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Comments (6)

slouken avatar slouken commented on September 13, 2024

Yes, this all makes sense. CGMouse has been hooked up for iOS and could be hooked up similarly for macOS. It probably needs refactoring and support for the hints as you mentioned.

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dsvensson avatar dsvensson commented on September 13, 2024

This would be very valuable for all FPS type games that currently have to resort to nasty hacks like discussed in this thread,

https://discourse.libsdl.org/t/osx-raw-input-still-gives-acceleration-proposed-solution/20359

Would be nice if this was backported to SDL 2.x as well given how wide spread the use of SDL2, rather than the current assigned target of 3.2.0.

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icculus avatar icculus commented on September 13, 2024

This has been asked for since #67, believe it or not. :)

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dsvensson avatar dsvensson commented on September 13, 2024

Question is what it takes to make it work when sandboxed. Trying to make it work with ezQuake atm. Works great without sandboxing, but with sandboxing I wonder if it somehow blocks communication with gamecontrollerd or something.

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icculus avatar icculus commented on September 13, 2024

I think CGMouseInput works in the sandbox; the ancient solution was trying to read from HID devices directly, which is a giant no-no for security.

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dsvensson avatar dsvensson commented on September 13, 2024

Yes, it's supposed to be the golden way forward. I'm building with a cmake generated Xcode project so I must be missing something. Whatever it is, the solution will be valuable for this issue as well, as others will try to sandbox the future SDL implementation. A simple Xcode generated project in Swift that implements a simple handler gets the events when sandboxed so it should work.

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