Sdl mouse hold example SDL_MouseButtonEvent is a member of the SDL_Event union and is used when an event of type SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP is reported. Set it to the exact size of the desktop and use the SDL_NOFRAME flag. Like with key presses, SDL has event structures to handle mouse events such as mouse motion, mouse button presses, and mouse button releasing. It is not recommended that you capture the mouse for long periods of time, such as the entire time your app Actually, WoodenEye 008 treats mousse id 0 as the "global fallback default mouse" (and keyboard id 0 as the global fallback keyboard) which means that you can always play in singleplayer mode as player 1 on emulated mouse/keyboard inputs (i. That is, the event represents a single instant in time. type == SDL_MOUSEMOTION and then use Whenever a key is held down, the SDL event queue has no mouse movement, nor will the mouse move on my screen. const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo(); //get desktop size desktopWidth = videoInfo->current_w; desktopHeight = videoInfo->current_h; and this hack can work on any resolution. However, is there any sane solution or a better one? Well, I did an example program to put pixel on the reported mouse coords. This means instead of going from 0 to 640 (or In the event handling loop of SDL2, calling the method SDL_GetMouseState(&x,&y); or using event. I am using switch statements for input: switch (e. One table, in which you set keys true or false based on the SDL keydown/keyup events, and another one, that you initialize with false. On some platforms, users can invert their scroll direction. I want the animation to be The SDL updates the position of the mouse internally in SDL_PrivateSendMouseMotion, which is called by various mouse related functions in the same file. Is there a way to ignore mouse event? At least these movement ones. It calculates the relative motion by keeping track of previous and current absolute positions. button. Im trying to add a feature in my app that’ll allow it to scroll up and down and how fast it’ll scroll is Remarks. button) { case The object is supposed to move when I hold the mouse button (which button does not really matter, so let us leave it there. SDL_GetKeyState() only has to be called once at the start of your program. This lesson covers techniques for tracking the mouse independently of the event loop, and Learn how to detect and handle mouse input events in SDL, including mouse motion, button clicks, and window entry/exit. motion. This function is available since SDL 2. SDL_GetRelativeMouseMode License . SDL2::keyboard. It contains build instructions and explains how to open it with an IDE. Whenever i scroll the mouse wheel up it literally only outputs the number 1. Not sure if this is a known method, but this is the best thing I could come up with. It is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is not recommended that you capture the mouse Indexes into this array are obtained by using SDL_Scancode values. getBarrelX() + Whenever a key is held down, the SDL event queue has no mouse movement, nor will the mouse move on my screen. Note that this function will appear to succeed, but not actually move the mouse when used over Microsoft Remote Desktop. You do not get a SDL_MOUSEMOTION event while the mouse is moving. Does GLFW have an equivalent for SDL_WM_GrabInput? window then no, that is not currently possible. On Windows I don't get that this issue, so it seems to be MacOS only. I've been using SDL for the input and while it works it's doing this thing where if I press and hold a button it will instantly move once then pause and then start moving properly making the movement feel unresponsive. I'm using SDL 2. For example, if you want this information so you can do something if the mouse button is held while dragging, then you would just check the state member For example, if I'm using the gatling gun which is fully automatic (as long as I hold the mouse down it keeps on shooting), and I start shooting, Here is my code: void Main::handleInput2(void) { double xcomponent,ycomponent,xVel,yVel,angle; SDL_GetMouseState(&mouseX,&mouseY); xcomponent = mouseX - (player. Input parameters x and y are the window-relative mouse position (reported by SDL). Example: if (SDL_GetMouseState() & SDL_BUTTON_LMASK) // Left button is pressed. SDL_LoadDollarTemplates returns the The number of touch devices can be queried with SDL_GetNumTouchDevices(). These are the top rated real world C++ (Cpp) examples of SDL_GetRelativeMouseMode extracted from open source projects. *) Header File In Sdl_Setup is where I make the window I'm using and stuff like that and the variable mainEvent is = new SDL_Event(); so then when I was calling GetMainEvent() it was just sending that to PollEvent() over and over again. Problem: i want to change my character's anymation anytime a left mouse button is clicked. A complete game of Snake, written in SDL. When a mouse button press or release is detected then number of the button pressed (from 1 to 255, with 1 usually being the left button and 2 the right) is placed