SDL: Fixed using a tablet with raw input relative motion

From 0fd54f91f419a5dab178aaab7a92a1037f893776 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Tue, 21 Sep 2021 18:15:11 -0700
Subject: [PATCH] Fixed using a tablet with raw input relative motion

Tested with a Wacom Cintiq Pro 16"
---
 src/video/windows/SDL_windowsevents.c | 117 ++++++++++++++------------
 1 file changed, 65 insertions(+), 52 deletions(-)

diff --git a/src/video/windows/SDL_windowsevents.c b/src/video/windows/SDL_windowsevents.c
index b6556f1ad7..04ca69ac8b 100644
--- a/src/video/windows/SDL_windowsevents.c
+++ b/src/video/windows/SDL_windowsevents.c
@@ -747,7 +747,7 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
                     if ((rawmouse->usFlags & 0x01) == MOUSE_MOVE_RELATIVE) {
                         SDL_SendMouseMotion(data->window, mouseID, 1, (int)rawmouse->lLastX, (int)rawmouse->lLastY);
                     } else if (rawmouse->lLastX || rawmouse->lLastY) {
-                        /* This is absolute motion, probably over RDP
+                        /* This is absolute motion, either using a tablet or mouse over RDP
 
                            Notes on how RDP appears to work, as of Windows 10 2004:
                             - SetCursorPos() calls are cached, with multiple calls coalesced into a single call that's sent to the RDP client. If the last call to SetCursorPos() has the same value as the last one that was sent to the client, it appears to be ignored and not sent. This means that we need to jitter the SetCursorPos() position slightly in order for the recentering to work correctly.
@@ -757,17 +757,14 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
 
                            We handle this by creating a safe area within the application window, and when the mouse leaves that safe area, we warp back to the opposite side. Any single motion > 50% of the safe area is assumed to be a warp and ignored.
                         */
-                        /* synthesize relative moves from the abs position */
+                        SDL_bool remote_desktop = GetSystemMetrics(SM_REMOTESESSION) ? SDL_TRUE : SDL_FALSE;
                         SDL_bool virtual_desktop = (rawmouse->usFlags & MOUSE_VIRTUAL_DESKTOP) ? SDL_TRUE : SDL_FALSE;
+                        SDL_bool normalized_coordinates = ((rawmouse->usFlags & 0x40) == 0) ? SDL_TRUE : SDL_FALSE;
                         int w = GetSystemMetrics(virtual_desktop ? SM_CXVIRTUALSCREEN : SM_CXSCREEN);
                         int h = GetSystemMetrics(virtual_desktop ? SM_CYVIRTUALSCREEN : SM_CYSCREEN);
-                        int x = (int)(((float)rawmouse->lLastX / 65535.0f) * w);
-                        int y = (int)(((float)rawmouse->lLastY / 65535.0f) * h);
+                        int x = normalized_coordinates ? (int)(((float)rawmouse->lLastX / 65535.0f) * w) : (int)rawmouse->lLastX;
+                        int y = normalized_coordinates ? (int)(((float)rawmouse->lLastY / 65535.0f) * h) : (int)rawmouse->lLastY;
                         int relX, relY;
-                        RECT screenRect;
-                        RECT hwndRect;
-                        RECT boundsRect;
-                        int boundsWidth, boundsHeight;
 
                         /* Calculate relative motion */
                         if (data->last_raw_mouse_position.x == 0 && data->last_raw_mouse_position.y == 0) {
@@ -777,51 +774,66 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
                         relX = (int)(x - data->last_raw_mouse_position.x);
                         relY = (int)(y - data->last_raw_mouse_position.y);
 
