Don't send mouse events when warping in relative mode

This fixes games which set relative mode and then did mouse warping at the same time

Reference https://github.com/libsdl-org/SDL/issues/5609
This commit is contained in:
Sam Lantinga 2022-05-18 08:50:59 -07:00
parent ea15253220
commit b44241ab2f
1 changed files with 26 additions and 5 deletions

View File

@ -866,8 +866,8 @@ SDL_GetGlobalMouseState(int *x, int *y)
}
}
void
SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
static void
SDL_PerformWarpMouseInWindow(SDL_Window *window, int x, int y, SDL_bool ignore_relative_mode)
{
SDL_Mouse *mouse = SDL_GetMouse();
@ -883,6 +883,20 @@ SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
return;
}
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.
*/
mouse->x = x;
mouse->y = y;
mouse->has_position = SDL_TRUE;
return;
}
/* Ignore the previous position when we warp */
mouse->has_position = SDL_FALSE;
@ -894,6 +908,12 @@ SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
}
}
void
SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
{
SDL_PerformWarpMouseInWindow(window, x, y, SDL_FALSE);
}
int
SDL_WarpMouseGlobal(int x, int y)
{
@ -953,8 +973,9 @@ SDL_SetRelativeMouseMode(SDL_bool enabled)
if (enabled && focusWindow) {
SDL_SetMouseFocus(focusWindow);
if (mouse->relative_mode_warp)
SDL_WarpMouseInWindow(focusWindow, focusWindow->w/2, focusWindow->h/2);
if (mouse->relative_mode_warp) {
SDL_PerformWarpMouseInWindow(focusWindow, focusWindow->w/2, focusWindow->h/2, SDL_TRUE);
}
}
if (focusWindow) {
@ -962,7 +983,7 @@ SDL_SetRelativeMouseMode(SDL_bool enabled)
/* Put the cursor back to where the application expects it */
if (!enabled) {
SDL_WarpMouseInWindow(focusWindow, mouse->x, mouse->y);
SDL_PerformWarpMouseInWindow(focusWindow, mouse->x, mouse->y, SDL_TRUE);
}
SDL_UpdateMouseCapture(SDL_FALSE);