The SDL_HINT_MOUSE_RELATIVE_MODE_CENTER
hint significantly impacts how relative mouse mode behaves, particularly in gaming scenarios. Here's a detailed examination of its effects:
#include <SDL.h>
#include <iostream>
#include "Window.h"
class MouseController {
public:
void Initialize(bool CenterMode) {
SDL_SetHint(
SDL_HINT_MOUSE_RELATIVE_MODE_CENTER,
CenterMode ? "1" : "0");
SDL_SetRelativeMouseMode(SDL_TRUE);
std::cout << "Center mode: " << (CenterMode
? "enabled"
: "disabled")
<< '\n';
}
void HandleMotion(SDL_MouseMotionEvent& E) {
// Track accumulated motion
TotalX += E.xrel;
TotalY += E.yrel;
std::cout << "\nMotion: " << E.xrel << ", "
<< E.yrel
<< "\nTotal: " << TotalX << ", " << TotalY
<< "\nCursor: " << E.x
<< ", " << E.y;
}
private:
int TotalX{0};
int TotalY{0};
};
int main() {
SDL_Init(SDL_INIT_VIDEO);
Window GameWindow;
MouseController Mouse;
// Try with both true and false to see
// the difference
Mouse.Initialize(true);
SDL_Event E;
while (true) {
while (SDL_PollEvent(&E)) {
if (E.type == SDL_MOUSEMOTION) {
Mouse.HandleMotion(E.motion);
} else if (E.type == SDL_QUIT) {
SDL_Quit();
return 0;
}
}
GameWindow.Update();
GameWindow.Render();
}
}
The center mode setting affects different game types differently:
The centering behavior can affect performance and smoothness:
#include <SDL.h>
#include <chrono>
#include <iostream>
using namespace std::chrono;
class PerformanceMonitor {
public:
void Update(SDL_MouseMotionEvent& E) {
auto Now = steady_clock::now();
auto Delta = Now - LastUpdate;
LastUpdate = Now;
// Track timing of updates
auto Microseconds =
duration_cast<microseconds>(Delta).count();
std::cout << "Update delay: "
<< Microseconds << "µs\n";
}
private:
steady_clock::time_point LastUpdate{
steady_clock::now()};
};
The key considerations are:
Answers to questions are automatically generated and may not have been reviewed.
Learn how to restrict cursor movement to a window whilst capturing mouse motion continuously.