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
This commit is contained in:
Sam Lantinga 2022-08-11 13:58:39 -07:00
parent c2db429f93
commit 3861c557da
5 changed files with 50 additions and 16 deletions

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@ -21,6 +21,7 @@ General:
* Added SDL_bsearch(), SDL_crc16(), and SDL_utf8strnlen() to the stdlib routines
* Added SDL_size_mul_overflow() and SDL_size_add_overflow() for better size overflow protection
* Added SDL_ResetHint() to reset a hint to the default value
* Added the hint SDL_HINT_MOUSE_RELATIVE_WARP_MOTION to control whether mouse warping generates motion events in relative mode. This hint defaults off.
* The hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS now defaults on
* Added support for mini-gamepad mode for Nintendo Joy-Con controllers using the HIDAPI driver
* 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" {
*/
#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE"
/**
* \brief A variable controlling whether a motion event should be generated for mouse warping in relative mode.
*
* This variable can be set to the following values:
* "0" - Warping the mouse will not generate a motion event in relative mode
* "1" - Warping the mouse will generate a motion event in relative mode
*
* 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.
*/
#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION"
/**
* \brief A variable controlling whether mouse events should generate synthetic touch events
*

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@ -154,7 +154,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
/**
* Move the mouse cursor to the given position within the window.
*
* This function generates a mouse motion event.
* 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.
*
* Note that this function will appear to succeed, but not actually move the
* 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
}
}
static void SDLCALL
SDL_MouseRelativeWarpMotionChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
{
SDL_Mouse *mouse = (SDL_Mouse *)userdata;
mouse->relative_mode_warp_motion = SDL_GetStringBoolean(hint, SDL_FALSE);
}
/* Public functions */
int
SDL_MouseInit(void)
@ -195,6 +203,9 @@ SDL_MouseInit(void)
SDL_AddHintCallback(SDL_HINT_MOUSE_AUTO_CAPTURE,
SDL_MouseAutoCaptureChanged, mouse);
SDL_AddHintCallback(SDL_HINT_MOUSE_RELATIVE_WARP_MOTION,
SDL_MouseRelativeWarpMotionChanged, mouse);
mouse->was_touch_mouse_events = SDL_FALSE; /* no touch to mouse movement event pending */
mouse->cursor_shown = SDL_TRUE;
@ -377,13 +388,16 @@ SDL_PrivateSendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relativ
if (x == center_x && y == center_y) {
mouse->last_x = center_x;
mouse->last_y = center_y;
return 0;
}
if (window && (window->flags & SDL_WINDOW_INPUT_FOCUS) != 0) {
if (mouse->WarpMouse) {
mouse->WarpMouse(window, center_x, center_y);
} else {
SDL_PrivateSendMouseMotion(window, mouseID, 0, center_x, center_y);
if (!mouse->relative_mode_warp_motion) {
return 0;
}
} else {
if (window && (window->flags & SDL_WINDOW_INPUT_FOCUS) != 0) {
if (mouse->WarpMouse) {
mouse->WarpMouse(window, center_x, center_y);
} else {
SDL_PrivateSendMouseMotion(window, mouseID, 0, center_x, center_y);
}
}
}
}
@ -810,6 +824,9 @@ SDL_MouseQuit(void)
SDL_DelHintCallback(SDL_HINT_MOUSE_AUTO_CAPTURE,
SDL_MouseAutoCaptureChanged, mouse);
SDL_DelHintCallback(SDL_HINT_MOUSE_RELATIVE_WARP_MOTION,
SDL_MouseRelativeWarpMotionChanged, mouse);
}
Uint32
@ -883,23 +900,27 @@ SDL_PerformWarpMouseInWindow(SDL_Window *window, int x, int y, SDL_bool ignore_r
return;
}
/* Ignore the previous position when we warp */
mouse->last_x = x;
mouse->last_y = y;
mouse->has_position = SDL_FALSE;
if (mouse->relative_mode && !ignore_relative_mode) {
/* 2.0.22 made warping in relative mode actually functional, which
* surprised many applications that weren't expecting the additional
* mouse motion.
*
* So for now, warping in relative mode adjusts the absolution position
* but doesn't generate motion events.
* but doesn't generate motion events, unless SDL_HINT_MOUSE_RELATIVE_WARP_MOTION is set.
*/
mouse->x = x;
mouse->y = y;
mouse->has_position = SDL_TRUE;
return;
if (!mouse->relative_mode_warp_motion) {
mouse->x = x;
mouse->y = y;
mouse->has_position = SDL_TRUE;
return;
}
}
/* Ignore the previous position when we warp */
mouse->has_position = SDL_FALSE;
if (mouse->WarpMouse &&
(!mouse->relative_mode || mouse->relative_mode_warp)) {
mouse->WarpMouse(window, x, y);

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@ -91,6 +91,7 @@ typedef struct
SDL_bool has_position;
SDL_bool relative_mode;
SDL_bool relative_mode_warp;
SDL_bool relative_mode_warp_motion;
float normal_speed_scale;
float relative_speed_scale;
float scale_accum_x;