Don't send mouse events when warping in relative mode
This fixes games which set relative mode and then did mouse warping at the same time Reference https://github.com/libsdl-org/SDL/issues/5609main
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ea15253220
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b44241ab2f
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@ -866,8 +866,8 @@ SDL_GetGlobalMouseState(int *x, int *y)
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}
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}
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void
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SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
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static void
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SDL_PerformWarpMouseInWindow(SDL_Window *window, int x, int y, SDL_bool ignore_relative_mode)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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@ -883,6 +883,20 @@ SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
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return;
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}
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if (mouse->relative_mode && !ignore_relative_mode) {
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/* 2.0.22 made warping in relative mode actually functional, which
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* surprised many applications that weren't expecting the additional
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* mouse motion.
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*
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* So for now, warping in relative mode adjusts the absolution position
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* but doesn't generate motion events.
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*/
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mouse->x = x;
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mouse->y = y;
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mouse->has_position = SDL_TRUE;
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return;
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}
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/* Ignore the previous position when we warp */
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mouse->has_position = SDL_FALSE;
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@ -894,6 +908,12 @@ SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
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}
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}
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void
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SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
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{
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SDL_PerformWarpMouseInWindow(window, x, y, SDL_FALSE);
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}
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int
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SDL_WarpMouseGlobal(int x, int y)
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{
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@ -953,8 +973,9 @@ SDL_SetRelativeMouseMode(SDL_bool enabled)
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if (enabled && focusWindow) {
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SDL_SetMouseFocus(focusWindow);
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if (mouse->relative_mode_warp)
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SDL_WarpMouseInWindow(focusWindow, focusWindow->w/2, focusWindow->h/2);
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if (mouse->relative_mode_warp) {
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SDL_PerformWarpMouseInWindow(focusWindow, focusWindow->w/2, focusWindow->h/2, SDL_TRUE);
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}
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}
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if (focusWindow) {
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@ -962,7 +983,7 @@ SDL_SetRelativeMouseMode(SDL_bool enabled)
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/* Put the cursor back to where the application expects it */
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if (!enabled) {
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SDL_WarpMouseInWindow(focusWindow, mouse->x, mouse->y);
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SDL_PerformWarpMouseInWindow(focusWindow, mouse->x, mouse->y, SDL_TRUE);
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}
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SDL_UpdateMouseCapture(SDL_FALSE);
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