From 6aaedb813fa11ba0679c3051bc2eb28646b9506c Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 30 Aug 2025 16:53:58 -0700 Subject: Update to SDL3 --- src/contrib/SDL-3.2.20/test/testrelative.c | 218 +++++++++++++++++++++++++++++ 1 file changed, 218 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/test/testrelative.c (limited to 'src/contrib/SDL-3.2.20/test/testrelative.c') diff --git a/src/contrib/SDL-3.2.20/test/testrelative.c b/src/contrib/SDL-3.2.20/test/testrelative.c new file mode 100644 index 0000000..b230606 --- /dev/null +++ b/src/contrib/SDL-3.2.20/test/testrelative.c @@ -0,0 +1,218 @@ +/* + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely. +*/ + +/* Simple program: Test relative mouse motion */ + +#include +#include +#include + +#ifdef SDL_PLATFORM_EMSCRIPTEN +#include +#endif + +static SDLTest_CommonState *state; +static int i, done; +static SDL_FRect rect; +static SDL_Event event; +static bool warp; + +static void DrawRects(SDL_Renderer *renderer) +{ + SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); + SDL_RenderFillRect(renderer, &rect); + + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + + if (SDL_GetWindowRelativeMouseMode(SDL_GetRenderWindow(renderer))) { + SDLTest_DrawString(renderer, 0.f, 0.f, "Relative Mode: Enabled"); + } else { + SDLTest_DrawString(renderer, 0.f, 0.f, "Relative Mode: Disabled"); + } +} + +static void CenterMouse(void) +{ + /* Warp the mouse back to the center of the window with input focus to use the + * center point for calculating future motion deltas. + * + * NOTE: DO NOT DO THIS IN REAL APPS/GAMES! + * + * This is an outdated method of handling relative pointer motion, and + * may not work properly, if at all, on some platforms. It is here *only* + * for testing the warp emulation code path internal to SDL. + * + * Relative mouse mode should be used instead! + */ + SDL_Window *window = SDL_GetKeyboardFocus(); + if (window) { + int w, h; + float cx, cy; + + SDL_GetWindowSize(window, &w, &h); + cx = (float)w / 2.f; + cy = (float)h / 2.f; + + SDL_WarpMouseInWindow(window, cx, cy); + } +} + +static void loop(void) +{ + /* Check for events */ + while (SDL_PollEvent(&event)) { + SDLTest_CommonEvent(state, &event, &done); + switch (event.type) { + case SDL_EVENT_WINDOW_FOCUS_GAINED: + if (warp) { + /* This should activate relative mode for warp emulation, unless disabled via a hint. */ + CenterMouse(); + } + break; + case SDL_EVENT_KEY_DOWN: + if (event.key.key == SDLK_C) { + /* If warp emulation is active, showing the cursor should turn + * relative mode off, and it should re-activate after a warp + * when hidden again. + */ + if (SDL_CursorVisible()) { + SDL_HideCursor(); + } else { + SDL_ShowCursor(); + } + } + break; + case SDL_EVENT_MOUSE_MOTION: + { + rect.x += event.motion.xrel; + rect.y += event.motion.yrel; + + if (warp) { + CenterMouse(); + } + } break; + default: + break; + } + } + + for (i = 0; i < state->num_windows; ++i) { + SDL_Rect viewport; + SDL_Renderer *renderer = state->renderers[i]; + if (state->windows[i] == NULL) { + continue; + } + + SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); + SDL_RenderClear(renderer); + + /* Wrap the cursor rectangle at the screen edges to keep it visible */ + SDL_GetRenderViewport(renderer, &viewport); + if (rect.x < viewport.x) { + rect.x += viewport.w; + } + if (rect.y < viewport.y) { + rect.y += viewport.h; + } + if (rect.x > viewport.x + viewport.w) { + rect.x -= viewport.w; + } + if (rect.y > viewport.y + viewport.h) { + rect.y -= viewport.h; + } + + DrawRects(renderer); + + SDL_RenderPresent(renderer); + } +#ifdef SDL_PLATFORM_EMSCRIPTEN + if (done) { + emscripten_cancel_main_loop(); + } +#endif +} + +int main(int argc, char *argv[]) +{ + /* Initialize test framework */ + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return 1; + } + + /* Parse commandline */ + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (consumed == 0) { + consumed = -1; + if (SDL_strcasecmp(argv[i], "--warp") == 0) { + warp = true; + consumed = 1; + } + } + + if (consumed < 0) { + static const char *options[] = { + "[--warp]", + NULL + }; + SDLTest_CommonLogUsage(state, argv[0], options); + return 1; + } + i += consumed; + } + + if (!SDLTest_CommonInit(state)) { + return 2; + } + + /* Create the windows and initialize the renderers */ + for (i = 0; i < state->num_windows; ++i) { + SDL_Renderer *renderer = state->renderers[i]; + SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE); + SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); + SDL_RenderClear(renderer); + } + + /* If warp mode is activated, the cursor will be repeatedly warped back to + * the center of the window to simulate the behavior of older games. The cursor + * is initially hidden in this case to trigger the warp emulation unless it has + * been explicitly disabled via a hint. + * + * Otherwise, try to activate relative mode. + */ + if (warp) { + SDL_HideCursor(); + } else { + for (i = 0; i < state->num_windows; ++i) { + SDL_SetWindowRelativeMouseMode(state->windows[i], true); + } + } + + rect.x = DEFAULT_WINDOW_WIDTH / 2; + rect.y = DEFAULT_WINDOW_HEIGHT / 2; + rect.w = 10; + rect.h = 10; + /* Main render loop */ + done = 0; +#ifdef SDL_PLATFORM_EMSCRIPTEN + emscripten_set_main_loop(loop, 0, 1); +#else + while (!done) { + loop(); + } +#endif + SDLTest_CommonQuit(state); + return 0; +} -- cgit v1.2.3