Win32 Relative Mouse Movement (attn Forest Hale!)

Forest,

If you’re still listening, I was wondering if you made any movement with
win32 relative mouse movement for SDL2. That’s something that’s not
contentious and could probably be moved into the core relatively easily,
and it’s the last thing remaining before I can move to SDL2 completely.

I’m bugging you because your name is assigned to it in bugzilla :slight_smile:

[>] Brian

And bug me you should, I’ve been putting it off for a very long time, and apologized for this twice already on this list.

I’m shocked that someone actually implemented the XInput2 part for the Linux side, very cool. :slight_smile:

However since I began working at Valve I have a bit less time for this - but it is of no less importance to me, just more of a weekend project.

My previous thoughts on how to implement it on each platform are on the bug report already, I just need to put the pieces together for the win32 part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet system known as Raw Mouse).On 06/06/2012 07:43 AM, Brian Barnes wrote:

Forest,

If you’re still listening, I was wondering if you made any movement with win32 relative mouse movement for SDL2. That’s something that’s not contentious and could probably be moved into the core
relatively easily, and it’s the last thing remaining before I can move to SDL2 completely.

I’m bugging you because your name is assigned to it in bugzilla :slight_smile:

[>] Brian


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LordHavoc
Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged demo." - James Klass
"A game is a series of interesting choices." - Sid Meier

I’m actually really familiar with the Raw Input APIs for Win32 – it is
definitely the best way to do relative mouse movement, and best of all, it
doesn’t require loading another DLL (dinput.dll) or use of “dinput.h” (i.e.
the DX SDK headers) to build, which has always been a pain since
redistribution rights are explicitly limited by MS.

PatrickOn Wed, Jun 6, 2012 at 10:40 AM, Forest Hale wrote:

And bug me you should, I’ve been putting it off for a very long time, and
apologized for this twice already on this list.

I’m shocked that someone actually implemented the XInput2 part for the
Linux side, very cool. :slight_smile:

However since I began working at Valve I have a bit less time for this -
but it is of no less importance to me, just more of a weekend project.

My previous thoughts on how to implement it on each platform are on the
bug report already, I just need to put the pieces together for the win32
part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet system
known as Raw Mouse).

On 06/06/2012 07:43 AM, Brian Barnes wrote:

Forest,

If you’re still listening, I was wondering if you made any movement with
win32 relative mouse movement for SDL2. That’s something that’s not
contentious and could probably be moved into the core
relatively easily, and it’s the last thing remaining before I can move
to SDL2 completely.

I’m bugging you because your name is assigned to it in bugzilla :slight_smile:

[>] Brian


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LordHavoc
Author of DarkPlaces Quake1 engine -
http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged
demo." - James Klass
"A game is a series of interesting choices." - Sid Meier


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Forest Hale wrote:

My previous thoughts on how to implement it on each platform are on
the bug report already, I just need to put the pieces together for the
win32 part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet
system known as Raw Mouse).

If you want to implement this and leave a DLL somewhere that I can test,
I’ll be more than happy to plug it into dim3 and run it through it’s
paces. I’m assuming it would be easy to just give me your compile than
bother with a patch while you are testing.

[>] Brian

Hi Patrick

Since you are familiar with Raw Input why don’t you try and create a
patch that adds support for relative mouse motion on windows.If you
don’t have time, please share some of the things that someone must
know in order to implement Raw Input and I might give it a shot this
weekend.

Best Regards
Dimitris ZeniosOn Wed, Jun 6, 2012 at 9:27 PM, Brian Barnes wrote:

Forest Hale wrote:

My previous thoughts on how to implement it on each platform are on >the
bug report already, I just need to put the pieces together for the >win32
part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet >system
known as Raw Mouse).

If you want to implement this and leave a DLL somewhere that I can test,
I’ll be more than happy to plug it into dim3 and run it through it’s paces.
?I’m assuming it would be easy to just give me your compile than bother with
a patch while you are testing.

[>] Brian


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Just checked the HG source. Alright, that seems doable, let me see what I
can hack up tonight.

– PatrickOn Wed, Jun 6, 2012 at 1:58 PM, Dimitris Zenios <dimitris.zenios at gmail.com>wrote:

Hi Patrick

Since you are familiar with Raw Input why don’t you try and create a
patch that adds support for relative mouse motion on windows.If you
don’t have time, please share some of the things that someone must
know in order to implement Raw Input and I might give it a shot this
weekend.

Best Regards
Dimitris Zenios

On Wed, Jun 6, 2012 at 9:27 PM, Brian Barnes wrote:

Forest Hale wrote:

My previous thoughts on how to implement it on each platform are on >the
bug report already, I just need to put the pieces together for the
win32
part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet
system
known as Raw Mouse).

If you want to implement this and leave a DLL somewhere that I can test,
I’ll be more than happy to plug it into dim3 and run it through it’s
paces.
I’m assuming it would be easy to just give me your compile than bother
with
a patch while you are testing.

[>] Brian


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Cool.

Once you have something ready send a patch so we can test it.There is
a test application in tests folder for relative mouse motion in order
to check your modifications.

Dimitris ZeniosOn Wed, Jun 6, 2012 at 10:11 PM, Patrick Baggett <baggett.patrick at gmail.com> wrote:

Just checked the HG source. Alright, that seems doable, let me see what I
can hack up tonight.

– Patrick

On Wed, Jun 6, 2012 at 1:58 PM, Dimitris Zenios <@Dimitris_Zenios> wrote:

Hi Patrick

Since you are familiar with Raw Input why don’t you try and create a
patch that adds support for relative mouse motion on windows.If you
don’t have time, please share some of the things that someone must
know in order to implement Raw Input and I might give it a shot this
weekend.

Best Regards
Dimitris Zenios

On Wed, Jun 6, 2012 at 9:27 PM, Brian Barnes wrote:

Forest Hale wrote:

My previous thoughts on how to implement it on each platform are on >the
bug report already, I just need to put the pieces together for the

win32
part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet
system
known as Raw Mouse).

If you want to implement this and leave a DLL somewhere that I can test,
I’ll be more than happy to plug it into dim3 and run it through it’s
paces.
?I’m assuming it would be easy to just give me your compile than bother
with
a patch while you are testing.

[>] Brian


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While I’m thinking about it, does anyone have a simple example that uses
relative mouse movement that they can send me that works on X?

PatrickOn Wed, Jun 6, 2012 at 1:58 PM, Dimitris Zenios <dimitris.zenios at gmail.com>wrote:

Hi Patrick

Since you are familiar with Raw Input why don’t you try and create a
patch that adds support for relative mouse motion on windows.If you
don’t have time, please share some of the things that someone must
know in order to implement Raw Input and I might give it a shot this
weekend.

Best Regards
Dimitris Zenios

On Wed, Jun 6, 2012 at 9:27 PM, Brian Barnes wrote:

Forest Hale wrote:

My previous thoughts on how to implement it on each platform are on >the
bug report already, I just need to put the pieces together for the
win32
part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet
system
known as Raw Mouse).

If you want to implement this and leave a DLL somewhere that I can test,
I’ll be more than happy to plug it into dim3 and run it through it’s
paces.
I’m assuming it would be easy to just give me your compile than bother
with
a patch while you are testing.

[>] Brian


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Oop. Nevermind then. Thanks. I’ll use that.

PatrickOn Wed, Jun 6, 2012 at 2:15 PM, Dimitris Zenios <dimitris.zenios at gmail.com>wrote:

Cool.

Once you have something ready send a patch so we can test it.There is
a test application in tests folder for relative mouse motion in order
to check your modifications.

Dimitris Zenios

On Wed, Jun 6, 2012 at 10:11 PM, Patrick Baggett <@Patrick_Baggett> wrote:

Just checked the HG source. Alright, that seems doable, let me see what I
can hack up tonight.

