Debugging relative motion issues requires a systematic approach to identify whether the problem lies with SDL, your code, or the system configuration. Here's a comprehensive debugging toolkit:
#include <SDL.h>
#include <chrono>
#include <fstream>
#include <iostream>
#include "Window.h"
class MotionDebugger {
public:
MotionDebugger() {
// Open log file
Log.open("mouse_motion.log");
// Log system information
Log << "SDL Version: " << SDL_MAJOR_VERSION
<< "." << SDL_MINOR_VERSION
<< "." << SDL_PATCHLEVEL << '\n';
// Log relative mode state
Log << "Relative Mode: "
<< (SDL_GetRelativeMouseMode()
? "Enabled"
: "Disabled") << '\n';
}
void LogMotionEvent(SDL_MouseMotionEvent& E) {
auto Now = std::chrono::system_clock::now();
auto Timestamp = std::chrono::duration_cast<
std::chrono::milliseconds>(
Now.time_since_epoch()).count();
Log << Timestamp << "," << E.xrel << ","
<< E.yrel << "," << E.x << "," << E.y <<
'\n';
// Also check for potential issues
CheckForAnomalies(E);
}
private:
void CheckForAnomalies(
SDL_MouseMotionEvent& E) {
// Check for unusually large movements
if (std::abs(E.xrel) > 100
|| std::abs(E.yrel) > 100) {
std::cout << "Warning: Large movement "
"detected\n";
}
// Check for stuck positions
if (E.x == LastX && E.y == LastY
&& E.xrel != 0 && E.yrel != 0) {
std::cout <<
"Warning: Position stuck but "
<< "relative motion reported\n";
}
LastX = E.x;
LastY = E.y;
}
std::ofstream Log;
int LastX{0};
int LastY{0};
};
int main() {
SDL_Init(SDL_INIT_VIDEO);
Window GameWindow;
MotionDebugger Debugger;
// Enable relative mode
if (SDL_SetRelativeMouseMode(SDL_TRUE) < 0) {
std::cout <<
"Failed to enable relative mode: "
<< SDL_GetError() << '\n';
}
SDL_Event E;
while (true) {
while (SDL_PollEvent(&E)) {
if (E.type == SDL_MOUSEMOTION) {
Debugger.LogMotionEvent(E.motion);
} else if (E.type == SDL_QUIT) {
SDL_Quit();
return 0;
}
}
GameWindow.Update();
GameWindow.Render();
}
}
Common issues to check for:
Additional debugging steps:
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.