into button, the position of the mouse For example, if I'm using the gatling gun which is fully automatic (as long as I hold the mouse down it keeps on shooting), and I start shooting, then press the w key to move, it stops shooting right away, and doesn't start again until I click again. . CategoryMouse. int SDL_CaptureMouse(SDL_bool enabled); For example, you might want to track the mouse while the user is dragging something, until the user releases a mouse button. Then you can check if the pixel under a mouse belongs to a button, and with the aid of a dictionary, find which one it really is. It can be used to make animations and video games. *) Header File Hi, ioQuake3 is an open source 3D shooter project that has recently moved to SDL for handling input and such, but the problem is that jerky mouse movement was introduced. When I do SDL_SetRelativeMouseMode(SDL_bool::SDL_true), the cursor is hidden as expected. First we check if it's a SDL_EVENT_MOUSE_MOTION type which corresponds with an SDL_MouseMotionEvent or a The best way to test it would depend on how you want to use the information. I've been trying to get an understanding of mouse input and how events are handled. SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device. My question is if GLFW has an easy way of 'grabbing' the mouse cursor. 1. SDL_GetMouseState() returns the buttons that were pressed. Instead, The SDL event queue continually returns the key What am I doing wrong here? Is there a correct way of handling mouse input in the way I've described? As in: If the left mouse button is clicked and the mouse has moved: rotate camera. In my test case, on Windows XP, I capped the game at 7 frames per second, moved the mouse at a I think you misunderstand how mouse events work. I must be missing something here, or maybe it's a bug with SDL2. In this section, the position and size stored in the SDL_Rect within our Rectangle class is relative to the SDL_Surface it is rendered on, whilst the mouse coordinates reported in the Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company Description. Then I experienced the problems which Example. SDL Wiki. This approach is a bit more complicated, but you can have buttons of any size and shape. Inside the event loop, I check for windowEvent. This forces SDL to only report motion events, so the mouse position doesn't change. Mouse motion handling in SDL 2. SDL2 was the previous version!) SDL_MouseButtonEvent. The current button state is returned as a button bitmask, which can be tested using the SDL_BUTTON(X) macros, and x and y are set to the current mouse cursor position. Capture the mouse and to track input outside an SDL window. unsigned char * keys = SDL_GetKeyState(NULL); Then the value it returns, a unsigned char pointer to an array is stored internally. Built-in, SDL Mouse Management: Like the keyboard, SDL has a built-in system for managing the mouse. Unfortunately I am unable to get the same behavior with SDL 2. After doing a bit of research, I discovered sdl2. button) { Let’s see how to handle a mouse click: case SDL_MOUSEBUTTONDOWN: switch (event. So all I did is create a quick void function in Sdl_Setup to set mainEvent to a blank SDL_Event() and then call that after clicked = true; and This might solve your problem. Desktop size can be acquired with. It basically provides a set of APIs to interact with various devices like graphics hardware, audio, keyboard, Its like the title suggests, i want to draw a "1" texture at mouse coords using a keyboard key press. Following the previously linked documentation and this article on the Lazy Foo' Productions website, I constructed the following script: Description. If you want to do something when the mouse is moved, your best option is to do it as direct response to the When using SDL 1. It is not recommended that you capture the mouse For mouse motions, mouse buttons and the mouse wheel there are three different mouse event structures: SDL_MouseMotionEvent, SDL_MouseButtonEvent and SDL_MouseWheelEvent. The code snippet to reproduce the “problem” is: Simple SDL2 mouse hold detection This is a simple way to detect mouse hold in SDL2. h. Do the same for your cursor. Header File. 0 The problem with your code is that you're calling SDL_PollEvent (documented here) twice. Version. 3. Although you can get LVGL for free there is a massive amount of work You could fake it by using SDL_SetVideoMode(). Used as the SDL_TouchID for touch events simulated with mouse For this example, I held the left mouse button first, but also held down the middle button at the same time which caused alternating between drawing magenta and yellow rectangles. SDL_MOUSE_TOUCHID. 