Hello SDL list…
I’ve been using SDL on my OSX machine now for more then a year and a half,
for my uni assignments and personal coding - and I think it is great!
I haven’t joined the mailing list because in that whole time, this is the
first issue that I have had that I couldn’t solve myself (thanks to the
quality documentation…)
I am using the mouse in my app to move the camera and I have found that on
my OSX box, the relative mouse data stops when the cursor reaches then end
on the screen…
I have tried calling “SDL_WM_GrabInput(SDL_GRAB_ON); SDL_ShowCursor(0);” -
this works in windowed mode, but not when the app is running fullscreen…
I’ve searched the archives, and it seems that this has cropped up before,
but it wasn’t solved… (the original email is at the bottom of this one)
Any ideas?
Also, is there a way of switching between fullscreen and windowed without
shutting down the SDL video subsystem?
Thanks for the help,
Matt Smith
Here is the original email:
Daniel Heck wrote:>Hi,
I’m the main developer of Enigma (http://fs.fsf.org/enigma). We are
currently trying to port the game to OS X. It works perfectly so far,
except that SDL_WM_GrabInput does not seem to work the way it does on
Windows and Linux. Problem is: the game becomes almost unplayable if
the mouse cannot be moved “continuously”, without stopping at the border
of the screen.
Did anyone else experience the same problem? Are there any known
workarounds? I know, I could simulate the continous motion using
SDL_WarpMouse, but according to the SDL source code (QZ_PumpEvents),
/* 1/2 second after a warp, the mouse cannot move (don’t ask me why) */
so this seems also to be a bad solution. Any ideas?