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BUG: Apple Bluetooth Mouse does not work in-game #489

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danktec opened this issue Feb 9, 2021 · 17 comments
Closed

BUG: Apple Bluetooth Mouse does not work in-game #489

danktec opened this issue Feb 9, 2021 · 17 comments
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macos-only needs-feedback blocked waiting for info/feedback/test-case etc

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@danktec
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danktec commented Feb 9, 2021

ezQuake version:
3.22 MacOS

OS/device including version:
M1 Pro, Big Sur 11.1

Describe the bug
The Apple Bluetooth wireless mouse works in the menu screen (cursor works properly) but not in-game...

Played around with various mouse related settings to no avail.

Touchpad works fine. USB wired mouse works fine.

To Reproduce
Start the game, move the mouse

Expected behavior
Screen should move

@fzwoch
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fzwoch commented Feb 9, 2021

It is a in_raw 1 problem then. So it is either listed as a different kind of input device, or not routed through macOs's HID system at all.

@meag
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meag commented Feb 11, 2021

@dhdanno have you tried /in_raw 0 ?

@danktec
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danktec commented Feb 11, 2021

yes i tried in_raw and all other related mouse commands i could find

@gfelisberto
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I have tried several mouses on the M1 and none works.

@fzwoch
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fzwoch commented Feb 16, 2021

Plugged in Steelseries Sensei 310. M1 MacBook Air. in_raw 1. No problem.

@fzwoch
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fzwoch commented Feb 16, 2021

P.s. make sure you gave ezQuake or the terminal, depending on how you start the game permission to monitor input via Control Panel -> Privacy.

P.s. just noted this is 3.2.x branch.. not sure what the state of it is in terms of Mac support on that branch.

@danktec
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danktec commented Feb 20, 2021

Regular cheap USB gaming mouse works fine.

Bluetooth Apple mouse does not work. in_raw does not fix it

@meag meag added the macos-only label Mar 7, 2021
@const-void
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Experiencing similar issue w/OSX M1 silicon except with trackpad / no external mouse: menus are fine, in game is not.

console says unable to initialize SDL mouse when raw is "1". +mlook has no effect with raw "0" or "1"...any ideas or suggestions? using nquake w/ezquake brew build (which was very clean, nice job!)

@fzwoch
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fzwoch commented May 9, 2021

I did a test. For me in_raw 1 works fine. Check whether you gave correct input monitoring permissions to ezQuake/Terminal depending on how you start it.

in_raw 0 on the other hand did not work for me though. I didn't get any SDL errors as far as I could tell.

@const-void
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thank you - that was itl

"System Settings -> Security and Privacy -> Input Monitoring -> "allow the apps below to monitor input from your keyboard even while using other apps", give a checkbox to "sh".

@meag
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meag commented Jul 11, 2021

@dhdanno @gfelisberto

Can you confirm you enabled input monitoring?

  • "System Settings ->
  • Security and Privacy ->
  • Input Monitoring ->
  • "allow the apps below to monitor input from your keyboard even while using other apps"
  • give a checkbox to "sh".

@meag meag added the needs-feedback blocked waiting for info/feedback/test-case etc label Jul 11, 2021
@gfelisberto
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gfelisberto commented Jul 11, 2021 via email

@danktec
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danktec commented Jul 12, 2021

This was already set properly.
I tried the latest stable release.
I tried the setting "turn off trackpad when mouse is detected"

Still the same results. Mouse works in the menu, clicks work, but no mouselook :(

meag added a commit to meag/ezquake-source that referenced this issue Jul 21, 2021
This has been fixed/broken/fixed/broken on different
  platforms for a while now.
in_raw 0 relies on SDL_WarpMouseInWindow... on Windows
  the SDL_MOTION event is picked up in subsequent event
  pump, on Mac it is picked up immediately after (leading
  to immediately setting mx to 0 and in_raw 0 appearing
  to not work in-game).

Now using state rather than motion events if using in_raw,
  which avoids our SDL_Warp() producing an event that we
  then have to try to ignore
Might help with QW-Group#489?
@meag
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meag commented Jul 22, 2021

Hi @dhdanno

Can you try grabbing the latest version and trying again please? What you're describing is what I could reproduce using in_raw 0.

