Commit Graph

73 Commits

Author SHA1 Message Date
Sam Lantinga b9cbea354f video: Refresh Windows display list on WM_DISPLAYCHANGE
- Displays may have been added, removed or changed and all cached monitor
  handles are invalidated as a result.

- Display events are handled in three steps:
  1. Mark all currently know displays as invalid
  2. Enumerate all displays, adding new ones and marking known displays as valid
  3. Remove all displays still invalid after enumeration

- Display connect/disconnect events are sent when displays are added or removed
  after initial setup
2020-10-13 21:08:20 -07:00
Sam Lantinga 44f50c647e Fixed bug 5171 - PollEvent impacts performance in 2.0.12
On some systems, GetClipCursor() impacts performance when called frequently, so only call it every once in a while to make sure we haven't lost our capture.
2020-06-09 21:47:41 -07:00
Sam Lantinga 488b94cb40 Don't interpret raw input messages with no mouse position
This happens occasionally on touch devices when raw input is enabled
2020-04-07 09:18:19 -07:00
Sam Lantinga 0721931f5b Avoid sending regular mouse messages for touch input 2020-04-06 19:21:56 -07:00
Sam Lantinga 6fe6946a2f Fixed relative mode mouse events stopping if you click on the title bar 2020-02-11 21:19:05 -08:00
Sam Lantinga f867cebbd4 Fixed bug 4709 - incorrect (not) handling of windows on-screen cursor keys
Alex Denisov

When using Win10 on-screen keyboard (tooltip.exe), the left and right cursor keys in it do not produce SDLK_LEFT and SDLK_RIGHT events.

Windows messages generated by the on-screen keyboard, for some reason, have their scancodes set to zeroes. Here is the log from Spy++:

WM_KEYDOWN nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:0 fUp:0
WM_KEYUP nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:1 fUp:1

Regular physical keyboard produces VK_LEFT (ScanCode:4B) and VK_RIGHT (ScanCode:4D) which are interpreted correctly.

With on-screen keyboard, the switch statement in VKeytoScancode() does not check for VK_LEFT and VK_RIGHT, returning SDL_SCANCODE_UNKNOWN, which in turn does not get mapped to anything (because the scan codes are zeroes).
2020-02-11 08:36:13 -08:00
Sam Lantinga a8780c6a28 Updated copyright date for 2020 2020-01-16 20:49:25 -08:00
Sylvain Becker 758badffa5 Fixed bug 4841 - Misplaced parenthesis WIN_WindowProc / WM_ACTIVATE / ClipCursor
(Thanks!)
2019-10-23 08:58:52 +02:00
Ozkan Sezer 8a394209c4 SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28) 2019-09-05 20:47:20 +03:00
Sam Lantinga cc64b369fb Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc. 2019-08-30 15:32:15 -07:00
Sam Lantinga afb9ff9507 Fixed bug where the Steam overlay would generate an event and stop input processing for the frame. 2019-08-30 08:03:19 -07:00
Sam Lantinga 13c4d5e7e3 Fixed Windows relative mouse coordinates when capturing the mouse over RDP 2019-08-26 17:43:01 -07:00
Alex Szpakowski d5ec735a33 Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
2019-08-01 18:22:12 -03:00
Ozkan Sezer c37c6cbbca use WIN_IsWindowsVistaOrGreater() from core/windows for isVistaOrNewer 2019-07-31 23:37:02 +03:00
Sam Lantinga e7c2cf107a Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows?
superfury

I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events?

