Virtual dimension mouse warp
![virtual dimension mouse warp virtual dimension mouse warp](https://venturebeat.com/wp-content/uploads/2018/04/2018042715475800-bd0eb87287646f662eb9875856fe05ab.jpg)
In the end, all I really need is a way to keep spinning around in my game, but VBox handles non-integrated mouse movement oddly enough that I can't figure out a good way to do it right now.
VIRTUAL DIMENSION MOUSE WARP HOW TO
I'm thinking of filing this as a bug report, but I wanted to see if anyone else had any clues as to what was going on, or how to fix it. By using my own program to keep the mouse on one screen, I can spin around in the game with only a bit of jerky motion, since I sort of "pin" the mouse at the edge, long enough to be detected that it should be warped to the other edge of the screen. VBox also appears to poll the mouse position somewhat slowly, and it misses the screen barrier crossing most of the time. I suspect that this trick works perfectly when there's only one screen in the system, but unfortunately it gets screwed up in my multiscreen config.
![virtual dimension mouse warp virtual dimension mouse warp](https://2.bp.blogspot.com/-nxOl2Crx-Nc/VUDgK2VAIgI/AAAAAAAAAXI/0nKulpV-sYE/w1200-h630-p-k-no-nu/GI-Enterprise.jpg)
![virtual dimension mouse warp virtual dimension mouse warp](https://vignette.wikia.nocookie.net/virtualyoutuber/images/d/d0/Ironmouse_2_Full_Body.png)
In other words, if I move the mouse slowly enough while mouse integration is disabled, VBox puts the mouse on an infinite loop, warping from one side of the screen to the other, and there's theoretically no problem with me spinning in circles in my game.
![virtual dimension mouse warp virtual dimension mouse warp](https://venturebeat.com/wp-content/uploads/2018/04/2018042817112900-bd0eb87287646f662eb9875856fe05ab.jpg)
Upon breaking out of the VM, the mouse is restored to its original position that it started in, assuming that it's still on the starting screen as well (if it has switched screens, it doesn't revert to the original position). pixel 3839 of the second screen in my particular case, and I can keep moving left. That is, as soon as my X coordinate hits pixel 0 (of the second screen), VBox apparently tells X that the mouse pointer is now on the far right side of the screen - i.e. It sort of works but I found something interesting while debugging - when mouse integration is disabled, VBox appears to "warp" the mouse pointer back to the other side of the screen when it hits the edge exactly. My first thought was to simply write a little C program that doesn't let the mouse swap screens. Obviously this is somewhat crippling when I play the game, since I basically can't spin to the left very far. VBox seems to lose track of the mouse when it passes onto another screen, and regains it when I move the mouse back right. As soon as I reach the boundary of the screen and my mouse moves onto the first (left) screen, I lose my freelook ability. When I want to look to the left in the game, I move my mouse left. It runs perfectly, but mouse integration must be disabled or the game spins like crazy (as in most FPS games on VBox). I'm trying to play the game "Deus Ex" on a WinXP installation. I run VBox on the right set of screens (3.2.8, OSE, packaged by Debian).
VIRTUAL DIMENSION MOUSE WARP DRIVERS
I use only open source video drivers (radeon) and this multi-screen configuration is set up entirely by hand in nf without any extra tools mucking around with it. Specifically, it is 1x 1280x1024 monitor on the left making up the first screen (0), and 2x 1920x1080 monitors on the right making up the second screen (1). I have a multi-screen (in the nf sense) configuration on my system (Debian testing). This is a somewhat complicated problem (or whatever), so bear with me for a moment while I explain.