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