Wrecked Games

Please login or register.

Login with username, password and session length
Advanced search  

News:

We're just that awesome.

Author Topic: Native win32 implementation  (Read 528 times)

Kepler

  • Newbie
  • *
  • Karma: +0/-0
  • Posts: 3
    • View Profile
Native win32 implementation
« on: March 07, 2011, 07:56:12 AM »

I read the native win32 implementation (as opposed to direct input) is planned for 1.4. I would like to ask how is it coming along, and if I could be of help.

Personally I'm only interested in the mouse being native because I've noticed that when I set nonexclusive mode my CEGUI mouse lags behind the windows cursor. And I assume this slowness is introduced by DirectInput.

Would it be hard to just make the mouse movement handling native?
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +1/-0
  • Posts: 2661
    • View Profile
    • http://www.wreckedgames.com
Re: Native win32 implementation
« Reply #1 on: March 07, 2011, 06:54:48 PM »

There hadn't been any extensive work on the winproc port. It should be straightforward, just need to install some winproc hooks (forum posting already on how this should be done) - subclassing the winproc is not a real option for OIS. Then handle WM_MOUSE messages.
Logged

Kepler

  • Newbie
  • *
  • Karma: +0/-0
  • Posts: 3
    • View Profile
Re: Native win32 implementation
« Reply #2 on: March 08, 2011, 03:15:34 AM »

Ok, thanks for the info.

About the hooking, are we sure such a thing wouldn't cause problems with admin privileges and stuff like that?
Logged

pjcast

  • Administrator
  • Veteran
  • *****
  • Karma: +1/-0
  • Posts: 2661
    • View Profile
    • http://www.wreckedgames.com
Re: Native win32 implementation
« Reply #3 on: April 04, 2011, 08:22:24 PM »

It is just hooking within the same process... the app already has permission for that no problem :D
Logged