-                        /* Calculate screen rect */
-                        screenRect.left = 0;
-                        screenRect.right = w;
-                        screenRect.top = 0;
-                        screenRect.bottom = h;
-
-                        /* Calculate client rect */
-                        GetClientRect(hwnd, &hwndRect);
-                        ClientToScreen(hwnd, (LPPOINT) & hwndRect);
-                        ClientToScreen(hwnd, (LPPOINT) & hwndRect + 1);
-
-                        /* Calculate bounds rect */
-                        IntersectRect(&boundsRect, &screenRect, &hwndRect);
-                        InflateRect(&boundsRect, -32, -32);
-                        boundsWidth = (boundsRect.right - boundsRect.left);
-                        boundsHeight = (boundsRect.bottom - boundsRect.top);
-
-                        if ((boundsWidth > 0 && SDL_abs(relX) > (boundsWidth / 2)) ||
-                            (boundsHeight > 0 && SDL_abs(relY) > (boundsHeight / 2))) {
-                            /* Expected motion for warping below, ignore this */
-                        } else {
-                            SDL_SendMouseMotion(data->window, mouseID, 1, relX, relY);
-
-                            if (x < boundsRect.left || x > boundsRect.right ||
-                                y < boundsRect.top || y > boundsRect.bottom) {
-                                /* Warp back to the opposite side, assuming more motion in the current direction */
-                                int warpX;
-                                int warpY;
-
-                                if (x < boundsRect.left) {
-                                    warpX = boundsRect.right;
-                                } else if (x > boundsRect.right) {
-                                    warpX = boundsRect.left;
-                                } else {
-                                    warpX = x;
-                                }
-
-                                if (y < boundsRect.top) {
-                                    warpY = boundsRect.bottom;
-                                } else if (y > boundsRect.bottom) {
-                                    warpY = boundsRect.top;
-                                } else {
-                                    warpY = y;
+                        if (remote_desktop) {
+                            RECT screenRect;
+                            RECT hwndRect;
+                            RECT boundsRect;
+                            int boundsWidth, boundsHeight;
+
+                            /* Calculate screen rect */
+                            screenRect.left = 0;
+                            screenRect.right = w;
+                            screenRect.top = 0;
+                            screenRect.bottom = h;
+
+                            /* Calculate client rect */
+                            GetClientRect(hwnd, &hwndRect);
+                            ClientToScreen(hwnd, (LPPOINT) & hwndRect);
+                            ClientToScreen(hwnd, (LPPOINT) & hwndRect + 1);
+
+                            /* Calculate bounds rect */
+                            IntersectRect(&boundsRect, &screenRect, &hwndRect);
+                            InflateRect(&boundsRect, -32, -32);
+                            boundsWidth = (boundsRect.right - boundsRect.left);
+                            boundsHeight = (boundsRect.bottom - boundsRect.top);
+
+                            if ((boundsWidth > 0 && SDL_abs(relX) > (boundsWidth / 2)) ||
+                                (boundsHeight > 0 && SDL_abs(relY) > (boundsHeight / 2))) {
+                                /* Expected motion for warping below, ignore this */
+                            } else {
+                                SDL_SendMouseMotion(data->window, mouseID, 1, relX, relY);
+
+                                if (x < boundsRect.left || x > boundsRect.right ||
+                                    y < boundsRect.top || y > boundsRect.bottom) {
+                                    /* Warp back to the opposite side, assuming more motion in the current direction */
+                                    int warpX;
+                                    int warpY;
+
+                                    if (x < boundsRect.left) {
+                                        warpX = boundsRect.right;
+                                    } else if (x > boundsRect.right) {
+                                        warpX = boundsRect.left;
+                                    } else {
+                                        warpX = x;
+                                    }
+
+                                    if (y < boundsRect.top) {
+                                        warpY = boundsRect.bottom;
+                                    } else if (y > boundsRect.bottom) {
+                                        warpY = boundsRect.top;
+                                    } else {
+                                        warpY = y;
+                                    }
+                                    SetCursorPos(warpX, warpY);
                                 }
-                                SetCursorPos(warpX, warpY);
+                            }
+                        } else {
+                            const int MAXIMUM_TABLET_RELATIVE_MOTION = 32;
+                            if (SDL_abs(relX) > MAXIMUM_TABLET_RELATIVE_MOTION ||
+                                SDL_abs(relY) > MAXIMUM_TABLET_RELATIVE_MOTION) {
+                                /* Ignore this motion, probably a pen lift and drop */
+                            } else {
+                                SDL_SendMouseMotion(data->window, mouseID, 1, relX, relY);
                             }
                         }
 
@@ -829,6 +841,7 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
                         data->last_raw_mouse_position.y = y;
                     }
                     WIN_CheckRawMouseButtons(rawmouse->usButtonFlags, data, mouseID);
+
                 } else if (isCapture) {
                     /* we check for where Windows thinks the system cursor lives in this case, so we don't really lose mouse accel, etc. */
                     POINT pt;