0, programming on Debian The problem with your code is that you're calling SDL_PollEvent (documented here) twice. SDL has a grab cursor function that clamps the mouse inside the window area. Functions. A good approach will be to write a keyboard ("input") handler that will process input events and keep the event's state in some sort of a structure (associative array sounds good - key[keyCode]). I implemented the above as: SDL_Window* window; // C++ (Cpp) SDL_ShowCursor - 30 examples found. Currently, I initialize SDL using the foll While the mouse is in relative mode, the cursor is hidden, the mouse position is constrained to the window, and SDL will report continuous relative mouse motion even if the mouse is at the edge of the window. SDL detects this, and reports whether the user has inverted their scrolling in the direction field of the SDL_MouseWheelEvent. These are the top rated real world C++ (Cpp) examples of SDL_BUTTON extracted from open source projects. When a mouse button press or release is detected then number of the button pressed (from 1 to 255, with 1 usually being the left button and 2 the right) is placed into button, the position of the mouse . As said in the documentation: If event is not NULL, the next event is removed from the queue and stored in the SDL_Event structure pointed to by event. The current button state is returned as a button bitmask, which can be tested using the SDL_BUTTON(X) macros (where X is generally 1 for the left, 2 for middle, 3 for the right button), and x and y are set to the mouse cursor position relative to the focus window. This function gives you the current state after all events have been processed, so if a key or button has been pressed and released before you process events, then the pressed state will never show up in the SDL_GetKeyboardState To test, build on MacOS any of the examples (for example, renderer-geometry) with the SDL_WINDOW_RESIZABLE flag. Base objects with custom styles; Make an object draggable; Transform object using a 3x3 matrix; API; Positions, Sizes and Layouts. It is not mandatory, but we highly appreciate it if you write a few words about your project in the My projects category of the forum or a private message to lvgl. mouse_x and mouse_y are the result, the texture based coordinates. Hi,On Mon, 19 Feb 2001, you wrote: I want to catch the left and right button event at the same time. Description. button) { case SDL_BUTTON_LEFT: SDL_ShowSimpleMessageBox(0, "Mouse", "Left Use a bool to hold the state, down or up. Here is a simple example program which reproduces the problem exactly: I have created a cube in opengl using SDL. Problem getting mouse events while keys held down in SDL2. SDL_GetKeyboardState which supposedly is the same SDL function as SDL_GetKeyboardState. Thus, if you do not move the mouse, When I click the window and hold down I would expect it wouldn't print Mouse released until I release the button. Upon releasing the mouse in the non-client area, the corresponding UP event is either not sent or not processed. These are the top rated real world C++ (Cpp) examples of SDL_ShowCursor extracted from open source projects. In this lesson, we will cover in detail how we can detect and react to the two main forms of mouse input - the user handling mouse events is also very easy. However, if you want the system cursor to be grabbed and hidden, for example if you wish to I'm new to SDL2, so pardon any ignorance, but I am experiencing strange results when using relative mouse mode in SDL2. 04 LTS, I'm trying to hide and capture mouse movement in order to implement mouse movement found commonly in FPS games. let’s see how to handle a mouse click: case sdl_mousebuttondown: switch (event. This procedure, however, queries the OS for the current mouse position, and I want my game engine to stop moving the mouse to the center (for yaw and pitch camera calculations). Once you click and hold the mouse in the bottom right corner, animation stops until the mouse is released. When the touch starts you get a SDL_FINGERDOWN event, when you move around your finger a SDL_FINGERMOTION happens, and when you release your touch you get a SDL_FINGERUP. Used as the device ID for mouse events simulated with touch input. SYNOPSIS use SDL2 qw[:mouse]; DESCRIPTION. The LVGL project (including all repositories) is licensed under the MIT license. // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. Here is a simple example program which reproduces the problem exactly: I’m trying to capture each mouse button independently but seems all them is triggered at same time. The same problem affects keyboard keys (not characters ) and in theory we should do the same as you suggested, but in practice it is less important because of the kind of interaction we do with the Reproduce the bug this way: Press left mouse button on an SDL window (turn mouse capturing on) and drag mouse outside the window. I’ve been experimenting with the mouse events today and im basically confused on how i can make this work the way i want it to. y for the relative mouse coordinates makes SDL2 responsiveness VERY SLUGGISH. If the left mouse button is held briefly, then on release a WM_EXITSIZEMOVE occurs. 