search for: x11drv_getcursorpos

Displaying 3 results from an estimated 3 matches for "x11drv_getcursorpos".

2012 Mar 14
5
mouse glitch in fullscreen game (borderlands)
...to different directions, sometimes getting sort of stuck straight up or down. Here is some debugging information from running with MouseWarpOverride=enabled and "automatically capture" on, with WINEDEBUG=+cursor. Toward the bottom, you can see where I'm actually in the game, and the X11DRV_GetCursorPos traces are reporting extremely discontinuous values. I had hoped to get relative motion support by using xinput2, but these values don't seem like that's what they are. There's more than enough noise on the internet about this feature that it's very possible I just haven't set...
2003 Feb 22
0
Age of Wonders 2 Mouse Issue
...ll. This happens in both this release (2/19) and last release (1/15), before that I have not tested, but I presume it has never worked. I'm not exactly an expert debugger :) but I tried some tracing, and it seems the game does not use direct input but regular windows mouse messaging, through X11DRV_GetCursorPos() and the like. The game has an option for software mouse, and this results in an even worse situation - the cursor will not move from the upper right portion of the screen, and even that disappears after that portion of the screen is refreshed. The graphics in this game appear perfect up to this...
2003 Apr 10
1
Starcraft Patch
...+517,11 @@ */ void X11DRV_SetCursorPos( INT x, INT y ) { +#ifdef HAVE_LIBXXF86DGA2 + Display *display = DGAUsed ? gdi_display : thread_display(); +#else Display *display = thread_display(); +#endif TRACE( "warping to (%d,%d)\n", x, y ); @@ -518,7 +536,11 @@ */ void X11DRV_GetCursorPos(LPPOINT pos) { +#ifdef HAVE_LIBXXF86DGA2 + Display *display = DGAUsed ? gdi_display : thread_display(); +#else Display *display = thread_display(); +#endif Window root, child; int rootX, rootY, winX, winY; unsigned int xstate; Index: tools/wineinstall =================================...