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.
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10 changed files with 80 additions and 7 deletions
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@ -212,6 +212,13 @@ bool SdlGraphicsManager::notifyMousePosition(Common::Point &mouse) {
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return valid;
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}
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void SdlGraphicsManager::setSystemMousePosition(const int x, const int y) {
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assert(_window);
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if (!_window->warpMouseInWindow(x, y)) {
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_eventSource->fakeWarpMouse(x, y);
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}
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}
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void SdlGraphicsManager::handleResizeImpl(const int width, const int height) {
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_eventSource->resetKeyboardEmulation(width - 1, height - 1);
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_forceRedraw = true;
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