use GetMessagePos instead of GetCursorPos

This commit is contained in:
expikr 2025-04-25 02:42:50 +08:00 committed by Sam Lantinga
parent bfbeaca29f
commit a82f70dc21

View file

@ -1467,8 +1467,10 @@ LRESULT CALLBACK WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lPara
if (!(data->window->flags & SDL_WINDOW_MOUSE_CAPTURE)) {
if (SDL_GetMouseFocus() == data->window && !SDL_GetMouse()->relative_mode && !IsIconic(hwnd)) {
SDL_Mouse *mouse;
DWORD pos = GetMessagePos();
POINT cursorPos;
GetCursorPos(&cursorPos);
cursorPos.x = GET_X_LPARAM(pos);
cursorPos.y = GET_Y_LPARAM(pos);
ScreenToClient(hwnd, &cursorPos);
mouse = SDL_GetMouse();
if (!mouse->was_touch_mouse_events) { // we're not a touch handler causing a mouse leave?
@ -1607,7 +1609,7 @@ LRESULT CALLBACK WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lPara
// Reference: https://gamedev.net/forums/topic/672094-keeping-things-moving-during-win32-moveresize-events/5254386/
if (SendMessage(hwnd, WM_NCHITTEST, wParam, lParam) == HTCAPTION) {
POINT cursorPos;
GetCursorPos(&cursorPos);
GetCursorPos(&cursorPos); // want the most current pos so as to not cause position change
ScreenToClient(hwnd, &cursorPos);
PostMessage(hwnd, WM_MOUSEMOVE, 0, cursorPos.x | (((Uint32)((Sint16)cursorPos.y)) << 16));
}