| Commit message (Collapse) | Author | Age | Files | Lines |
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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)?
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controlling whether mouse events should generate synthetic touch events
By default SDL will *not* generate touch events for mouse events
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SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to allow tuning double-click sensitivity.
Also increased the default double-click radius to 32 pixels to be more forgiving for touch interfaces
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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).
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generate synthetic mouse events.
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SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse.
This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
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Patch contributed by Sylvain
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events.
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There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.
This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
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direction in the MouseWheelEvent event
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Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
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SDL_WarpMouseGlobal()
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This matches naming conventions in the main repository, between
SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
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X11 only for now, but this should be doable on every platform, I think.
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Is it that time already??
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The new header will include SDL_config.h, but allows for other global stuff.
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To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1"
When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
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button event.
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This fixes a bug where relative mode would give a large jump if the
cursor was moved when the app doesn't have focus.
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SDL_TOUCH_MOUSEID for mouse events simulated by touch input.
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more than 32 buttons...
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properly.
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Added a way to cycle through the default cursor in testcursor.c
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mouse events - even in fullscreen mode.
The only reason we need a custom view is to handle right mouse down.
Implemented mouse grabbing, although it's kind of clunky right now. I'll be adding a relative mode that will be smoother soon.
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window when sending a mouse event.
Fixed a bug where only mouse wheel up was sent on Mac OS X
Fixed a bug where mouse window focus was getting hosed by the fullscreen mouse code on Mac OS X
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multi-mouse and multi-touch API.
Plus, this lets me start implementing cursor support.
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Updated copyright to LGPL version 2.1 and year 2010
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for code simplicity and improved performance.
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events to device events.
Fixed building SDL without XInput support
Simplified the process of registering a mouse device
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From: Couriersud
Subject: SDL: Mouse last_x, last_y into SDL_Mouse
the attached diff moves the static vars last_x and last_y into
SDL_Mouse. These, as far as I understand it, should be tied to the
individual mouse.
The patch also makes the code check for out of window conditions of
mouse->x,y when relative movements are passed to MouseSendMotion.
Also attached is the latest DirectFB code (dfb20081208) supporting
multiple mice and keyboards. This works quite well with sdlmame now. It
however needs more testing with different directfb configurations.
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