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annotate docs/man3/SDL_SetVideoMode.3 @ 1212:7663bb0f52c7
To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Thu, 15 Dec 2005 21:19:53 +0100
Subject: [SDL] More mouse enhancements for Mac OS X
The attached patch brings two more enhancements to mouse handling on Mac
OS X (Quartz):
1. Currently, after launching an SDL application, SDL's notion of the
mouse position is stuck in the top left corner (0,0) until the first
time the mouse is moved. That's because the UpdateMouse() function isn't
implemented in the Quartz driver. This patch adds it.
2. When grabbing input while the mouse cursor is hidden, the function
CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the
system's notion of the mouse location from moving (and therefore leaving
the SDL window) even when the mouse is moved. However, apparently the
Wacom tablet driver (and maybe other special pointing device drivers)
doesn't care about that setting and still allows the mouse location to
go outside of the window. Interestingly, the system cursor, which is
made visible by the existing code in SDL in that case, does not follow
the mouse location, but appears in the middle of the SDL window. The
mouse location being outside of the window however means that mouse
button events go to background applications (or the dock or whatever is
there), which is very confusing to the user who sees no cursor outside
of the SDL window.
I have not found any way of intercepting these events (and that's
probably by design, as "normal" applications shouldn't prevent the user
from bringing other applications' windows to the front by clicking on
them). An idea would be placing a fully transparent, screen-filling
window in front of everything, but I fear that this might affect
rendering performance (by doing unnecessary compositing, using up
memory, or whatever).
The deluxe solution to the problem would be talking to the tablet
driver using AppleEvents to tell it to constrain its mapped area to the
window (see Wacom's "TabletEventDemo" sample app,
http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that
the bloat that solution would add to SDL would outweigh its usefulness.
What I did instead in my patch is reassociating mouse and cursor when
the mouse leaves the window while an invisible grab is in effect, and
restoring the grab when the window is entered. That way, the grab can
still be effectively broken by a tablet, but at least it's obvious to
the user that it is broken. That change is minimal - it doesn't affect
operation with a mouse (or a trackpad), and the code that it adds is not
executed on every PumpEvents() call, only when entering and leaving the
window.
Unless there are any concerns about the patch, please apply. Feel free
to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's
too verbose.
Thanks
-Christian
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Mon, 02 Jan 2006 00:31:00 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
rev | line source |
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1 .TH "SDL_SetVideoMode" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_SetVideoMode\- Set up a video mode with the specified width, height and bits-per-pixel\&. | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBSDL_Surface *\fBSDL_SetVideoMode\fP\fR(\fBint width, int height, int bpp, Uint32 flags\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 Set up a video mode with the specified width, height and bits-per-pixel\&. | |
12 .PP | |
13 If \fBbpp\fR is 0, it is treated as the current display bits per pixel\&. | |
14 .PP | |
15 The \fBflags\fR parameter is the same as the \fBflags\fR field of the \fI\fBSDL_Surface\fR\fR structure\&. OR\&'d combinations of the following values are valid\&. | |
16 .TP 20 | |
17 \fBSDL_SWSURFACE\fP | |
18 Create the video surface in system memory | |
19 .TP 20 | |
20 \fBSDL_HWSURFACE\fP | |
21 Create the video surface in video memory | |
22 .TP 20 | |
23 \fBSDL_ASYNCBLIT\fP | |
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24 Enables the use of asynchronous updates of the display surface\&. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems\&. |
0 | 25 .TP 20 |
26 \fBSDL_ANYFORMAT\fP | |
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27 Normally, if a video surface of the requested bits-per-pixel (\fBbpp\fR) is not available, SDL will emulate one with a shadow surface\&. Passing \fBSDL_ANYFORMAT\fP prevents this and causes SDL to use the video surface, regardless of its pixel depth\&. |
0 | 28 .TP 20 |
29 \fBSDL_HWPALETTE\fP | |
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30 Give SDL exclusive palette access\&. Without this flag you may not always get the the colors you request with \fI\fBSDL_SetColors\fP\fR or \fI\fBSDL_SetPalette\fP\fR\&. |
0 | 31 .TP 20 |
32 \fBSDL_DOUBLEBUF\fP | |
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33 Enable hardware double buffering; only valid with SDL_HWSURFACE\&. Calling \fI\fBSDL_Flip\fP\fR will flip the buffers and update the screen\&. All drawing will take place on the surface that is not displayed at the moment\&. If double buffering could not be enabled then \fBSDL_Flip\fP will just perform a \fI\fBSDL_UpdateRect\fP\fR on the entire screen\&. |
0 | 34 .TP 20 |
35 \fBSDL_FULLSCREEN\fP | |
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36 SDL will attempt to use a fullscreen mode\&. If a hardware resolution change is not possible (for whatever reason), the next higher resolution will be used and the display window centered on a black background\&. |
0 | 37 .TP 20 |
38 \fBSDL_OPENGL\fP | |
39 Create an OpenGL rendering context\&. You should have previously set OpenGL video attributes with \fI\fBSDL_GL_SetAttribute\fP\fR\&. | |
40 .TP 20 | |
41 \fBSDL_OPENGLBLIT\fP | |
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42 Create an OpenGL rendering context, like above, but allow normal blitting operations\&. The screen (2D) surface may have an alpha channel, and \fI\fBSDL_UpdateRects\fP\fR must be used for updating changes to the screen surface\&. |
0 | 43 .TP 20 |
44 \fBSDL_RESIZABLE\fP | |
45 Create a resizable window\&. When the window is resized by the user a \fI\fBSDL_VIDEORESIZE\fP\fR event is generated and \fBSDL_SetVideoMode\fP can be called again with the new size\&. | |
46 .TP 20 | |
47 \fBSDL_NOFRAME\fP | |
48 If possible, \fBSDL_NOFRAME\fP causes SDL to create a window with no title bar or frame decoration\&. Fullscreen modes automatically have this flag set\&. | |
49 .PP | |
50 .RS | |
51 \fBNote: | |
52 .PP | |
53 Whatever \fBflags\fR \fBSDL_SetVideoMode\fP could satisfy are set in the \fBflags\fR member of the returned surface\&. | |
54 .RE | |
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55 .PP |
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56 .RS |
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57 \fBNote: |
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58 .PP |
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59 The \fBbpp\fR parameter is the number of bits per pixel, so a \fBbpp\fR of 24 uses the packed representation of 3 bytes/pixel\&. For the more common 4 bytes/pixel mode, use a \fBbpp\fR of 32\&. Somewhat oddly, both 15 and 16 will request a 2 bytes/pixel mode, but different pixel formats\&. |
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60 .RE |
0 | 61 .SH "RETURN VALUE" |
62 .PP | |
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63 The framebuffer surface, or \fBNULL\fR if it fails\&. The surface returned is freed by SDL_Quit() and should nt be freed by the caller\&. |
0 | 64 .SH "SEE ALSO" |
65 .PP | |
66 \fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_SetColors\fP\fR, \fI\fBSDL_Flip\fP\fR, \fI\fBSDL_Surface\fR\fR | |
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67 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |