BACKENDS: Fix missing mouse events when system cursor cannot be moved

Normally with SDL, a mouse motion event will be sent after the
system mouse cursor has been moved by a call to
SDL_WarpMouseInWindow, but if the system cursor cannot be moved
(e.g. because the window does not have mouse focus), games still
need to receive these mouse events so they can successfully update
the mouse position internally. Otherwise, games continue to think
the mouse is still in the original position and will continue to
try to perform whatever action is associated with that mouse
position.

Refs Trac#9689.
This commit is contained in:
Colin Snover 2017-09-15 22:59:18 -05:00
parent cd538ffffa
commit d1b77d4b68
10 changed files with 80 additions and 7 deletions

View file

@ -75,7 +75,7 @@ static uint32 convUTF8ToUTF32(const char *src) {
#endif
SdlEventSource::SdlEventSource()
: EventSource(), _scrollLock(false), _joystick(0), _lastScreenID(0), _graphicsManager(0)
: EventSource(), _scrollLock(false), _joystick(0), _lastScreenID(0), _graphicsManager(0), _queuedFakeMouseMove(false)
#if SDL_VERSION_ATLEAST(2, 0, 0)
, _queuedFakeKeyUp(false), _fakeKeyUp()
#endif
@ -508,6 +508,12 @@ bool SdlEventSource::pollEvent(Common::Event &event) {
return true;
}
if (_queuedFakeMouseMove) {
event = _fakeMouseMove;
_queuedFakeMouseMove = false;
return true;
}
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
preprocessEvents(&ev);
@ -1003,6 +1009,12 @@ void SdlEventSource::resetKeyboardEmulation(int16 x_max, int16 y_max) {
_km.joy_y = 0;
}
void SdlEventSource::fakeWarpMouse(const int x, const int y) {
_queuedFakeMouseMove = true;
_fakeMouseMove.type = Common::EVENT_MOUSEMOVE;
_fakeMouseMove.mouse = Common::Point(x, y);
}
bool SdlEventSource::handleResizeEvent(Common::Event &event, int w, int h) {
if (_graphicsManager) {
_graphicsManager->notifyResize(w, h);