annotate src/video/gem/SDL_gemmouse.c @ 2847:7d020441fa81

Don't hardcode RECT for fragment program texture targets. Now we can generate what a given system needs when compiling the shader.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 07 Dec 2008 07:06:34 +0000
parents f54670a477bb
children 99210400e8b9
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 #include "SDL_config.h"
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23
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24 #include "SDL_gemvideo.h"
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25
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26 #include "../../events/SDL_mouse_c.h"
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27
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28 void
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29 GEM_InitMouse(_THIS)
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30 {
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31 SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
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32 SDL_Mouse mouse;
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33
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34 SDL_zero(mouse);
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35 data->mouse = SDL_AddMouse(&mouse, -1);
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36 }
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37
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38 void
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39 GEM_QuitMouse(_THIS)
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40 {
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41 SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
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42
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43 SDL_DelMouse(data->mouse);
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44 }
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45
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46 /* vi: set ts=4 sw=4 expandtab: */