– Patrick

On Wed, Jun 6, 2012 at 1:58 PM, Dimitris Zenios < dimitris.zenios at gmail.com> wrote:

Hi Patrick

Since you are familiar with Raw Input why don’t you try and create a
patch that adds support for relative mouse motion on windows.If you
don’t have time, please share some of the things that someone must
know in order to implement Raw Input and I might give it a shot this
weekend.

Best Regards
Dimitris Zenios

On Wed, Jun 6, 2012 at 9:27 PM, Brian Barnes wrote:

Forest Hale wrote:

My previous thoughts on how to implement it on each platform are on
the

bug report already, I just need to put the pieces together for the

win32
part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet
system
known as Raw Mouse).

If you want to implement this and leave a DLL somewhere that I can
test,

I’ll be more than happy to plug it into dim3 and run it through it’s
paces.
I’m assuming it would be easy to just give me your compile than
bother

with
a patch while you are testing.

[>] Brian


SDL mailing list
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test/testrelative.c works on Linux and MacOn Wed, Jun 6, 2012 at 10:19 PM, Patrick Baggett <baggett.patrick at gmail.com> wrote:

Oop. Nevermind then. Thanks. I’ll use that.

Patrick

On Wed, Jun 6, 2012 at 2:15 PM, Dimitris Zenios <@Dimitris_Zenios> wrote:

Cool.

Once you have something ready send a patch so we can test it.There is
a test application in tests folder for relative mouse motion in order
to check your modifications.

Dimitris Zenios

On Wed, Jun 6, 2012 at 10:11 PM, Patrick Baggett <baggett.patrick at gmail.com> wrote:

Just checked the HG source. Alright, that seems doable, let me see what
I
can hack up tonight.

– Patrick

On Wed, Jun 6, 2012 at 1:58 PM, Dimitris Zenios <@Dimitris_Zenios> wrote:

Hi Patrick

Since you are familiar with Raw Input why don’t you try and create a
patch that adds support for relative mouse motion on windows.If you
don’t have time, please share some of the things that someone must
know in order to implement Raw Input and I might give it a shot this
weekend.

Best Regards
Dimitris Zenios

On Wed, Jun 6, 2012 at 9:27 PM, Brian Barnes wrote:

Forest Hale wrote:

My previous thoughts on how to implement it on each platform are on

the
bug report already, I just need to put the pieces together for the
win32
part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet
system
known as Raw Mouse).

If you want to implement this and leave a DLL somewhere that I can
test,
I’ll be more than happy to plug it into dim3 and run it through it’s
paces.
?I’m assuming it would be easy to just give me your compile than
bother
with
a patch while you are testing.

[>] Brian


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What is the expected behavior in relative mouse mode. The
wikihttp://wiki.libsdl.org/moin.cgi/SDL_SetRelativeMouseModedocumentation
is somewhat vague.

Are normal mouse movements ignored (i.e. SDL_MouseMotionEvent.x/y invalid?)
Is the cursor allowed to leave the window even when it is invisible?On Wed, Jun 6, 2012 at 2:22 PM, Dimitris Zenios <dimitris.zenios at gmail.com>wrote:

test/testrelative.c works on Linux and Mac

On Wed, Jun 6, 2012 at 10:19 PM, Patrick Baggett <@Patrick_Baggett> wrote:

Oop. Nevermind then. Thanks. I’ll use that.

Patrick

On Wed, Jun 6, 2012 at 2:15 PM, Dimitris Zenios < dimitris.zenios at gmail.com> wrote:

Cool.

Once you have something ready send a patch so we can test it.There is
a test application in tests folder for relative mouse motion in order
to check your modifications.

Dimitris Zenios

On Wed, Jun 6, 2012 at 10:11 PM, Patrick Baggett <@Patrick_Baggett> wrote:

Just checked the HG source. Alright, that seems doable, let me see
what

I
can hack up tonight.

