| /* |
| Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely. |
| */ |
| |
| /* Simple program: Test relative mouse motion */ |
| |
| #include <SDL3/SDL_test.h> |
| #include <SDL3/SDL_test_common.h> |
| #include <SDL3/SDL_main.h> |
| |
| #ifdef SDL_PLATFORM_EMSCRIPTEN |
| #include <emscripten/emscripten.h> |
| #endif |
| |
| static SDLTest_CommonState *state; |
| static int i, done; |
| static SDL_FRect rect; |
| static SDL_Event event; |
| static bool warp; |
| |
| static void DrawRects(SDL_Renderer *renderer) |
| { |
| SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); |
| SDL_RenderFillRect(renderer, &rect); |
| |
| SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); |
| |
| if (SDL_GetWindowRelativeMouseMode(SDL_GetRenderWindow(renderer))) { |
| SDLTest_DrawString(renderer, 0.f, 0.f, "Relative Mode: Enabled"); |
| } else { |
| SDLTest_DrawString(renderer, 0.f, 0.f, "Relative Mode: Disabled"); |
| } |
| } |
| |
| static void CenterMouse(void) |
| { |
| /* Warp the mouse back to the center of the window with input focus to use the |
| * center point for calculating future motion deltas. |
| * |
| * NOTE: DO NOT DO THIS IN REAL APPS/GAMES! |
| * |
| * This is an outdated method of handling relative pointer motion, and |
| * may not work properly, if at all, on some platforms. It is here *only* |
| * for testing the warp emulation code path internal to SDL. |
| * |
| * Relative mouse mode should be used instead! |
| */ |
| SDL_Window *window = SDL_GetKeyboardFocus(); |
| if (window) { |
| int w, h; |
| float cx, cy; |
| |
| SDL_GetWindowSize(window, &w, &h); |
| cx = (float)w / 2.f; |
| cy = (float)h / 2.f; |
| |
| SDL_WarpMouseInWindow(window, cx, cy); |
| } |
| } |
| |
| static void loop(void) |
| { |
| /* Check for events */ |
| while (SDL_PollEvent(&event)) { |
| SDLTest_CommonEvent(state, &event, &done); |
| switch (event.type) { |
| case SDL_EVENT_WINDOW_FOCUS_GAINED: |
| if (warp) { |
| /* This should activate relative mode for warp emulation, unless disabled via a hint. */ |
| CenterMouse(); |
| } |
| break; |
| case SDL_EVENT_KEY_DOWN: |
| if (event.key.key == SDLK_C) { |
| /* If warp emulation is active, showing the cursor should turn |
| * relative mode off, and it should re-activate after a warp |
| * when hidden again. |
| */ |
| if (SDL_CursorVisible()) { |
| SDL_HideCursor(); |
| } else { |
| SDL_ShowCursor(); |
| } |
| } |
| break; |
| case SDL_EVENT_MOUSE_MOTION: |
| { |
| rect.x += event.motion.xrel; |
| rect.y += event.motion.yrel; |
| |
| if (warp) { |
| CenterMouse(); |
| } |
| } break; |
| default: |
| break; |
| } |
| } |
| |
| for (i = 0; i < state->num_windows; ++i) { |
| SDL_Rect viewport; |
| SDL_Renderer *renderer = state->renderers[i]; |
| if (state->windows[i] == NULL) { |
| continue; |
| } |
| |
| SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); |
| SDL_RenderClear(renderer); |
| |
| /* Wrap the cursor rectangle at the screen edges to keep it visible */ |
| SDL_GetRenderViewport(renderer, &viewport); |
| if (rect.x < viewport.x) { |
| rect.x += viewport.w; |
| } |
| if (rect.y < viewport.y) { |
| rect.y += viewport.h; |
| } |
| if (rect.x > viewport.x + viewport.w) { |
| rect.x -= viewport.w; |
| } |
| if (rect.y > viewport.y + viewport.h) { |
| rect.y -= viewport.h; |
| } |
| |
| DrawRects(renderer); |
| |
| SDL_RenderPresent(renderer); |
| } |
| #ifdef SDL_PLATFORM_EMSCRIPTEN |
| if (done) { |
| emscripten_cancel_main_loop(); |
| } |
| #endif |
| } |
| |
| int main(int argc, char *argv[]) |
| { |
| /* Initialize test framework */ |
| state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); |
| if (!state) { |
| return 1; |
| } |
| |
| /* Parse commandline */ |
| for (i = 1; i < argc;) { |
| int consumed; |
| |
| consumed = SDLTest_CommonArg(state, i); |
| if (consumed == 0) { |
| consumed = -1; |
| if (SDL_strcasecmp(argv[i], "--warp") == 0) { |
| warp = true; |
| consumed = 1; |
| } |
| } |
| |
| if (consumed < 0) { |
| static const char *options[] = { |
| "[--warp]", |
| NULL |
| }; |
| SDLTest_CommonLogUsage(state, argv[0], options); |
| return 1; |
| } |
| i += consumed; |
| } |
| |
| if (!SDLTest_CommonInit(state)) { |
| return 2; |
| } |
| |
| /* Create the windows and initialize the renderers */ |
| for (i = 0; i < state->num_windows; ++i) { |
| SDL_Renderer *renderer = state->renderers[i]; |
| SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE); |
| SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); |
| SDL_RenderClear(renderer); |
| } |
| |
| /* If warp mode is activated, the cursor will be repeatedly warped back to |
| * the center of the window to simulate the behavior of older games. The cursor |
| * is initially hidden in this case to trigger the warp emulation unless it has |
| * been explicitly disabled via a hint. |
| * |
| * Otherwise, try to activate relative mode. |
| */ |
| if (warp) { |
| SDL_HideCursor(); |
| } else { |
| for (i = 0; i < state->num_windows; ++i) { |
| SDL_SetWindowRelativeMouseMode(state->windows[i], true); |
| } |
| } |
| |
| rect.x = DEFAULT_WINDOW_WIDTH / 2; |
| rect.y = DEFAULT_WINDOW_HEIGHT / 2; |
| rect.w = 10; |
| rect.h = 10; |
| /* Main render loop */ |
| done = 0; |
| #ifdef SDL_PLATFORM_EMSCRIPTEN |
| emscripten_set_main_loop(loop, 0, 1); |
| #else |
| while (!done) { |
| loop(); |
| } |
| #endif |
| SDLTest_CommonQuit(state); |
| return 0; |
| } |