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Implement a different workaround for when SDL_SetRelativeMouseMode() doesn't work.
This fixes the "stuttering mouse" reported in issue #38.
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commit
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1 changed files with 26 additions and 37 deletions
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@ -385,6 +385,32 @@ IN_Update(void)
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in_state->Key_Event_fp(key, (event.type == SDL_MOUSEBUTTONDOWN));
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break;
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case SDL_MOUSEMOTION:
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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/* This is a hack to work around an unsuccessful
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* SDL_SetRelativeMouseMode(). This can happen if
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* some broken security software is blocking raw
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* input (to prevent keyloggers accessing the input
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* queue), or if - on Linux / Unix - XInput2 is not
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* available.
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* Since SDL_WarpMouseInWindow() injects a movement
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* event into the queue, we ignore events that move
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* the mouse exactly to the warp position. */
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if (have_grab && !in_relativemode)
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{
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int center_x = vid.width / 2;
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int center_y = vid.height / 2;
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if (event.motion.x == center_x && event.motion.y == center_y)
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{
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break;
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}
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SDL_WarpMouseInWindow(NULL, center_x, center_y);
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}
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#endif
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mouse_x += event.motion.xrel;
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mouse_y += event.motion.yrel;
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break;
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/* The user pressed a button */
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case SDL_KEYDOWN:
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modstate = SDL_GetModState();
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@ -431,43 +457,6 @@ IN_Update(void)
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}
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}
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/* Get new mouse coordinates */
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if (!mouse_x && !mouse_y)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (in_relativemode)
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{
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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}
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else
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{
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/* This is a hack to work around an unsuccessfull
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* SDL_SetRelativeMouseMode(). This can happen if
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* some broken security software is blocking raw
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* input (to prevent keyloggers accessing the input
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* queue), or if - on Linux / Unix - XInput2 is not
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* available.
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* Since SDL_WarpMouseInWindow() injects a movement
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* event into the queue, we need to pump the queue
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* and remove the event by reading it. There are
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* other ways to accomplish this, but this arguable
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* ugly solution seems to have the lowest chance to
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* fu** thinks up. */
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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if (have_grab)
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{
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SDL_WarpMouseInWindow(NULL, vid.width / 2, vid.height / 2);
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}
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SDL_PumpEvents();
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SDL_GetRelativeMouseState(NULL, NULL);
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}
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#else
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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#endif
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}
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/* Grab and ungrab the mouse if the
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* console or the menu is opened */
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want_grab = (vid_fullscreen->value || in_grab->value == 1 ||
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