My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
2019-07-15 09:36:53 -07:00
Cameron Gutman 7e09718dfe Ignore synthetic mouse events generated for touchscreens
Windows generates fake raw mouse events for touchscreens for compatibility
with legacy apps that predate touch support in Windows. We already handle
touch events explicitly, so drop the synthetic events to avoid duplicates.
2019-07-07 11:23:16 -07:00
Ryan C. Gordon 399df540e3 windows: Drop WM_ACTIVATE when window is hidden, but only if being activated.
Fixes Bugzilla #4571.
2019-06-11 01:14:24 -04:00
Sam Lantinga f2c8d8e9c4 Fixed bug 4443 - Incorrect scan code reported for numpad 5
bplu4t2f

When num lock is on, the scancode reported for numpad 5 is SDL_SCANCODE_KP_5, which is correct. However, when num lock is off, windows reports the VK_CLEAR virtual key code, which is incorrectly translated into SDL_SCANCODE_CLEAR inside of the VKeytoScancode(WPARAM vkey) function.
2019-06-08 10:47:43 -07:00
Sylvain Becker b45abbb2a7 Bug 4576: fix warning and compile 2019-04-02 17:57:27 +02:00
Sylvain Becker 1a4c3b57b7 Bug 4576: remove touch/mouse duplication for Windows 2019-04-02 16:58:11 +02:00
Sam Lantinga 5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Alex Szpakowski 5029d50ea8 Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).

Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
2018-11-10 16:15:48 -04:00
Ryan C. Gordon 4659e73892 merge fallout: Patched to compile, fixed some compiler warnings, etc. 2018-11-01 12:31:45 -04:00
Ryan C. Gordon 62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Ryan C. Gordon b262b0ebc9 Small stack allocations fall back to malloc if they're unexpectedly large. 2018-10-22 20:50:32 -04:00
Sam Lantinga a1ca84411e Update the cursor clipping each frame, in case it was stolen by another application. 2018-08-26 20:37:23 -07:00
Sam Lantinga 15b3794f11 Only reset the clip rect if it's currently the rect we previously clipped.
This prevents us from clearing the clip rect globally when another application has set it.

There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.

Also fixed whitespace and SDL coding style
2018-08-26 10:34:23 -07:00
Sam Lantinga 55b24b93b4 Fixed bug 4265 - SDL window falls to the bottom of the screen when dragged down and stuck there
Alexei

On WM_WINDOWPOSCHANGED event, WIN_UpdateClipCursor() is called. SDL_WINDOW_INPUT_FOCUS is set even when the mouse pointer is not inside the SDL window and therefore ClipCursor(&rect) is called. When dragging the window and rect.bottom=800 (i.e. the bottom edge of the screen) the SDL window is clipped to the bottom of the screen and it is not possible to move it back to the center of the screen.
2018-09-26 11:17:43 -07:00
Sam Lantinga a4d0571e4a Reverted change for bug 4152 - restrict the win10 mouse bug workaround to win10 v1709 only
Daniel Gibson

Sorry, but it seems like Microsoft didn't fix the issue properly.

I just updated my Win10 machine, it now is Version 1803, Build 17134.1

I tested with SDL2 2.0.7 (my workaround was released with 2.0.8) and still got
lots of events that directly undid the prior "real" events - just like before.
(See simple testcase in attachement)
By default it sets SDL_HINT_MOUSE_RELATIVE_MODE_WARP - which triggered (and on my machine still triggers) the buggy behavior. You can start it with -raw, then it'll not set that hint and the events will be as expected.
The easiest way to see the difference is looking at the window title, which shows accumulated X and Y values: If you just move your mouse to the right, in -raw mode the number just increases. In non-raw mode (using mouse warping) it stays around 0.

I also had a WinAPI-only testcase: https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68
It just calls SetCursorPos(320,240); on each WM_MOUSEMOVE event, and it also
logs all those events to a mouseevents.log textfile.
This log indeed looks a bit different since the latest Win10 update: It seems like all those events with x=320 y=240 do arrive - but only after I stopped moving the mouse - even though the cursor seems to be moved back every frame (or so).
So moving the mouse to the right gives X coordinates like
330, 325, 333, 340, 330, ...
and then when stopping movement I get lots of events with X coordinate 320
2018-05-07 20:10:12 -07:00
Sam Lantinga 606c5a585c Fixed bug 4152 - Windows 10 v1803 update seems to have fixed the jumping mouse bug (see bug #3931.) 2018-05-05 10:27:53 -07:00
Sam Lantinga 4d78a99544 Fixed bug where an SDL window that was activated while hidden could never be shown.
Test code:
{
	SDL_Window *win = SDL_CreateWindow( "Dummy", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 128, 128, SDL_WINDOW_HIDDEN );
	SDL_SysWMinfo info;
	SDL_VERSION( &info.version );
	SDL_GetWindowWMInfo( win, &info );
	SetActiveWindow( info.info.win.window );
	{
		DWORD then = SDL_GetTicks();
		while ( ( SDL_GetTicks() - then ) < 3000 )
		{
			SDL_Event evt;
			SDL_PollEvent( &evt );
		}
		SDL_ShowWindow( win );

		then = SDL_GetTicks();
		while ( ( SDL_GetTicks() - then ) < 3000 )
		{
			SDL_Event evt;
			SDL_PollEvent( &evt );
		}
	}
	SDL_DestroyWindow( win );
}
2018-03-26 12:38:29 -07:00
Sam Lantinga 5abd7d16d7 Don't attempt WM_NCCALCSIZE adjustment when in fullscreen window transition 2018-02-13 22:58:20 -08:00
sezero 40b27fd51b revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h  into generic function
pointer typedefs.
2018-02-12 17:00:00 +03:00
Sam Lantinga 7b50aee932 Fixed min/max window size handling for borderless resizable windows 2018-02-08 18:07:14 -08:00
Sam Lantinga 90e72bf4e2 Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
2018-01-30 18:08:34 -08:00
Sam Lantinga e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga 1b16618b13 Fixed Windows gcc build 2017-12-11 11:47:52 -08:00
Sam Lantinga ab06f570a8 Workaround for bug 3931 - spurious SDL_MOUSEMOTION events with SDL_HINT_MOUSE_RELATIVE_MODE_WARP 1 since Windows 10 Fall Creators update
Elis?e Maurer

The attached minimal program sets the SDL_HINT_MOUSE_RELATIVE_MODE_WARP to 1, enables relative mouse mode then logs all SDL_MOUSEMOTION xrel values as they happen.

When moving the mouse exclusively to the right:

 * On a Windows 10 installation before Fall Creators update (for instance, Version	10.0.15063 Build 15063), only positive values are reported, as expected
 * On a Windows 10 installation after Fall Creators update (for instance, Version 10.0.16299 Update 16299), a mix of positive and negative values are reported.

3 different people have reproduced this bug and have confirmed it started to happen after the Fall Creators update was installed. It happens with SDL 2.0.7 as well as latest default branch as of today.

It seems like some obscure (maybe unintended) Windows behavior change? Haven't been able to pin it down more yet.

(To force-upgrade a Windows installation to the Fall Creators update, you can use the update assistant at https://www.microsoft.com/en-us/software-download/windows10)

Eric Wasylishen

Broken GetCursorPos / SetCursorPos based games on Win 10 fall creators are not limited to SDL.. I just tested winquake.exe (original 1997 exe) and it now has "jumps" in the mouse input if you try to look around in a circle. It uses GetCursorPos/SetCursorPos by default. Switching WinQuake to use directinput (-dinput flag) seems to get rid of the jumps.

Daniel Gibson

A friend tested on Win10 1607 (which is before the Fall Creators Update) and the  the bug doesn't occur there, so the regression that SetCursorPos() doesn't reliably generate mouse events was indeed introduced with that update.
I even reproduced it in a minimal WinAPI-only application (https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68), the weird thing is that if you don't do anything each "frame" (i.e. the mainloop only polls the events and does nothing else), there are a lot of mouse events with the coordinates you passed to SetCursorPos(), but when sleeping for 10ms in each iteration of the mainloop, those events basically don't happen anymore. Which is bad, because in games the each iteration of the mainloop usually takes 16ms..

I have a patch now that I find acceptable.
It checks for the windows version with RtlGetVersion() (https://msdn.microsoft.com/en-us/library/windows/hardware/ff561910.aspx) and only if it's >= Win10 build 16299, enables the workaround.
All code is in video/windows/SDL_windowsevents.c
and the workaround is, that for each WM_MOUSEMOVE event, "if(isWin10FCUorNewer && mouseID != SDL_TOUCH_MOUSEID && mouse->relative_mode_warp)", an addition mouse move event is generated with the coordinates of the center of the screen
(SDL_SendMouseMotion(data->window, mouseID, 0, center_x, center_y);) - which is exactly what would happen if windows generated those reliably itself.
This will cause SDL_PrivateSendMouseMotion() to set mouse->last_x = center_x; and mouse->last_y = center_y; so the next mouse relative mouse event will be calculated correctly.

If Microsoft ever fixes this bug, the IsWin10FCUorNewer() function would have to
be adjusted to also check for a maximum version, so the workaround is then disabled again.
2017-12-10 09:17:33 -08:00
Sam Lantinga 25df5a5ac9 Non-resizable windows need to have their window rect set to the client rect 2017-11-28 18:31:18 -08:00
Sam Lantinga 54685787ca Fixed bug 3847 - Hit Test x coordinate wrong on secondary monitor
Robert Turner

SDL_windowsevents.c contains code to retrieve the x and y coordinate for a requested hit test. It does this as follows:

    POINT winpoint = { (int) LOWORD(lParam), (int) HIWORD(lParam) };

LOWORD(lParam) does not correctly mask off high bits that are set if the point is on a second (or third, etc.) monitor. This effectively offsets the x-coordinate by a large value.

MSDN documentation suggests that LOWORD() and HIWORD() are the wrong macros for the task, instead suggesting we should be doing something like the following:

    POINT winpoint = { GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam) };

Testing this change on my Windows 10 machine with 2 monitors gives the correct results.
2017-09-26 15:07:35 -07:00
Sam Lantinga 3176a7f5e9 sdl
- Fixing rendering borderless window. Need to force windows to send a WM_NCCALCSIZE then return 0 for non-client area size.

- Adding WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX to borderless windows, for reasons noted in comments.

- Fix SetupWindowData() setting SDL_WINDOW_BORDERLESS. This was being cleared at window creation, causing hanlding for the first WM_NCCALCSIZE message to fail
2017-09-22 07:11:36 -07:00
Sam Lantinga a4cfa93670 Fixed bug 2293 - Precise scrolling events
Martijn Courteaux

I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.

The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.

I believe this is pretty solid way of doing it, although I'm not the expert here.

There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
2017-08-14 21:28:04 -07:00
Sam Lantinga c87e1d525c Fixed bug 2841 - Hint to set resource id for window icon
Alexey

Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
2017-08-13 14:15:52 -07:00
Sam Lantinga 47c2c7d585 Cleaned up WindowsScanCodeToSDLScanCode() so VKeytoScancode() always takes precedence for the keys it handles and the rest of the logic is easier to read. 2017-08-12 12:56:28 -07:00
ouned 34769abd46 prefer virtual keycodes over scancodes for extended keys 2017-06-03 09:13:08 +02:00
Sam Lantinga 843293bed0 Fixed bug 3701 - WM_TOUCH message may cause calls to null if touch functions are not properly loaded
Simon Hug

When WIN_WindowProc processes the WM_TOUCH message, it doesn't check if the touch functions have been properly loaded and may call a NULL pointer. It's probably an extremely rare case, but here's a patch that adds some checks anyway.
2017-08-09 20:26:16 -07:00
Sam Lantinga 772407627b Fixed restoring a window that was maximized then minimized, then restored. 2017-05-16 17:48:57 -07:00
Philipp Wiesemann 444c47a1b8 windows: Changed six internal functions to be static. 2017-04-29 22:50:35 +02:00
Sam Lantinga 52e9c42df9 Fixed Windows build 2017-01-28 14:35:35 -08:00
Sam Lantinga 869b7fe314 Fixed bug 3550 - No mouse move messages send while over the titlebar and windows edges
Matthew

Its possible to set SDL_CaptureMouse() so you continue receiving mouse input while the mouse is outside your window. This works however There is then a gap where no messages send, which is when the mouse is hovering the title bar and the window edges.
2017-01-28 11:17:10 -08:00