annotate src/events/SDL_active.c @ 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
parents 28ac87a38c17
children c9b51268668f
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1 /*
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2 SDL - Simple DirectMedia Layer
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b8d311d90021 Updated copyright information for 2004 (Happy New Year!)
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3 Copyright (C) 1997-2004 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 Library General Public
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7 License as published by the Free Software Foundation; either
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8 version 2 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 Library 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 Library General Public
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16 License along with this library; if not, write to the Free
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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 #ifdef SAVE_RCSID
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24 static char rcsid =
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25 "@(#) $Id$";
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26 #endif
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27
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28 /* Application focus/iconification handling code for SDL */
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29
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30 #include <stdio.h>
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31 #include <string.h>
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32
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33 #include "SDL_events.h"
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34 #include "SDL_events_c.h"
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35
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36
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37 /* These are static for our active event handling code */
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38 static Uint8 SDL_appstate = 0;
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39
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40 /* Public functions */
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41 int SDL_AppActiveInit(void)
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42 {
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43 /* Start completely active */
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44 SDL_appstate = (SDL_APPACTIVE|SDL_APPINPUTFOCUS|SDL_APPMOUSEFOCUS);
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45
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46 /* That's it! */
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47 return(0);
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48 }
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49 void SDL_AppActiveQuit(void)
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50 {
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51 }
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52
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53 Uint8 SDL_GetAppState(void)
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54 {
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55 return(SDL_appstate);
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56 }
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57
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58 /* This is global for SDL_eventloop.c */
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59 int SDL_PrivateAppActive(Uint8 gain, Uint8 state)
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60 {
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61 int posted;
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62 Uint8 new_state;
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63
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64 /* Modify the current state with the given mask */
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65 if ( gain ) {
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66 new_state = (SDL_appstate | state);
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67 } else {
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68 new_state = (SDL_appstate & ~state);
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69 }
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70
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71 /* Drop events that don't change state */
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72 if ( new_state == SDL_appstate ) {
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73 return(0);
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74 }
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75
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76 /* Update internal active state */
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77 SDL_appstate = new_state;
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78
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79 /* Post the event, if desired */
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80 posted = 0;
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81 if ( SDL_ProcessEvents[SDL_ACTIVEEVENT] == SDL_ENABLE ) {
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82 SDL_Event event;
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83 memset(&event, 0, sizeof(event));
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84 event.type = SDL_ACTIVEEVENT;
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85 event.active.gain = gain;
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86 event.active.state = state;
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87 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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88 posted = 1;
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89 SDL_PushEvent(&event);
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90 }
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91 }
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92
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93 /* If we lost keyboard focus, post key-up events */
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94 if ( (state & SDL_APPINPUTFOCUS) && !gain ) {
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95 SDL_ResetKeyboard();
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96 }
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97 return(posted);
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98 }