Mercurial > sdl-ios-xcode
annotate src/video/vgl/SDL_vglvideo.h @ 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> |
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date | Wed, 08 Feb 2006 17:19:43 +0000 |
parents | c9b51268668f |
children | 19418e4422cb |
rev | line source |
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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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18 |
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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 #ifndef _SDL_vglvideo_h |
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24 #define _SDL_vglvideo_h |
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25 |
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26 #include <sys/fbio.h> |
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27 #include <sys/consio.h> |
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28 #include <vgl.h> |
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29 |
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30 #include "SDL_mouse.h" |
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31 #include "SDL_mutex.h" |
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32 #include "SDL_sysvideo.h" |
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33 |
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34 /* Hidden "this" pointer for the video functions */ |
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35 #define _THIS SDL_VideoDevice *this |
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36 |
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37 typedef struct { |
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38 int ModeId; |
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39 int Depth; |
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40 int Rmask; |
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41 int Gmask; |
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42 int Bmask; |
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43 VGLBitmap ModeInfo; |
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44 } VGLMode; |
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45 |
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46 /* Private display data */ |
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47 struct SDL_PrivateVideoData { |
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48 #define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */ |
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49 int SDL_nummodes[NUM_MODELISTS]; |
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50 SDL_Rect **SDL_modelist[NUM_MODELISTS]; |
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51 SDL_mutex *hw_lock; |
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52 VGLMode *VGLCurMode; |
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53 int flip_page; |
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54 byte *flip_address[2]; |
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55 }; |
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56 /* Old variable names */ |
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57 #define SDL_nummodes (this->hidden->SDL_nummodes) |
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58 #define SDL_modelist (this->hidden->SDL_modelist) |
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59 #define hw_lock (this->hidden->hw_lock) |
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60 #define VGLCurMode (this->hidden->VGLCurMode) |
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61 #define flip_page (this->hidden->flip_page) |
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62 #define flip_address (this->hidden->flip_address) |
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63 |
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64 #endif /* _SDL_vglvideo_h */ |