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https://git.do.srb2.org/STJr/SRB2.git
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Merge all (relative) mouse motion events into one mouse event
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
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parent
2d661fef18
commit
758e9c4558
1 changed files with 31 additions and 6 deletions
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@ -606,6 +606,8 @@ static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type)
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if (event.data1) D_PostEvent(&event);
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}
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static int mousemovex, mousemovey;
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static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt)
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{
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event_t event;
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@ -623,10 +625,20 @@ static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt)
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if (SDL_GetRelativeMouseMode())
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{
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event.data2 = evt.xrel;
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event.data3 = -evt.yrel;
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//event.data2 = evt.xrel;
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//event.data3 = -evt.yrel;
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if (SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window)
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{
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mousemovex += evt.xrel;
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mousemovey += -evt.yrel;
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SDL_SetWindowGrab(window, SDL_TRUE);
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}
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return;
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}
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else if ((evt.x == realwidth/2) && (evt.y == realheight/2))
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SDL_memset(&event, 0, sizeof(event_t));
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if ((evt.x == realwidth/2) && (evt.y == realheight/2))
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{
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return;
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}
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@ -792,7 +804,8 @@ void I_GetEvent(void)
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SDL_Event evt;
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// We only want the first motion event,
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// otherwise we'll end up catching the warp back to center.
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int mouseMotionOnce = 0;
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//int mouseMotionOnce = 0;
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mousemovex = mousemovey = 0;
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if (!graphics_started)
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{
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@ -811,8 +824,9 @@ void I_GetEvent(void)
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Impl_HandleKeyboardEvent(evt.key, evt.type);
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break;
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case SDL_MOUSEMOTION:
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if (!mouseMotionOnce) Impl_HandleMouseMotionEvent(evt.motion);
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mouseMotionOnce = 1;
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//if (!mouseMotionOnce)
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Impl_HandleMouseMotionEvent(evt.motion);
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//mouseMotionOnce = 1;
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break;
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case SDL_MOUSEBUTTONUP:
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case SDL_MOUSEBUTTONDOWN:
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@ -835,6 +849,17 @@ void I_GetEvent(void)
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}
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}
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if (mousemovex || mousemovey)
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{
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event_t event;
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SDL_memset(&event, 0, sizeof(event_t));
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event.type = ev_mouse;
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event.data1 = 0;
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event.data2 = mousemovex;
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event.data3 = mousemovey;
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D_PostEvent(&event);
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}
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// In order to make wheels act like buttons, we have to set their state to Up.
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// This is because wheel messages don't have an up/down state.
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gamekeydown[KEY_MOUSEWHEELDOWN] = gamekeydown[KEY_MOUSEWHEELUP] = 0;
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