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use GetMessagePos instead of GetCursorPos
(cherry picked from commit a82f70dc21
)
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@@ -1498,8 +1498,10 @@ LRESULT CALLBACK WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lPara
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if (!(data->window->flags & SDL_WINDOW_MOUSE_CAPTURE)) {
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if (SDL_GetMouseFocus() == data->window && !SDL_GetMouse()->relative_mode && !IsIconic(hwnd)) {
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SDL_Mouse *mouse;
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DWORD pos = GetMessagePos();
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POINT cursorPos;
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GetCursorPos(&cursorPos);
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cursorPos.x = GET_X_LPARAM(pos);
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cursorPos.y = GET_Y_LPARAM(pos);
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ScreenToClient(hwnd, &cursorPos);
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mouse = SDL_GetMouse();
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if (!mouse->was_touch_mouse_events) { // we're not a touch handler causing a mouse leave?
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@@ -1638,7 +1640,7 @@ LRESULT CALLBACK WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lPara
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// Reference: https://gamedev.net/forums/topic/672094-keeping-things-moving-during-win32-moveresize-events/5254386/
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if (SendMessage(hwnd, WM_NCHITTEST, wParam, lParam) == HTCAPTION) {
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POINT cursorPos;
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GetCursorPos(&cursorPos);
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GetCursorPos(&cursorPos); // want the most current pos so as to not cause position change
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ScreenToClient(hwnd, &cursorPos);
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PostMessage(hwnd, WM_MOUSEMOVE, 0, cursorPos.x | (((Uint32)((Sint16)cursorPos.y)) << 16));
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}
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