[SDL] mouse button/movement troubles
John Drinkwater
john at nextraweb.com
Thu Oct 16 03:20:01 PDT 2003
From going through the code,
SDL_WarpMouse resets the mouse states
Makes sense for most applications to have this as the default (lets say, you
move off of one button onto another); yet there isn't an option to get it to
either retain button state, or give it new ones.
Could you use the ignore (which i'm presuming you're using to stop the warpmouse
event changing your mouse position again) to prevent the SDL_MOUSEBUTTONs
getting triggered ?
Regards,
John
Andrew wrote:
> To handle mouse input in my game I have this code inside my event
> handler:
>
> case SDL_MOUSEMOTION:
> if(!ignore) {
> mov_mouse_x += event.motion.xrel;
> mov_mouse_y += event.motion.yrel;
> mov_mouse_z = 0;
> SDL_WarpMouse(thegame->options.GetWidth()/2,
> thegame->options.GetWidth()/2);
> ignore = true;
> }
> else ignore = false;
> break;
> case SDL_MOUSEBUTTONDOWN:
> if(event.button.button == SDL_BUTTON_LEFT)
> buttons[0] = true;
> else buttons[1] = true;
> break;
> case SDL_MOUSEBUTTONUP:
> if(event.button.button == SDL_BUTTON_LEFT)
> buttons[0] = false;
> else buttons[1] = false;
> break;
>
> The problem is that when the mouse is moving, and I press a button, it
> starts flickering, like the button is being pressed on and off. The
> code works as expected if the mouse wasn't moving while button was
> pressed. Any ideas?
>
> Thanks,
> Andrew
>
>
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