author Sam Lantinga <>
Thu, 02 Apr 2009 04:43:36 +0000
changeset 4167 a6f635e5eaa6
parent 642 de622b7108bf
permissions -rw-r--r--
Fixed bug #611

From Tim Angus 2008-08-12 11:18:06

I'm one of the maintainers of, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.

Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.

In order to address these problems I've done the following:

* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.

* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
( I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.

* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...

* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
     1 <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
     2 <html>
     3 <head>
     4   <title>Building SDL with Borland's C++ compilers</title>
     6   <meta name="author"
     7  content="David Snopek and updated by Dominique Louis.">
     8 </head>
     9   <body>
    10      <xevol"">      </xevol>     
    11 <h1>Building SDL with Borland's C++ compilers. </h1>
    12       <b> by <a href=""> David Snopek</a></b> 
    13     and updated by <b><a href="">Dominique 
    14   Louis</a></b> ( Last updated : 30th June 2003 ).<br>
    15       <br>
    16        These instructions cover how to compile SDL and its included test
    17 programs   using either  Borland <a href="#bcbwin">C++ Builder 5, 6 for Windows</a>, 
    18  <a href="#k3">C++ Builder for Linux  ( AKA Kylix 3 )</a> or the free <a
    19  href="#bccc">Borland C++ command-line compiler</a>. <br>
    21 <h3> <b> Extract the files </b> </h3>
    23 <p> Unzip the archive into <b>this</b> directory.  Do not unzip 
    24   it into any  other directory because the makefiles ( *.mak ) and project 
    25  files ( *.bpr ) use relative paths to refer to the SDL sources.  This  should 
    26  create a directory named "Borland" inside of the top level SDL source directory. 
    27    </p>
    29 <h3> <b><a name="bcbwin"></a> Using Borland C++ Builder 5, 6 for Windows </b>
    30 </h3>
    32 <p> Inside of the "Borland" directory there is a "bcb6" directory that contains 
    33   a number  of Builder project files.  Double-click on the "libSDL.bpg" file 
    34   icon.  Once Builder has  started click on the "<u>P</u>rojects" menu on 
    35 the  menu-bar and go down to  "B<u>u</u>ild All Projects" option.  <br>
    36    This will proceed  to build SDL ( with Borland's calling convention ), 
    37 SDLmain,  and all  the <a href="#tests">test programs</a>. Currently, all 
    38 the <a href="#tests">test programs</a>  are dynamically linked to Sam Lantinga's 
    39 SDL.dll.</p>
    41 <p><b>NOTE :</b> Borland's "lib" format and Microsoft's "lib" format are incompatible.
    42 &nbsp;<br>
    43    If you wish to dynamically link to the SDL library supplied by Sam Lantinga 
    44  in each release, I have created the correct *.libs for SDL 1.2.4 and they 
    45  exist in the "/lib" directory.<br>
    46    If you would like to create the *.lib files yourself, you will need to 
    47 make  use of Borland's "implib.exe" utility.<br>
    48    </p>
    50 <p><tt>IMPLIB</tt> works like this: </p>
    52 <pre>    IMPLIB (destination lib name) (source dll)<br></pre>
    54 <p> For example,</p>
    56 <pre>    IMPLIB SDL.lib SDL.dll<br></pre>
    58 <p>This assumes that SDL.dll was compiled with Visual C++ or similar.<br>
    59    </p>
    61 <p>To learn more about the difference between Borland's and Microsoft's *.lib 
    62  format please read the article <a
    63  href="">here</a>.<br>
    64    </p>
    66 <p>  <b><br>
    67    NOTE :</b> The C++ Builder for Windows project format, is not compatible
    68  with the Kylix  3 project format, hence the reason why they are in separate
    69  directories.</p>
    71 <h3> <b><a name="bccc"></a> Using the free Borland C++ command-line compiler 
    72  </b> </h3>
    74 <p> The free Borland compiler can be downloaded at no charge from <a
    75  href=""> the  Borland website 
    76   </a>.  Make sure that it is installed and properly configured. </p>
    78 <p> Open an MS-DOS Prompt.  Change to the "Borland\freebcc" directory under 
    79   the  SDL source directory.  Type "make -f SDL.mak" to build SDL and "make 
    80   -f  SDLmain.mak".  There are also makefiles for all of the <a
    81  href="#tests">test  programs</a>, if you wish to build them. All .exes and 
    82 DLLs are created in the "test" SDL directory. Ify ou would like to create 
    83 the DLL and all the test applications, I have thrown together a basic batchfile 
    84 called "makeall.bat" which should create everything in the right order. </p>
    86 <h3> <b> Output files </b> </h3>
    87        No matter which compiler you used, three important files should have 
    88  been  produced:        
    89 <ul>
    90       	<li> SDL.dll ( Borland format ) </li>
    91       	<li> SDL.lib&nbsp;( Borland format ) </li>
    92       	<li> SDLmain.lib&nbsp;( Borland format ) </li>
    94 </ul>
    95        Both of the *.lib files will need to be added to all the projects
    96 that   use SDL and SDL.dll  must be placed some where the Windows dynamic
    97 linker   can find it (either in your  project directory or on the system
    98 path, C:\WINDOWS\SYSTEM).       
    99 <h3> <b><a name="k3"></a> Using Borland C++ Builder for Linux ( AKA Kylix 
   100  3 ) </b> </h3>
   102 <p> Inside of the "Borland" directory there is a "k3" directory that contains 
   103   a number  of Builder project files.  Double-click on the "libSDL.bpg" file 
   104   icon.  Once Builder has  started click on the "<u>P</u>rojects" menu on 
   105 the  menu-bar and go down to  "B<u>u</u>ild All Projects" option.  This will 
   106 proceed  to build all  the <a href="#tests">test programs</a>.&nbsp;<br>
   107    Linux  users do not need *.lib files as the Shared Object is linked right 
   108  into the  project ( very neat actually, Windows should do this sort of thing 
   109  as it is a lot easier for the developer ).  <br>
   110       <b>NOTE :</b>&nbsp;The C++ Builder for Windows project format, is not
   111  compatible with the Kylix  3 project format, hence the reason why they are
   112  in separate directories.</p>
   114 <p> On Mandrake 8.1 the shared objects for SDL are located in the /usr/lib 
   115   directory as libSDL_*.so and the Mesa OpenGL shared objects are located 
   116 in  /usr/X11R6/lib as libGL*.so<br>
   117        <br>
   118        So if your setup is different you may need to change the project file
   119   so that they re-link to the ones on your system.<br>
   120        <br>
   121        On Mandrake 8.1 the headers files are located at /usr/include/SDL/.
   122  So  if you you have not installed the development RPMs ( usually named libSDL-devel*
   123    ) for SDL ( not included ) you may have to change the include directory
   124  within  some of the projects.<br>
   125    </p>
   127 <h3> Known Problems</h3>
   128      The only known problem is that I ( Dominique Louis ), was unable to
   129 create  the projects that rebuilt the SDL shared objects under Linux, due
   130 to time  constraints and my lack of intimate knowledge of Linux.     
   131 <h3><a name="tests"><b> Test programs </b> </a></h3>
   132    Some of the test programs require included media files ( *.wav; *.bmp
   133 etc   ). All the test programs are now created in the "test" directory, where
   134 the media files are ( usually ) so they should be ready to go.  <br>
   135      <br>
   136   <br>
   137  <br>
   138 </body>
   139 </html>