Base GCMouse raw input implementation
Fix duplicate button/scroll events when GCMouse active Fix duplicate events and add thread-safe atomic for GCMouse Fix GCMouse relative mode sync when connected after mode enabled Respect SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE in GCMouse handler Fix variable shadowing in GCMouse motion handler
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Sam Lantinga
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@@ -246,6 +246,22 @@ You are free to modify your Cocoa app with generally no consequence
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to SDL. You cannot, however, easily change the SDL window itself.
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Functionality may be added in the future to help this.
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## Raw Mouse Input
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On macOS 11.0 (Big Sur) and later, SDL uses the Game Controller framework's
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GCMouse API to provide raw, unaccelerated mouse input in relative mode. This
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is ideal for games and applications requiring precise 1:1 mouse movement.
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On older macOS versions, SDL falls back to NSEvent-based mouse input, which
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includes system mouse acceleration.
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To use accelerated (system-scaled) mouse movement on macOS 11.0+, set the hint:
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```c
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SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE, "1");
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```
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# Bug reports
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Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
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