– Patrick

On Wed, Jun 6, 2012 at 1:58 PM, Dimitris Zenios <dimitris.zenios at gmail.com> wrote:

Hi Patrick

Since you are familiar with Raw Input why don’t you try and create a
patch that adds support for relative mouse motion on windows.If you
don’t have time, please share some of the things that someone must
know in order to implement Raw Input and I might give it a shot this
weekend.

Best Regards
Dimitris Zenios

On Wed, Jun 6, 2012 at 9:27 PM, Brian Barnes wrote:

Forest Hale wrote:

My previous thoughts on how to implement it on each platform are on

the
bug report already, I just need to put the pieces together for the
win32
part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet
system
known as Raw Mouse).

If you want to implement this and leave a DLL somewhere that I can
test,
I’ll be more than happy to plug it into dim3 and run it through
it’s

paces.
I’m assuming it would be easy to just give me your compile than
bother
with
a patch while you are testing.

[>] Brian


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Here is my first rough attempt. “testrelative” feels right to me, but I’d
like it someone else tested this, especially compared to Linux/OSX. The
"Ctrl+r" to switch between relative and normal mouse movements seems to
work flawlessly. With relative mouse movement, the only way to change focus
is via keyboard. I’m not sure if that is the correct approach, but that
would seem to be the most useful mode for games. Still, if my assumption is
wrong, I can fix that no problem.

I generated these using “hg diff”, so if there are any issues with them,
let me know.

patch01.diff – Windows SDK version header changes. Raw Input requires
Window XP or later. I didn’t try dynamically loading symbols (so you really
do need Windows XP to run it), but it could be changed if necessary. The
structure definitions (which this patch) enables are for Windows XP or
later, but as far as I know, this wouldn’t kill Win2K compatibility off the
bat.

patch02.diff – The actual changes for raw input.On Wed, Jun 6, 2012 at 2:22 PM, Dimitris Zenios <dimitris.zenios at gmail.com>wrote:

test/testrelative.c works on Linux and Mac

On Wed, Jun 6, 2012 at 10:19 PM, Patrick Baggett <@Patrick_Baggett> wrote:

Oop. Nevermind then. Thanks. I’ll use that.

Patrick

On Wed, Jun 6, 2012 at 2:15 PM, Dimitris Zenios < dimitris.zenios at gmail.com> wrote:

Cool.

Once you have something ready send a patch so we can test it.There is
a test application in tests folder for relative mouse motion in order
to check your modifications.

Dimitris Zenios

On Wed, Jun 6, 2012 at 10:11 PM, Patrick Baggett <@Patrick_Baggett> wrote:

Just checked the HG source. Alright, that seems doable, let me see
what

I
can hack up tonight.

– Patrick

On Wed, Jun 6, 2012 at 1:58 PM, Dimitris Zenios <dimitris.zenios at gmail.com> wrote:

Hi Patrick

Since you are familiar with Raw Input why don’t you try and create a
patch that adds support for relative mouse motion on windows.If you
don’t have time, please share some of the things that someone must
know in order to implement Raw Input and I might give it a shot this
weekend.

Best Regards
Dimitris Zenios

On Wed, Jun 6, 2012 at 9:27 PM, Brian Barnes wrote:

Forest Hale wrote:

My previous thoughts on how to implement it on each platform are on

the
bug report already, I just need to put the pieces together for the
win32
part at least, and then investigate if we wish to use
the higher end methods (DirectInput, and the modern raw USB packet
system
known as Raw Mouse).

If you want to implement this and leave a DLL somewhere that I can
test,
I’ll be more than happy to plug it into dim3 and run it through
it’s

paces.
I’m assuming it would be easy to just give me your compile than
bother
with
a patch while you are testing.

[>] Brian


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Congrats, Hale!

