Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_UpdateRects.3 @ 4391:07b330419439 SDL-1.2
Fixed bug #849 some more:
Tim Angus 2009-11-26 14:41:04 PST
Fix to the cursor not being responsive when the app doesn't have
SDL_APPINPUTFOCUS
The problems with the directx driver are similar to the ones I introduced in
the windib driver with r4478. Basically if the application did not have focus,
the mouse position is not updated. It's not really that the mouse cursor was
invisible, it's that it is stuck underneath another window where you can't see
it. This behaviour predates my r4478 changes and is the reason I unwittingly
broke the windib driver as I had been replicating the way the directx driver
deals with focus. Prior to r4478 the directx driver could not be used in
windowed mode, so the broken focusing would not have actually been observable.
Anyway, the attached patch makes the directx driver behaves like the windib
driver in terms of focus.
Time for 1.2.15? ;)
I've added an additional change of moving the calls to WIN_GrabInput that are
made on WM_ACTIVATE messages so that they only occur when the state is
SDL_APPINPUTFOCUS. When a fullscreen application is minimised using alt-tab, it
still receives WM_ACTIVATE messages when other applications are selected. If
WIN_GrabInput is called when the SDL application doesn't have input focus, bad
things happen; it shouldn't be being called at all.
I've also added a line to make sure that SDL_APPMOUSEFOCUS state is dropped
when the application is minimised following an alt-tab.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 11 Dec 2009 15:24:53 +0000 |
parents | 1238da4a7112 |
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rev | line source |
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Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
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1 .TH "SDL_UpdateRects" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
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Erik Heckers fixed bug #493
Sam Lantinga <slouken@libsdl.org>
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3 SDL_UpdateRects \- Makes sure the given list of rectangles is updated on the given screen\&. |
0 | 4 .SH "SYNOPSIS" |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBvoid \fBSDL_UpdateRects\fP\fR(\fBSDL_Surface *screen, int numrects, SDL_Rect *rects\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
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55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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11 Makes sure the given list of rectangles is updated on the given screen\&. The rectangles must all be confined within the screen boundaries (no clipping is done)\&. |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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12 .PP |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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13 This function should not be called while \fBscreen\fR is \fIlocked\fR\&. |
0 | 14 .PP |
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Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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15 .RS |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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16 \fBNote: |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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17 .PP |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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18 It is adviced to call this function only once per frame, since each call has some processing overhead\&. This is no restriction since you can pass any number of rectangles each time\&. |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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19 .PP |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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20 The rectangles are not automatically merged or checked for overlap\&. In general, the programmer can use his knowledge about his particular rectangles to merge them in an efficient way, to avoid overdraw\&. |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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21 .RE |
0 | 22 .SH "SEE ALSO" |
23 .PP | |
24 \fI\fBSDL_UpdateRect\fP\fR, \fI\fBSDL_Rect\fR\fR, \fI\fBSDL_Surface\fR\fR, \fI\fBSDL_LockSurface\fP\fR | |
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Debian patch: f230_manpages.diff
Sam Lantinga <slouken@libsdl.org>
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25 .\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |