annotate src/events/SDL_active.c @ 1348:40d0975c1769

Date: Mon, 6 Feb 2006 11:41:04 -0500 From: "mystml@adinet.com.uy" Subject: [SDL] ALT-F4 using DirectX My game isn't getting SDL_QUIT when I press ALT-F4 using the DirectX driver; it does get SDL_QUIT when I press the red X in the window. I tracked this down to DX5_HandleMessage() in SDL_dx5events.c; WM_SYSKEYDOWN is being trapped and ignored which causes Windows not to post a WM_CLOSE, hence no SDL_QUIT is being generated. The relevant code is this : /* The keyboard is handled via DirectInput */ case WM_SYSKEYUP: case WM_SYSKEYDOWN: case WM_KEYUP: case WM_KEYDOWN: { /* Ignore windows keyboard messages */; } return(0); If I comment the WM_SYSKEYDOWN case, it falls through DefWindowProc() and ALT-F4 starts working again. I'm not sure about the best way to fix this. One option is handling ALT-F4 as a particular case somehow, but doesn't sound good. Another option would be to handle WM_SYSKEYDOWN separately and breaking instead of returning 0, so processing falls through and goes to DefWindowProc which does The Right Thing (TM). This seems to be the minimal change that makes ALT-F4 work and normal keyboard input continues to work. Does this sound reasonable? Am I overlooking anything? Do I submit a patch? --Gabriel
author Sam Lantinga <slouken@libsdl.org>
date Wed, 08 Feb 2006 17:19:43 +0000
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2006 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 /* Application focus/iconification handling code for SDL */
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24
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25 #include "SDL_events.h"
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26 #include "SDL_string.h"
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27 #include "SDL_events_c.h"
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28
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29
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30 /* These are static for our active event handling code */
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31 static Uint8 SDL_appstate = 0;
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32
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33 /* Public functions */
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34 int SDL_AppActiveInit(void)
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35 {
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36 /* Start completely active */
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37 SDL_appstate = (SDL_APPACTIVE|SDL_APPINPUTFOCUS|SDL_APPMOUSEFOCUS);
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38
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39 /* That's it! */
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40 return(0);
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41 }
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42 void SDL_AppActiveQuit(void)
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43 {
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44 }
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45
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46 Uint8 SDL_GetAppState(void)
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47 {
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48 return(SDL_appstate);
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49 }
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50
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51 /* This is global for SDL_eventloop.c */
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52 int SDL_PrivateAppActive(Uint8 gain, Uint8 state)
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53 {
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54 int posted;
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55 Uint8 new_state;
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56
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57 /* Modify the current state with the given mask */
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58 if ( gain ) {
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59 new_state = (SDL_appstate | state);
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60 } else {
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61 new_state = (SDL_appstate & ~state);
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62 }
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63
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64 /* Drop events that don't change state */
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65 if ( new_state == SDL_appstate ) {
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66 return(0);
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67 }
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68
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69 /* Update internal active state */
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70 SDL_appstate = new_state;
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71
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72 /* Post the event, if desired */
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73 posted = 0;
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74 if ( SDL_ProcessEvents[SDL_ACTIVEEVENT] == SDL_ENABLE ) {
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75 SDL_Event event;
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76 SDL_memset(&event, 0, sizeof(event));
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77 event.type = SDL_ACTIVEEVENT;
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78 event.active.gain = gain;
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79 event.active.state = state;
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80 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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81 posted = 1;
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82 SDL_PushEvent(&event);
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83 }
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84 }
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85
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86 /* If we lost keyboard focus, post key-up events */
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87 if ( (state & SDL_APPINPUTFOCUS) && !gain ) {
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88 SDL_ResetKeyboard();
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89 }
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90 return(posted);
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91 }