Possible bug in SDL_SetRelativeMouseMode |
Bob Rubbens
Guest
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Hey all,
Here's (maybe) a small bug I found while working with SDL_SetRelativeMouseMode. An example gif can be seen here: https://dl.dropboxusercontent.com/u/65227065/SDLBUG/sdlbug.gif What happens is I click, the game switches to the game state, and the mouse is set to relative mode. I move the mouse a bit, and then I press escape which causes the game to go back to the level state. In that process the relative mode is set to false. I then don't move the mouse and click my mouse button. As you can see, only a mousebuttonup event is reported. This works consistently. I'm quite sure it's not a mistake in my code since the event loop only consists of: while(SDL_PollEvent(&e)) {       if (e.type == SDL_MOUSEBUTTONDOWN) {          NNB_INFO << "SDL_MOUSEBUTTONDOWN " << e.type;       } else if (e.type == SDL_MOUSEBUTTONUP) {          NNB_INFO << "SDL_MOUSEBUTTONUP " << e.type;       } else if (e.type == SDL_MOUSEMOTION) {          NNB_INFO << "SDL_MOUSEMOTION " << e.type;       }       event(e); // Gamestate specific event code is called here    } So if SDL_MOUSEBUTTONDOWN is not printed it must have been missed by SDL. When I click the mouse a second time it is also not doing intensive calculations, just polling for SDL_Events. I can try to whip up a little test program but that will take some time. Is there anyone with hands-on SDL experience that can take a look at this for me? Or am I just missing the small letters in the documentation ("use of SDL_SetRelatvieMouseMode makes the the prevents the next mousebuttondown event" or something)? Regards, Bob Rubbens |
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