Thanks,
meag

@danktec
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danktec commented Jul 27, 2021

I tried with the latest build but i get Error: Couldn't load gfx/palette.lmp (i have copied pak0.pak ,pak1.pak into Contents/Resources/id1

@meag
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meag commented Jul 28, 2021

Thanks @dhdanno ... I'm a mac novice and don't know the best way to debug, I've been compiling and then running with -basedir ../quake in the command line where that directory has id1/pak0.pak etc.

(Hopefully Tuna turns up and suggests something else...)

@danktec
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danktec commented Jul 28, 2021

It works!

I added -basedir and ran it, with in_raw 0 it works great!

Thanks so much :)

@meag meag closed this as completed Jul 28, 2021
meag added a commit to meag/ezquake-source that referenced this issue Nov 14, 2021
### Changes from alpha8=>alpha9 (July 13th => November 14th, 2021)

- Fixed/worked around some classic renderer bugs on version x.y.13399 AMD drivers (QW-Group#416)
- Fixed bug causing off-by-one error when drawing rectangle outlines (3.5 bug, reported by Matrix, QW-Group#536)
- Fixed `/in_raw 0` behaviour on MacOS (QW-Group#489)
- Fixed `/r_drawflat 1`, `/r_drawflat_mode 0` affecting ammo boxes etc in classic renderer
- Fixed match logging not working when using competitive rulesets
- Fixed incomplete rendering when gibbed or dead in shallow water (reported by Matrix, QW-Group#568)
- Fixed tab key not switching tabs on serverinfo popup (reported by Hangtime, QW-Group#555)
- Fixed `/demo_jump_mark` not working if `/demo_jump_rewind` not set
- Fixed coping with 1x1 ibar.png (reported by Matrix, QW-Group#571)
- Fixed powerupshells when using `/r_viewmodelsize` (reported by timbergeron, QW-Group#573)
- Fixed crouch adjustment staying disabled after teleport/respawn when `/cl_nopred` enabled (reported by Matrix, QW-Group#572)
- Added `/gl_smoothmodels` back in (modern renderer only), (requested by Repast via [quakeworld.nu](https://www.quakeworld.nu/forum/topic/7508/why-is-the-command-glsmoothmodels-r))
- Added `/demo_jump_skip_messages` to determine if messages should be printed to console during demo jump
- Added `/demo_jump_end` to jump to next intermission point or end of demo (requested by Hangtime, QW-Group#564)
- Added `/sb_info_filter` to allow filtering of servers in server-browser based on serverinfo (requested by Matrix, QW-Group#537)
- On startup (after `autoexec.cfg` executed), a `vid_restart`/`s_restart` will be issued if any latched variables were changed (reported by Dusty, QW-Group#458)
- Multiview will be disabled when watching a solo demo and no powerup cams are active (requested by mmavova, QW-Group#126)
- MacOS: sets SDL flag to stop touch events being translated into mouse events (might help with QW-Group#354)
- `/status` command will be ignored if an alias with the same name is found, use `/sv_status` instead (fixes QW-Group#532)
- qw:// urls in command line will be opened even if not preceded by `+qwurl` (thanks to ciscon)
- Linux: register_qwurl_protocol will register protocol with xdg (thanks to ciscon)
- Added `/v_dlightcolor` to control if being inside flashblend light affects palette by color of light
- Added `/v_dlightcshiftpercent` to control strength of palette shift effect when inside flashblend light
- Changed `/v_dlightcshift` to be enum of when being inside flashblend light affects palette (requested by HangTime, QW-Group#542)
- Added `/vid_framebuffer_multisample` to control multi-sampling level of the framebuffer (reported by Matrix, QW-Group#367)
- Translucent models are first drawn with a z-pass, to stop overdraw affecting level of translucency
- Fixed explosion effects on md3 viewmodels (additive blending was being lost)
- Removed server-side weapon switching 'support' in client
- Removed debugging messages when using `+fire_ar`
- Commands that search by regular expression (`/cvarlist_re` etc) are now case-insensitive (reported by HangTime, QW-Group#599)
- Added `/fs_savegame_home` to control if games are saved to home directory (default) or game directory (reported by githubtefo, QW-Group#586)
- Fixed `/gl_no24bit` not taking effect after `/vid_restart` (reported by hemostx, QW-Group#601)
- Fixed `/gl_no24bit` not disabling loading external textures (3.5 bug, kind of reported by hemostx, QW-Group#601)
- Fixed bug causing `/gl_scaleskytextures` to not affect external textures (reported & fixed by hemostx, QW-Group#606)
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