annotate docs/html/time.html @ 1192:54aa9aa32327

To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Fri, 18 Nov 2005 23:39:02 +0100 Subject: [SDL] Mouse position bugs on Mac OS X The attached patch fixes a few bugs in SDL related to the mouse position in windowed mode on Mac OS X, reproduced using the attached minimal test program - at least here on 10.3.9, with SDL CVS from today. Could anyone test whether the bugs exist and are fixed by the patch on 10.2 and 10.4? 1. When using OpenGL, the vertical mouse positions obtained through events or SDL_GetMouseState() are off by one. 2. When using OpenGL, SDL_WarpMouse() inverts the y coordinate. 3. Clicks on the topmost pixel row of the window are not recognized. 1 and 2 do not occur in non-OpenGL mode, while 3 does. All three only occur in windowed mode, not in fullscreen. The cause for 1 and 3 is that in Cocoa, "the location of the mouse" seems to be defined as "the location of the top left corner of the mouse pointer's hot pixel" (this is not documented, it's just what I found out here), which together with the fact that Cocoa's usual y coordinates start at the bottom and increase upwards means that the y coordinate of the mouse runs from 1 to h, not from 0 to h-1, in a window of height h. If it does work on 10.2 and 10.4 (I'll try to test it as soon as I can, but at the moment all I have at hand is 10.3.9), can this be applied to the CVS? -Christian To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Mon, 28 Nov 2005 10:41:51 +0100 Subject: [SDL] Re: Mouse position bugs on Mac OS X I wrote: > I'll try to test it as soon as I can, but at the moment all I have at hand is 10.3.9 So, here are the results of my tests (with patched and unpatched frameworks compiled with Xcode 1.5 (gcc 3.3) on 10.3.9): On 10.1.5, my test program doesn't run because of "Undefined symbols: SDL undefined reference to _CGMainDisplayID expected to be defined in Carbon". I guess not supporting 10.1 was a deliberate decision then and that's OK with me. On 10.2.8, 10.3.9, and 10.4.0, the bugs exist as described in my original post and are fixed by my patch. That is, there is no difference between pre/post 10.3 and the patched version works correctly in all combinations of GL/non-GL and windowed/fullscreen. I therefore recommend the patch for inclusion. -Christian
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 28 Nov 2005 13:58:26 +0000
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4 >Time</TITLE
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6 NAME="GENERATOR"
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34 ><TABLE
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35 SUMMARY="Header navigation table"
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43 ALIGN="center"
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44 >SDL Library Documentation</TH
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50 VALIGN="bottom"
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51 ><A
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52 HREF="sdlcondwaittimeout.html"
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53 ACCESSKEY="P"
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55 ></TD
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64 VALIGN="bottom"
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65 ><A
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66 HREF="sdlgetticks.html"
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67 ACCESSKEY="N"
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68 >Next</A
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69 ></TD
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75 ><DIV
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76 CLASS="CHAPTER"
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77 ><H1
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78 ><A
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79 NAME="TIME"
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80 ></A
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81 >Chapter 13. Time</H1
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82 ><DIV
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83 CLASS="TOC"
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84 ><DL
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86 ><B
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87 >Table of Contents</B
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88 ></DT
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89 ><DT
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90 ><A
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91 HREF="sdlgetticks.html"
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92 >SDL_GetTicks</A
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93 >&nbsp;--&nbsp;Get the number of milliseconds since the SDL library initialization.</DT
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94 ><DT
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96 HREF="sdldelay.html"
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97 >SDL_Delay</A
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98 >&nbsp;--&nbsp;Wait a specified number of milliseconds before returning.</DT
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99 ><DT
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100 ><A
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102 >SDL_AddTimer</A
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103 >&nbsp;--&nbsp;Add a timer which will call a callback after the specified number of milliseconds has
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104 elapsed.</DT
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105 ><DT
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107 HREF="sdlremovetimer.html"
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108 >SDL_RemoveTimer</A
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109 >&nbsp;--&nbsp;Remove a timer which was added with
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112 >SDL_AddTimer</A
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113 >.</DT
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117 >SDL_SetTimer</A
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118 >&nbsp;--&nbsp;Set a callback to run after the specified number of milliseconds has
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119 elapsed.</DT
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120 ></DL
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122 ><P
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123 >SDL provides several cross-platform functions for dealing with time.
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124 It provides a way to get the current time, a way to wait a little while,
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125 and a simple timer mechanism. These functions give you two ways of moving an
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126 object every x milliseconds:
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129 ></P
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130 ><UL
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131 ><LI
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132 ><P
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133 >Use a timer callback function. This may have the bad effect that it runs in a seperate thread or uses alarm signals, but it's easier to implement.</P
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134 ></LI
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135 ><LI
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136 ><P
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137 >Or you can get the number of milliseconds passed, and move the object if, for example, 30 ms passed.</P
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138 ></LI
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139 ></UL
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140 >&#13;</P
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141 ></DIV
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142 ><DIV
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143 CLASS="NAVFOOTER"
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144 ><HR
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146 WIDTH="100%"><TABLE
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147 SUMMARY="Footer navigation table"
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152 ><TR
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156 VALIGN="top"
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157 ><A
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158 HREF="sdlcondwaittimeout.html"
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159 ACCESSKEY="P"
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160 >Prev</A
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161 ></TD
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162 ><TD
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163 WIDTH="34%"
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164 ALIGN="center"
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165 VALIGN="top"
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166 ><A
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167 HREF="index.html"
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168 ACCESSKEY="H"
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169 >Home</A
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170 ></TD
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171 ><TD
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172 WIDTH="33%"
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173 ALIGN="right"
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174 VALIGN="top"
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175 ><A
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176 HREF="sdlgetticks.html"
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177 ACCESSKEY="N"
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178 >Next</A
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179 ></TD
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180 ></TR
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181 ><TR
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182 ><TD
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183 WIDTH="33%"
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184 ALIGN="left"
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185 VALIGN="top"
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186 >SDL_CondWaitTimeout</TD
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187 ><TD
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188 WIDTH="34%"
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189 ALIGN="center"
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190 VALIGN="top"
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191 ><A
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192 HREF="reference.html"
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193 ACCESSKEY="U"
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194 >Up</A
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195 ></TD
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196 ><TD
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197 WIDTH="33%"
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198 ALIGN="right"
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199 VALIGN="top"
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200 >SDL_GetTicks</TD
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201 ></TR
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202 ></TABLE
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203 ></DIV
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204 ></BODY
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205 ></HTML
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206 >