Windows sends some when the mouseis ungrabbed even when it does not move.
This caused the currently selected menu item to get unselected.
SVN r2803 (trunk)
grabbed. At least if the pointer is visible when the debugger break happens, I don't worry
about it getting stuck hidden. (Note that that seems to be related to Alt+Tabbing out of the
game and coming back. I wish I knew what's going on.)
SVN r2497 (trunk)
example. Do not modify the window class pointer. I still had an instance where I was left with
an invisible pointer no matter where I moved it, so hopefully this takes care of that. (edit:
it doesn't.)
SVN r2496 (trunk)
- Two tweaks to raw mouse input to make it better behaved when the window suddenly has focus
removed (e.g. because of a debugger break):
* Keep the pointer centered in the window, as for Win32Mouse. Even though it's not generating
any traditional input events, it's still moving all over the screen. e.g. If we have focus
yanked away and you're pressing the right mouse button as it happens, you can suddenly find
yourself with a popup menu open.
* Use SetCursorState() like the other mouse modes instead of ShowCursor() to hide the
pointer. This way, we don't need to worry about being stuck with trying to use the system
with an invisible pointer, because only the game window will be pointer-less.
SVN r2495 (trunk)
default bindings for it. (Only works with Raw Input on XP. Vista has
support through Win32 mouse, as well. DirectInput does not support it at
all, because the DirectInput mouse device does not expose this control.)
SVN r1640 (trunk)
fullscreen. (e.g. You could no longer scroll the console with the mouse
buffer.)
- Fixed: Wheeling down was seen as wheeling up with the Win32 mouse.
SVN r1618 (trunk)
switched it to buffered input, and the pause key seems to be properly
cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't
need to be special-cased either, because buffered input never passes on
the Tab key when you press Alt+Tab. I have no idea why I special-cased
Num Lock, but it seems to be working fine. By setting the exclusive mode
to background, I can also avoid special code for releasing all keys when
the window loses focus, because I'll still receive those events while the
window is in the background.
SVN r1613 (trunk)
mouse should be grabbed. This fixes the case where you start the game in
the background and it grabs the mouse anyway.
- Changed raw mouse grabbing to call ShowCursor() directly instead of through
SetCursorState(), since changing the pointer isn't working with it
(probably due to the lack of legacy mouse messages), and the others work
fine by setting an invisible cursor.
- Fixed: Raw mouse input passes wheel movements in an unsigned field, but the
value is signed, so it requires a cast to use it.
- Reverted accidental changes to src/sdl/i_input.cpp.
SVN r1605 (trunk)
with RIDEV_NOLEGACY apparently prevents SetCursor() from doing anything.
- Split mouse code off from i_input.cpp into i_mouse.cpp and added raw mouse
handling. (WM_INPUT obsoleted most of DirectInput for XP.)
- Fixed: Similar to the Win32 mouse, using the DirectInput mouse in windowed
mode, if you alt-tabbed away and then clicked on the window's title bar,
mouse input would be frozen until the mouse was ungrabbed again.
SVN r1601 (trunk)