   mouse delta with SDL
  I want to get the delta mouse movement using SDL, at the momennt im doing this:SDL_Event event;while( SDL_PollEvent(&event) ){    switch (event.type)    {   case SDL_MOUSEMOTION:   {  m_uiMouseDX = event.motion.xrel;  m_uiMouseDY = event.motion.yrel;  break;   }Problem is, when the mouse reaches the edge of the screen and keeps going (or in fullscreen it stops at the edge) it stops calculating the delta, i.e m_uiMouseDX = m_uiMouseDY = 0Do i have to write my own code for it, or is there another way to do it with SDL? Can anyone help?   
  Use SDL_WarpMouse (May be in combination with SDL_WM_GrabInput and SDL_ShowCursor) to bring the cursor back to the center of the window each frame at the end of your game loop.   ;  ok cool, thanks, ill try that.   ;  To elaborate further, if you just want mouse move messages when the cursor leaves the window, all you need is SDL_WM_GrabInput, however, if what you want is to implement first or third person camera controls (IE: mouse movement controls camera rotation or orbit), then you most likely want (on top of SDL_GrabInput) to use SDL_WarpMouse to bring the cursor back to the center and SDL_ShowCursor to hide it, since you'd be drawing your own cross-hair or pointing the camera near/at your character.Good luck!   