CREDITS
author Sam Lantinga <slouken@libsdl.org>
Thu, 02 Apr 2009 04:43:36 +0000
branchSDL-1.2
changeset 4167 a6f635e5eaa6
parent 4166 72a00fe65ffe
permissions -rw-r--r--
Fixed bug #611

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

I'm one of the maintainers of ioquake3.org, 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
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). 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 
     2 Simple DirectMedia Layer CREDITS
     3 Thanks to everyone who made this possible, including:
     4 
     5 * Cliff Matthews, for giving me a reason to start this project. :)
     6  -- Executor rocks!  *grin*
     7 
     8 * Scott Call, for making a home for SDL on the 'Net... Thanks! :)
     9 
    10 * The Linux Fund, C Magazine, Educational Technology Resources Inc.,
    11   Gareth Noyce, Jesse Pavel, Keith Kitchin, Jeremy Horvath, Thomas Nicholson,
    12   Hans-Peter Gygax, the Eternal Lands Development Team, Lars Brubaker,
    13   and Phoenix Kokido for financial contributions
    14 
    15 * Gaëtan de Menten for writing the PHP and SQL behind the SDL website
    16 
    17 * Tim Jones for the new look of the SDL website
    18 
    19 * Marco Kraus for setting up SDL merchandise
    20 
    21 * Martin Donlon for his work on the SDL Documentation Project
    22 
    23 * Ryan Gordon for helping everybody out and keeping the dream alive. :)
    24 
    25 * IBM R&D Lab for their PS3 SPE video acceleration code
    26 
    27 * Mattias Engdegård, for help with the Solaris port and lots of other help
    28 
    29 * Max Watson, Matt Slot, and Kyle for help with the MacOS Classic port
    30 
    31 * Stan Shebs, for the initial Mac OS X port
    32 
    33 * Eric Wing, Max Horn, and Darrell Walisser for unflagging work on the Mac OS X port
    34 
    35 * Patrick Trainor, Jim Boucher, and Mike Gorchak for the QNX Neutrino port
    36 
    37 * Carsten Griwodz for the AIX port
    38 
    39 * Gabriele Greco, for the Amiga port
    40 
    41 * Patrice Mandin, for the Atari port
    42 
    43 * Hannu Viitala for the EPOC port
    44 
    45 * Marcus Mertama for the S60 port.
    46 
    47 * Peter Valchev for nagging me about the OpenBSD port until I got it right. :)
    48 
    49 * Kent B Mein, for a place to do the IRIX port
    50 
    51 * Ash, for a place to do the OSF/1 Alpha port
    52 
    53 * David Sowsy, for help with the BeOS port
    54 
    55 * Eugenia Loli, for endless work on porting SDL games to BeOS
    56 
    57 * Jon Taylor for the GGI front-end
    58 
    59 * Paulus Esterhazy, for the Visual C++ testing and libraries
    60 
    61 * Brenda Tantzen, for Metrowerks CodeWarrior on MacOS
    62 
    63 * Chris Nentwich, for the Hermes assembly blitters
    64 
    65 * Michael Vance and Jim Kutter for the X11 OpenGL support
    66 
    67 * Stephane Peter, for the AAlib front-end and multi-threaded timer idea.
    68 
    69 * Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation
    70 
    71 * Peter Wiklund, for the 1998 winning SDL logo,
    72   and Arto Hamara, Steven Wong, and Kent Mein for other logo entries.
    73 
    74 * Arne Claus, for the 2004 winning SDL logo,
    75   and Shandy Brown, Jac, Alex Lyman, Mikkel Gjoel, #Guy, Jonas Hartmann,
    76   Daniel Liljeberg,  Ronald Sowa, DocD, Pekka Jaervinen, Patrick Avella,
    77   Erkki Kontilla, Levon Gavalian, Hal Emerich, David Wiktorsson,
    78   S. Schury and F. Hufsky, Ciska de Ruyver, Shredweat, Tyler Montbriand,
    79   Martin Andersson, Merlyn Wysard, Fernando Ibanez, David Miller,
    80   Andre Bommele, lovesby.com, Francisco Camenforte Torres, and David Igreja
    81   for other logo entries.
    82 
    83 * Bob Pendleton and David Olofson for being long time contributors to
    84   the SDL mailing list.
    85 
    86 * Everybody at Loki Software, Inc. for their great contributions!
    87 
    88  And a big hand to everyone else who gave me appreciation, advice,
    89  and suggestions, especially the good folks on the SDL mailing list.
    90 
    91 THANKS! :)
    92 
    93   -- Sam Lantinga			<slouken@libsdl.org>
    94