  • chrisOn 12-06-06 11:40 AM, Forest Hale wrote:

However since I began working at Valve I have a bit less time for this

Congrats Patrick

I will test the patch and let you know.On Thu, Jun 7, 2012 at 4:17 AM, Chris Eineke wrote:

On 12-06-06 11:40 AM, Forest Hale wrote:

However since I began working at Valve I have a bit less time for this

Congrats, Hale!

  • chris

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Hi Patrick.

Just tried your patch using mingw-w64 and wine-1.5.5.Even though it
compiles fine, it crashes at SDL_SetRelativeMouseMode.I didn’t have
time to search it more.I will have a better look later on.Attached is
the stack trace

CheersOn Thu, Jun 7, 2012 at 9:36 AM, Dimitris Zenios <@Dimitris_Zenios> wrote:

Congrats Patrick

I will test the patch and let you know.

On Thu, Jun 7, 2012 at 4:17 AM, Chris Eineke wrote:

On 12-06-06 11:40 AM, Forest Hale wrote:

However since I began working at Valve I have a bit less time for this

Congrats, Hale!

  • chris

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Err…these seem like a bugs in WINE. None of my code does any memory
allocation, so corruptions in malloc() seems like something valgrind should
be used for to improve WINE. Also, stacktrace has:

RegisterRawInputDevices (pRawInputDevices=0x62fcd0, uiNumDevices=1,
cbSize=12) stub!

which says WINE doesn’t implement Raw Input yet. I was actually looking for
testing on Win32 with a comparison test on XInput2/Xorg-based systems to
see how they both acted.

PatrickOn Thu, Jun 7, 2012 at 4:30 AM, Dimitris Zenios <dimitris.zenios at gmail.com>wrote:

Hi Patrick.

Just tried your patch using mingw-w64 and wine-1.5.5.Even though it
compiles fine, it crashes at SDL_SetRelativeMouseMode.I didn’t have
time to search it more.I will have a better look later on.Attached is
the stack trace

Cheers

On Thu, Jun 7, 2012 at 9:36 AM, Dimitris Zenios <dimitris.zenios at gmail.com> wrote:

Congrats Patrick

I will test the patch and let you know.

On Thu, Jun 7, 2012 at 4:17 AM, Chris Eineke wrote:

On 12-06-06 11:40 AM, Forest Hale wrote:

However since I began working at Valve I have a bit less time for this

Congrats, Hale!

  • chris

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I will try to test on windows.The problem is that i don’t have vs2008
currently installed.On Thu, Jun 7, 2012 at 3:39 PM, Patrick Baggett <baggett.patrick at gmail.com> wrote:

Err…these seem like a bugs in WINE. None of my code does any memory
allocation, so corruptions in malloc() seems like something valgrind should
be used for to improve WINE. Also, stacktrace has:

RegisterRawInputDevices (pRawInputDevices=0x62fcd0, uiNumDevices=1,
cbSize=12) stub!

which says WINE doesn’t implement Raw Input yet. I was actually looking for
testing on Win32 with a comparison test on XInput2/Xorg-based systems to see
how they both acted.

Patrick

On Thu, Jun 7, 2012 at 4:30 AM, Dimitris Zenios <@Dimitris_Zenios> wrote:

Hi Patrick.

Just tried your patch using mingw-w64 and wine-1.5.5.Even though it
compiles fine, it crashes at ?SDL_SetRelativeMouseMode.I didn’t have
time to search it more.I will have a better look later on.Attached is
the stack trace

Cheers

On Thu, Jun 7, 2012 at 9:36 AM, Dimitris Zenios <@Dimitris_Zenios> wrote:

Congrats Patrick

I will test the patch and let you know.

On Thu, Jun 7, 2012 at 4:17 AM, Chris Eineke wrote:

On 12-06-06 11:40 AM, Forest Hale wrote:

However since I began working at Valve I have a bit less time for this

Congrats, Hale!

  • chris

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aha,why wine?

2012/6/7 Dimitris Zenios <dimitris.zenios at gmail.com>> I will try to test on windows.The problem is that i don’t have vs2008

currently installed.

