SDL2 vs SDL3 Relative Mode

How does relative mode work differently in SDL2 vs. SDL3?

SDL3 introduces several important changes to relative mouse mode handling. Here's a comprehensive comparison of the differences:

// SDL2 Version
#include <SDL.h>
#include "Window.h"

class SDL2MouseHandler {
 public:
  bool Initialize(SDL_Window* Window) {
    // SDL2: Global relative mode
    return SDL_SetRelativeMouseMode(SDL_TRUE) == 0;
  }
};
// SDL3 Version
#include <SDL3/SDL.h>
#include "Window.h"

class SDL3MouseHandler {
 public:
  bool Initialize(SDL_Window* Window) {
    // SDL3: Window-specific relative mode
    return SDL_SetWindowRelativeMouseMode(
      Window, SDL_TRUE) == 0;
  }
};

Key differences include:

  • SDL3 uses window-specific relative mode instead of global
  • SDL3 provides better multi-window support
  • SDL3 adds new configuration options
  • SDL3 improves error handling and reporting

Here's a more detailed example showing how to write code that works with both versions:

#include <SDL.h>
#include <iostream>

#ifdef SDL_MAJOR_VERSION
#if SDL_MAJOR_VERSION >= 3
#define SDL3_MODE
#endif
#endif

class PortableMouseHandler {
public:
  bool Initialize(SDL_Window* Window) {
#ifdef SDL3_MODE
    if (SDL_SetWindowRelativeMouseMode(
      Window, SDL_TRUE) < 0
    ) {
      std::cout << "SDL3: Failed to enable "
                << "relative mode\n";
      return false;
    }
#else
    if (SDL_SetRelativeMouseMode(SDL_TRUE)
      < 0) {
      std::cout << "SDL2: Failed to enable "
                << "relative mode\n";
      return false;
    }
#endif
    return true;
  }

  void Cleanup(SDL_Window* Window) {
#ifdef SDL3_MODE
    SDL_SetWindowRelativeMouseMode(
      Window, SDL_FALSE);
#else
    SDL_SetRelativeMouseMode(SDL_FALSE);
#endif
  }
};

The main considerations when migrating from SDL2 to SDL3 are:

  • Update function calls to use window-specific variants
  • Review error handling as error codes may differ
  • Test multi-window scenarios if applicable
  • Update any custom relative mode management code
  • Review documentation for new SDL3 features and hints

Relative Mouse Mode

Learn how to restrict cursor movement to a window whilst capturing mouse motion continuously.

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

Handling SDL Relative Mode Failure
What happens if SDL_SetRelativeMouseMode() fails?
Smoothing Mouse Movement
Can relative motion data be smoothed for a better user experience?
Common Relative Mode Failures
What are common reasons for relative mode to fail on some systems?
Center Mode Impact
How does SDL_HINT_MOUSE_RELATIVE_MODE_CENTER affect gameplay?
Handling Small Movements
Why might an application ignore small movements in relative mode?
Debugging Motion Issues
How do I debug incorrect relative motion readings?
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