2 it the way to implement full screen or windowed applications with "no cursor" you did the following: SDL_ShowCursor(SDL_DISABLE); SDL_WM_GrabInput(SDL_GRAB_ON); See Trap mouse in SDL. SDL_CaptureMouse. Instead, The SDL event queue continually returns the key I am holding down as an SDL_KEYDOWN event. Note getMouseState() returns the mouse position as SDL understands it from the last pump of the event queue. Defined in SDL_mouse. Surface vs Window Coordinates. SDL2 was the previous version!) SDL_MouseMotionEvent. From my understanding a state machine should do the trick. *) Header File For example, if player pressed left arrow, but moved his mouse over a window before, he will have to wait enough frames for mouse events to get processed. If relative mode is enabled, you can force mouse events for the warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint. – lmNt. Use a bool to hold the state, down or up. For example, if I want the width of 'c', I can do, int deltaWidth = widthOfChars[3] - widthOfChars[2]and the difference is the width of 'c'. all you need to do is handle the appropriate event. Everything is okay when mouse doesn't move, but after it moves it's terrible. But when i trace tge mouses position it gives me alot more than just “1”. Instead you get a SDL_MOUSEMOTION event when the mouse is moved. Whats weird is SDL_GetMouseState()is alot faster than event. Syntax. If you need to know they are holding it for a second or so, store the SDL_GetTicks() value on mouse down and compare that Here is where we start handling mouse events. SDL Mouse Click. Postponed coordinate calculation; Removing styles; lv_sdl_mouse. bool SDL_CaptureMouse(bool enabled); For example, you might want to track the mouse while the user is dragging something, until the user releases a mouse button. Mouse motion event structure (event. SDL_SetWindowGrab(window, SDL_TRUE); SDL_SetRelativeMouseMode(SDL_TRUE); int prev_x, curr_x, rel_x; // previous, current and relative x-coordinates int prev_y, curr_y, rel_y; // previous, current and relative y-coordinates // SDL is Simple DirectMedia Layer. Here is my code: void Main::handleInput2(void) { double xcomponent,ycomponent,xVel,yVel If I hold a mouse button down, Alt-Tab into my game, and then release the mouse button, WIN_CheckWParamMouseButton() does not receive the release event and SDL_GetMouseState() shows a non-zero state as if the button is still held down. When you check for collision simply check if the bitmask bits set to 1 overlap. x and event. The record structure of the SDL_MouseMotionEvent This updates the SDL mouse state and adds a DOWN event. strange thing is, scrolling with the mouse button does nothing, but if I hold down a mouse button or two and then move the mouse it hits the SDL_BUTTON_WHEEL code occasionally. If i hold the button, it keeps changing the animation, but i don't need that. Thanks. The most common reason to access SDL_Finger is to query the fingers outside the event. It is not recommended that you capture the mouse for You should have 2 tables of booleans for keys. This event also calls WIN_CheckAsyncMouseRelease() and subsequently generates the UP event. For example, if player pressed left arrow, but moved his mouse over a window before, he will have to wait enough frames for mouse events to get processed. SDL_CaptureMouse; SDL_CreateColorCursor If you require relative movement, FPS style, SDL has a SDL_SetRelativeMouseMode function as seen here. Reference keyboard keys as "justPressed", "pressed", and "justReleased" with SDL in C++. A SDL_TouchID may be used to get pointers to SDL_Finger. SDL_SetWindowGrab(window, SDL_TRUE); SDL_SetRelativeMouseMode(SDL_TRUE); int prev_x, curr_x, rel_x; // previous, current and relative x-coordinates int prev_y, curr_y, rel_y; // previous, current and relative y-coordinates // SDL2::mouse - SDL Mouse Event Handling. So far I have been able to get the mouse press and the mouse motion working separately, but not at the same time. Now I am trying to move the camera in X direction if user presses left or right arrow keys and Y direction if user presses up or down arrow keys. For example if I press the SDL_BUTTON_LEFT, all them are flagged, it happens in both events SDL_MOUSEBUTTONUP and SDL_MOUSEBUTTONDOWN, probably I’m doing something wrong. Basic C++ SDL2 project [@aminosbh]: This project is a basic C++ SDL_CaptureMouse. Mouse button event structure (event. That way when I iterate through the string, I create a rectangle of the current character, in this case its 'c', and whilst doing it, check if the mouse has hovered over it. Touch events function pretty much like mouse events with one major difference: touch coordinates are normalized. It will run for a few seconds, and display "up arrow" or "down arrow" when either of those keys are pressed, and display "mouse clicked" and coordinates when the mouse is clicked. Basic C SDL2 project [@aminosbh]: This project is a basic C SDL2 project that uses CMake as a build system. Another method would be to track the current and next positions yourself and manually calculating the differential, to get the distance moved. Defined in <SDL3/SDL_mouse. For example, it's highly noticable when moving in circles, like around a column in a room. io. These functions are called in the event loop processing function WIN_WindowProc in response to the mouse events dispatched by Windows. By SDL_MOUSEBUTTONDOWN event type, I can’t catch the event. If you need to know they are holding it for a second or so, store the SDL_GetTicks() value on mouse down and compare that The best way to test it would depend on how you want to use the information. I use SDL, so I have no trouble implementing this). If you are moving the mouse, the SDL_MOUSEMOTION event is triggered. 