_TRUE;
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return;
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}
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}
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/* Ignore the previous position when we warp */
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mouse->has_position = SDL_FALSE;
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if (mouse->WarpMouse &&
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(!mouse->relative_mode || mouse->relative_mode_warp)) {
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mouse->WarpMouse(window, x, y);
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@ -91,6 +91,7 @@ typedef struct
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SDL_bool has_position;
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SDL_bool relative_mode;
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SDL_bool relative_mode_warp;
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SDL_bool relative_mode_warp_motion;
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float normal_speed_scale;
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float relative_speed_scale;
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float scale_accum_x;
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