Wayland: Emulate mouse warp using relative mouse mode
Several games (including Source and GoldSrc games, and Bioshock Infinite) attempt to "fake" relative mouse mode by repeatedly warping the cursor to the centre of the screen. Since mouse warping is not supported under Wayland, the viewport ends up "stuck" in a rectangular area. Detect this case (mouse warp while the cursor is not visible), and enable relative mouse mode, which tracks the cursor position independently, and so can Warp successfully. This is behind the SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP hint, which is enabled by default, unless the application enables relative mouse mode itself using SDL_SetRelativeMouseMode(SDL_TRUE). Note that there is a behavoural difference, in that relative mouse mode typically doesn't take mouse accelleration into account, but the repeated-warping technique does, so mouse movement can seem very slow with this (unless the game has its own mouse accelleration option, such as in Portal 2).main
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@ -1712,6 +1712,23 @@ extern "C" {
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*/
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#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION"
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/**
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* \brief Enable or disable mouse pointer warp emulation, needed by some older games.
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*
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* When this hint is set, any SDL will emulate mouse warps using relative mouse mode.
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* This is required for some older games (such as Source engine games), which warp the
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* mouse to the centre of the screen rather than using relative mouse motion. Note that
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* relative mouse mode may have different mouse acceleration behaviour than pointer warps.
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*
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* This variable can be set to the following values:
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* "0" - All mouse warps fail, as mouse warping is not available under wayland.
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* "1" - Some mouse warps will be emulated by forcing relative mouse mode.
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*
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* If not set, this is automatically enabled unless an application uses relative mouse
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* mode directly.
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*/
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#define SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP "SDL_VIDEO_WAYLAND_EMULATE_MOUSE_WARP"
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/**
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* \brief A variable that is the address of another SDL_Window* (as a hex string formatted with "%p").
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*
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@ -2654,6 +2654,10 @@ int Wayland_input_confine_pointer(struct SDL_WaylandInput *input, SDL_Window *wi
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if (d->relative_mouse_mode)
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return 0;
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/* Don't confine the pointer if it shouldn't be confined. */
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if (SDL_RectEmpty(&window->mouse_rect) && !(window->flags & SDL_WINDOW_MOUSE_GRABBED))
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return 0;
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if (SDL_RectEmpty(&window->mouse_rect)) {
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confine_rect = NULL;
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} else {
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@ -132,6 +132,11 @@ struct SDL_WaylandInput {
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SDL_WaylandKeyboardRepeat keyboard_repeat;
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struct SDL_WaylandTabletInput* tablet;
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/* are we forcing relative mouse mode? */
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SDL_bool cursor_visible;
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SDL_bool relative_mode_override;
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SDL_bool warp_emulation_prohibited;
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};
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extern void Wayland_PumpEvents(_THIS);
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@ -40,6 +40,11 @@
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#include "wayland-cursor.h"
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#include "SDL_waylandmouse.h"
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#include "SDL_hints.h"
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#include "../../SDL_hints_c.h"
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static int
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Wayland_SetRelativeMouseMode(SDL_bool enabled);
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typedef struct {
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struct wl_buffer *buffer;
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@ -510,9 +515,18 @@ Wayland_ShowCursor(SDL_Cursor *cursor)
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wl_surface_attach(data->surface, data->buffer, 0, 0);
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wl_surface_damage(data->surface, 0, 0, data->w, data->h);
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wl_surface_commit(data->surface);
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input->cursor_visible = SDL_TRUE;
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if (input->relative_mode_override) {
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Wayland_input_unlock_pointer(input);
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input->relative_mode_override = SDL_FALSE;
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}
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}
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else
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{
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input->cursor_visible = SDL_FALSE;
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wl_pointer_set_cursor(pointer, input->pointer_enter_serial, NULL, 0, 0);
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}
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@ -522,7 +536,20 @@ Wayland_ShowCursor(SDL_Cursor *cursor)
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static void
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Wayland_WarpMouse(SDL_Window *window, int x, int y)
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{
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SDL_VideoDevice *vd = SDL_GetVideoDevice();
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SDL_VideoData *d = vd->driverdata;
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struct SDL_WaylandInput *input = d->input;
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if (input->cursor_visible == SDL_TRUE) {
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SDL_Unsupported();
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} else if (input->warp_emulation_prohibited) {
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SDL_Unsupported();
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} else {
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if (!d->relative_mouse_mode) {
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Wayland_input_lock_pointer(input);
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input->relative_mode_override = SDL_TRUE;
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}
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}
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}
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static int
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@ -537,16 +564,38 @@ Wayland_SetRelativeMouseMode(SDL_bool enabled)
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SDL_VideoDevice *vd = SDL_GetVideoDevice();
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SDL_VideoData *data = (SDL_VideoData *) vd->driverdata;
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if (enabled)
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if (enabled) {
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/* Disable mouse warp emulation if it's enabled. */
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if (data->input->relative_mode_override)
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data->input->relative_mode_override = SDL_FALSE;
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/* If the app has used relative mode before, it probably shouldn't
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* also be emulating it using repeated mouse warps, so disable
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* mouse warp emulation by default.
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*/
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data->input->warp_emulation_prohibited = SDL_TRUE;
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return Wayland_input_lock_pointer(data->input);
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else
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} else {
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return Wayland_input_unlock_pointer(data->input);
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}
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}
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static void SDLCALL
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Wayland_EmulateMouseWarpChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
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{
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struct SDL_WaylandInput *input = (struct SDL_WaylandInput *)userdata;
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input->warp_emulation_prohibited = !SDL_GetStringBoolean(hint, !input->warp_emulation_prohibited);
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}
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void
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Wayland_InitMouse(void)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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SDL_VideoDevice *vd = SDL_GetVideoDevice();
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SDL_VideoData *d = vd->driverdata;
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struct SDL_WaylandInput *input = d->input;
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mouse->CreateCursor = Wayland_CreateCursor;
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mouse->CreateSystemCursor = Wayland_CreateSystemCursor;
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@ -556,17 +605,27 @@ Wayland_InitMouse(void)
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mouse->WarpMouseGlobal = Wayland_WarpMouseGlobal;
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mouse->SetRelativeMouseMode = Wayland_SetRelativeMouseMode;
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input->relative_mode_override = SDL_FALSE;
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input->cursor_visible = SDL_TRUE;
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SDL_SetDefaultCursor(Wayland_CreateDefaultCursor());
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SDL_AddHintCallback(SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP,
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Wayland_EmulateMouseWarpChanged, input);
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}
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void
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Wayland_FiniMouse(SDL_VideoData *data)
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{
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struct SDL_WaylandInput *input = data->input;
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int i;
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for (i = 0; i < data->num_cursor_themes; i += 1) {
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WAYLAND_wl_cursor_theme_destroy(data->cursor_themes[i].theme);
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}
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SDL_free(data->cursor_themes);
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SDL_DelHintCallback(SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP,
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Wayland_EmulateMouseWarpChanged, input);
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}
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#endif /* SDL_VIDEO_DRIVER_WAYLAND */
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