0. This seems to work nicely. For example, it could be useful if you need to track the mouse while dragging a window, where coordinates relative to a window might not be in sync at all times. type) { When precise scroll distance isn’t supported, the preciseX and preciseY values will fall back to match the regular x and y values, albeit in float form. See Also. Any questions just ask. Commented Aug 7, Return Value Returns a 32-bit button bitmask of the current button stateRemarks. This function will flush any pending mouse motion. 2. For example, if you want this information so you can do something if the mouse button is held Whenever a key is held down, the SDL event queue has no mouse movement, nor will the mouse move on my screen. Is there any other way of getting To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. SendInput), until a concrete device id is detected and bound to player 1. If the right mouse button is clicked and the mouse has moved: rotate camera. Flipped Scroll Direction. You can pass NULL for either x or y. This part is a little stranger. This program demonstrates how to read mouse and keyboard input in an SDL program. While still holding the left mouse button, press Win + Tab and select a different window using ⭐ Kite is a free AI-powered coding assistant that will help you code faster and smarter. Learn how to detect and handle mouse input events in SDL, including mouse motion, button clicks, and window entry/exit. In my application I need to return the relative mouse position from an SDL_Surface, the problem is the mouse position that gets returned is relative to the SDL window and not the SDL_Surface. This honestly reeks of a pointer issue, which would make sense since I've been spoiled with C# for the past couple years, but I am just not seeing it. Saved searches Use saved searches to filter your results more quickly What I essentially needed to do is test if certain keys are pressed. When a mouse button press or release is detected then number of the button pressed (from 1 to 255, with 1 usually being the left button and 2 the right) is placed into button, the position of the mouse C++ (Cpp) SDL_GetRelativeMouseMode - 16 examples found. (This is the documentation for SDL3, which is the current stable version. For example, you might want to track the mouse while the user is dragging something, until the user releases a mouse button. How to Decide on a rule; for example where the image is 100% transparent or a certain color the bitmask pixel is set to 0 otherwise set it to 1. Clicking any mouse button again fixes it. x and y, however they are both unbearably bad. I could of course have a variable moving = true when I start the move and then update position until moving = false , but this seems to be possibly messy. e. Use SDL_PumpEvents() to update the state array. h> Syntax. *) Header File SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE - trackpad with absolute device coordinates SDL_TOUCH_DEVICE_INDIRECT_RELATIVE - trackpad with screen cursor-relative coordinates SDL_TOUCH_MOUSEID. I am trying to use case statments to get the mouse motion coordinates only while the left mouse button is pressed down. I guess my question is what is the easiest / most effective way of doing this. I've been working on a little 3D engine trying to fix up the camera and make it less jerky. This might solve your problem. For example, I need a cross hair image to always be on the (invisible) mouse. 0, programming on Debian Using SDL2 and Vulkan on Ubuntu 20. In this tutorial we'll make a bunch of buttons we can interact with. Overview; Length Units; Boxing Model; Important Notes. This means you can use it even in commercial projects. I wrote up some code which should have taken care of it but the mouse still moves when minimized. In the end, I need to be able to click on a object and find how much the mouse is dragged from that selected object. The Kite plugin integrates with all the top editors and IDEs to give handling mouse events is also very easy. However, it prints Mouse released the entire time I hold down the mouse button. SDL mouse handling. lv_sdl_mouse_create() Previous Next C++ (Cpp) SDL_BUTTON - 30 examples found. You can rate examples to help us improve the quality of examples. I don't know if maybe this has to do with me using a touchpad on my laptop. This function generates a mouse motion event if relative mode is not enabled. I've been able to figure out how to get a program to determine which button was pressed, but for the life of me, I haven't been able to get a program to recognize the fact that a button is being held down. Have you tried calling SDL_GetGlobalMouseState(&xMouse,&yMouse); without checking for a SDL_MOUSEMOTION event? So just get the mouse position in every execution of your main loop and check if that fixes the problem. kktsit owjci hcaubo uqob iltqje mejzys yyzm wkqvb csdu bqk