On Thu, Jun 7, 2012 at 3:39 PM, Patrick Baggett <baggett.patrick at gmail.com> wrote:

Err…these seem like a bugs in WINE. None of my code does any memory
allocation, so corruptions in malloc() seems like something valgrind
should
be used for to improve WINE. Also, stacktrace has:

RegisterRawInputDevices (pRawInputDevices=0x62fcd0, uiNumDevices=1,
cbSize=12) stub!

which says WINE doesn’t implement Raw Input yet. I was actually looking
for
testing on Win32 with a comparison test on XInput2/Xorg-based systems to
see
how they both acted.

Patrick

On Thu, Jun 7, 2012 at 4:30 AM, Dimitris Zenios < dimitris.zenios at gmail.com> wrote:

Hi Patrick.

Just tried your patch using mingw-w64 and wine-1.5.5.Even though it
compiles fine, it crashes at SDL_SetRelativeMouseMode.I didn’t have
time to search it more.I will have a better look later on.Attached is
the stack trace

Cheers

On Thu, Jun 7, 2012 at 9:36 AM, Dimitris Zenios <dimitris.zenios at gmail.com> wrote:

Congrats Patrick

I will test the patch and let you know.

On Thu, Jun 7, 2012 at 4:17 AM, Chris Eineke wrote:

On 12-06-06 11:40 AM, Forest Hale wrote:

However since I began working at Valve I have a bit less time for
this

Congrats, Hale!

  • chris

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??github: github.com/fy0

Can’t you take the binary you ran and run it on Windows? You said you
[cross?]compiled with mingw-w64, so I assume you had a native binary. If
not, I can zip up SDL2.dll + testrelative.exe for anyone to test.

PatrickOn Thu, Jun 7, 2012 at 8:05 AM, Dimitris Zenios <dimitris.zenios at gmail.com>wrote:

I will try to test on windows.The problem is that i don’t have vs2008
currently installed.

On Thu, Jun 7, 2012 at 3:39 PM, Patrick Baggett <@Patrick_Baggett> wrote:

Err…these seem like a bugs in WINE. None of my code does any memory
allocation, so corruptions in malloc() seems like something valgrind
should
be used for to improve WINE. Also, stacktrace has:

RegisterRawInputDevices (pRawInputDevices=0x62fcd0, uiNumDevices=1,
cbSize=12) stub!

which says WINE doesn’t implement Raw Input yet. I was actually looking
for
testing on Win32 with a comparison test on XInput2/Xorg-based systems to
see
how they both acted.

Patrick

On Thu, Jun 7, 2012 at 4:30 AM, Dimitris Zenios < dimitris.zenios at gmail.com> wrote:

Hi Patrick.

Just tried your patch using mingw-w64 and wine-1.5.5.Even though it
compiles fine, it crashes at SDL_SetRelativeMouseMode.I didn’t have
time to search it more.I will have a better look later on.Attached is
the stack trace

Cheers

On Thu, Jun 7, 2012 at 9:36 AM, Dimitris Zenios <dimitris.zenios at gmail.com> wrote:

Congrats Patrick

I will test the patch and let you know.

On Thu, Jun 7, 2012 at 4:17 AM, Chris Eineke wrote:

On 12-06-06 11:40 AM, Forest Hale wrote:

However since I began working at Valve I have a bit less time for
this

Congrats, Hale!

  • chris

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I’ve just tested out the win32 version of Patrick’s changes (sorry for
calling you Peter earlier!) and it seems to work well. The cursor
disappears correctly, I get the same movement as I did in 1.2, and
didn’t see anything wrong jump out.

I think we should think about getting this into the trunk and getting
more testing.

It might be a little slower than the old one, though, but that’s what
mouse movement sliders are for :slight_smile:

Note I only spent a couple minutes testing, but no problems in that time
(this was within my own 3D engine.)

[>] Brian