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-rw-r--r--src/video/sdl2_v.cpp35
1 files changed, 34 insertions, 1 deletions
diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp
index 68b0aa983..852f7298d 100644
--- a/src/video/sdl2_v.cpp
+++ b/src/video/sdl2_v.cpp
@@ -51,6 +51,11 @@ static volatile bool _draw_continue;
static Palette _local_palette;
static SDL_Palette *_sdl_palette;
+#ifdef __EMSCRIPTEN__
+/** Whether we just had a window-enter event. */
+static bool _cursor_new_in_window = false;
+#endif
+
#define MAX_DIRTY_RECTS 100
static SDL_Rect _dirty_rects[MAX_DIRTY_RECTS];
static int _num_dirty_rects;
@@ -350,6 +355,9 @@ bool VideoDriver_SDL::CreateMainSurface(uint w, uint h, bool resize)
bool VideoDriver_SDL::ClaimMousePointer()
{
SDL_ShowCursor(0);
+#ifdef __EMSCRIPTEN__
+ SDL_SetRelativeMouseMode(SDL_TRUE);
+#endif
return true;
}
@@ -509,9 +517,27 @@ int VideoDriver_SDL::PollEvent()
switch (ev.type) {
case SDL_MOUSEMOTION:
+#ifdef __EMSCRIPTEN__
+ if (_cursor_new_in_window) {
+ /* The cursor just moved into the window; this means we don't
+ * know the absolutely position yet to move relative from.
+ * Before this time, SDL didn't know it either, and this is
+ * why we postpone it till now. Update the absolute position
+ * for this once, and work relative after. */
+ _cursor.pos.x = ev.motion.x;
+ _cursor.pos.y = ev.motion.y;
+ _cursor.dirty = true;
+
+ _cursor_new_in_window = false;
+ SDL_SetRelativeMouseMode(SDL_TRUE);
+ } else {
+ _cursor.UpdateCursorPositionRelative(ev.motion.xrel, ev.motion.yrel);
+ }
+#else
if (_cursor.UpdateCursorPosition(ev.motion.x, ev.motion.y, true)) {
SDL_WarpMouseInWindow(_sdl_window, _cursor.pos.x, _cursor.pos.y);
}
+#endif
HandleMouseEvents();
break;
@@ -615,6 +641,12 @@ int VideoDriver_SDL::PollEvent()
} else if (ev.window.event == SDL_WINDOWEVENT_ENTER) {
// mouse entered the window, enable cursor
_cursor.in_window = true;
+#ifdef __EMSCRIPTEN__
+ /* Disable relative mouse mode for the first mouse motion,
+ * so we can pick up the absolutely position again. */
+ _cursor_new_in_window = true;
+ SDL_SetRelativeMouseMode(SDL_FALSE);
+#endif
} else if (ev.window.event == SDL_WINDOWEVENT_LEAVE) {
// mouse left the window, undraw cursor
UndrawMouseCursor();
@@ -631,7 +663,8 @@ const char *VideoDriver_SDL::Start(const StringList &parm)
/* Explicitly disable hardware acceleration. Enabling this causes
* UpdateWindowSurface() to update the window's texture instead of
* its surface. */
- SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION , "0");
+ SDL_SetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION, "0");
+ SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");
/* Just on the offchance the audio subsystem started before the video system,
* check whether any part of SDL has been initialised before getting here.