annotate docs/man3/Makefile.am @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents e5bc29de3f0a
children
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1 man_MANS = \
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2 SDLKey.3 \
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3 SDL_ActiveEvent.3 \
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5 SDL_AudioCVT.3 \
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6 SDL_AudioSpec.3 \
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7 SDL_BlitSurface.3 \
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8 SDL_BuildAudioCVT.3 \
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45 SDL_EnableKeyRepeat.3 \
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46 SDL_EnableUNICODE.3 \
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48 SDL_EventState.3 \
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49 SDL_ExposeEvent.3 \
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61 SDL_GLattr.3 \
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62 SDL_GetAppState.3 \
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63 SDL_GetAudioStatus.3 \
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65 SDL_GetCursor.3 \
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70 SDL_GetKeyName.3 \
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71 SDL_GetKeyState.3 \
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72 SDL_GetModState.3 \
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73 SDL_GetMouseState.3 \
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75 SDL_GetRGBA.3 \
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76 SDL_GetRelativeMouseState.3 \
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77 SDL_GetThreadID.3 \
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78 SDL_GetTicks.3 \
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82 SDL_InitSubSystem.3 \
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83 SDL_JoyAxisEvent.3 \
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86 SDL_JoyHatEvent.3 \
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95 SDL_JoystickNumAxes.3 \
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101 SDL_JoystickUpdate.3 \
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102 SDL_KeyboardEvent.3 \
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103 SDL_KillThread.3 \
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104 SDL_ListModes.3 \
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105 SDL_LoadBMP.3 \
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106 SDL_LoadWAV.3 \
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107 SDL_LockAudio.3 \
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113 SDL_MouseButtonEvent.3 \
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114 SDL_MouseMotionEvent.3 \
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115 SDL_NumJoysticks.3 \
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152 SDL_SysWMEvent.3 \
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153 SDL_ThreadID.3 \
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155 SDL_UnlockSurface.3 \
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
156 SDL_UnlockYUVOverlay.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
157 SDL_UpdateRect.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
158 SDL_UpdateRects.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
159 SDL_UserEvent.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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160 SDL_VideoDriverName.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
161 SDL_VideoInfo.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
162 SDL_VideoModeOK.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
163 SDL_WM_GetCaption.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
164 SDL_WM_GrabInput.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
165 SDL_WM_IconifyWindow.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
166 SDL_WM_SetCaption.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
167 SDL_WM_SetIcon.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
168 SDL_WM_ToggleFullScreen.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
169 SDL_WaitEvent.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
170 SDL_WaitThread.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
171 SDL_WarpMouse.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
172 SDL_WasInit.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
173 SDL_keysym.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
174 SDL_mutexP.3 \
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
175 SDL_mutexV.3
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
176 EXTRA_DIST = $(man_MANS)