[Bug 6971] Mouse "escapes" window or is confined to an area in the full screen program NO HACKS PLEASE

wine-bugs at winehq.org wine-bugs at winehq.org
Tue Dec 8 11:24:44 CST 2009


http://bugs.winehq.org/show_bug.cgi?id=6971





--- Comment #295 from Forest Hale <lordhavoc at ghdigital.com>  2009-12-08 11:24:43 ---
(In reply to comment #294)
> Though, with KMS/DRI2, DGA is finally killed for good. It's not enabled by
> default yet, but it's going to happen sometime soon.
> 
> Maybe Intel had KMS enabled for Ubuntu 9.10? Radeon is still a little behind.
> 
> DGA would not be even a good short term solution.
> 
> But on (radeon) KMS/DRI2 I didn't even need DGA in native Quake 2 to keep my
> cursor inside the window, I don't know what else has changed or is my
> sensitivity just too slow.
> 
> My two cents.

I highly doubt that KMS/DRI2 has killed DGA mouse, please do not confuse DGA
mouse with DGA video (which has been dead for some time already, as it required
root access).

DGA mouse is a useful and usable extension.

The citation of native Quake2 is irrelevant, because it has an invisible mouse
pointer and thus can do whatever warping it pleases, hence it can work without
DGA (but DGA has the advantage of disabling mouse acceleration).

The topic is DI cooperative mouse, where the mouse must both be visible and
report deltas (even when hitting borders of the clipping area), and mouse
emulation is necessary at some level, utilizing the existing mouse pointer
sprite via DGA mouse is the easiest option until XInput2.

Also, I do not think that the politics of xorg regarding DGA mouse and XInput2
are even relevant to the topic at hand: users want to be able to play their
games properly, they do not care for the specifics, only the results.

A basic list of possible approaches:
DGA Mouse - warp pointer to emulate real mouse movement.
XInput2 - not relevant yet.
Hidden Mouse - hide real mouse pointer, capture mouse movement and display a
fake mouse pointer using additional drawing commands before glXSwapBuffers each
frame (this is okay because cooperative mouse is chiefly used by games which
continuously refresh the window).

The solution is not any one of these approaches but all of them, for broadest
xserver compatibility.

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