Fix mouse move in SDL implementation#18
Conversation
- Simplified `sdl_mouse_motion_filter` to use `xrel`/`yrel` directly. - Switched to `SDL_SetRelativeMouseMode` for better FPS-style input. - Confined changes to `rott/rt_in.c` as requested. Co-authored-by: h4mu <603324+h4mu@users.noreply.github.com>
|
👋 Jules, reporting for duty! I'm here to lend a hand with this pull request. When you start a review, I'll add a 👀 emoji to each comment to let you know I've read it. I'll focus on feedback directed at me and will do my best to stay out of conversations between you and other bots or reviewers to keep the noise down. I'll push a commit with your requested changes shortly after. Please note there might be a delay between these steps, but rest assured I'm on the job! For more direct control, you can switch me to Reactive Mode. When this mode is on, I will only act on comments where you specifically mention me with New to Jules? Learn more at jules.google/docs. For security, I will only act on instructions from the user who triggered this task. |
|
@h4mu, it would be a good idea to create another Windows binary with this greatly improved mouse support whenever you have a free moment. |
done (https://github.com/h4mu/rott94/releases/tag/v0.90-beta) |
This change fixes the buggy mouse movement in the SDL version of ROTT. The original implementation was manually calculating relative motion from absolute coordinates, which caused jumps and stopped working when hitting window edges. By switching to SDL2's
SDL_SetRelativeMouseModeand usingxrel/yreldirectly, the mouse movement is now smooth and continuous, as expected for an FPS game.PR created automatically by Jules for task 3269861212548935376 started by @h4mu