Mercurial > sdl-ios-xcode
annotate CREDITS @ 1629:ef4a796e7f24
Fixed bug #55
From Christian Walther:
When writing my patch for #12, I ended up doing all sorts of changes to the way
application/window activating/deactivating is handled in the Quartz backend,
resulting in the attached patch. It does make the code a bit cleaner IMHO, but
as it might be regarded as a case of "if it ain't broken, don't fix it" I'd
like to hear other people's opinion about it. Please shout if some change
strikes you as unnecessary or wrong, and I'll explain the reasons behind it. As
far as I tested it, it does not introduce any new bugs, but I may well have
missed some.
- The most fundamental change (that triggered most of the others) is irrelevant
for the usual single-window SDL applications, it only affects the people who
are crazy enough to display other Cocoa windows alongside the SDL window (I'm
actually doing this currently, although the additional window only displays
debugging info and won't be present in the final product): Before, some things
were done on the application becoming active, some on the window becoming key,
and some on the window becoming main. Conceptually, all these actions belong to
the window becoming key, so that's what I implemented. However, since in a
single-window application these three events always happen together, the
previous implementation "ain't broken".
- This slightly changed the meaning of the SDL_APPMOUSEFOCUS flag from
SDL_GetAppState(): Before, it meant "window is main and mouse is inside window
(or mode is fullscreen)". Now, it means "window is key and mouse is inside
window (or mode is fullscreen)". It makes more sense to me that way. (See
http://developer.apple.com/documentation/Cocoa/Conceptual/WinPanel/Concepts/ChangingMainKeyWindow.html
for a discussion of what key and main windows are.) The other two flags are
unchanged: SDL_APPACTIVE = application is not hidden and window is not
minimized, SDL_APPINPUTFOCUS = window is key (or mode is fullscreen).
- As a side effect, the reorganization fixes the following two issues (and
maybe others) (but they could also be fixed in less invasive ways):
* A regression that was introduced in revision 1.42 of SDL_QuartzVideo.m
(http://libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/quartz/SDL_QuartzVideo.m.diff?r1=1.41&r2=1.42)
(from half-desirable to undesirable behavior):
Situation: While in windowed mode, hide the cursor using
SDL_ShowCursor(SDL_DISABLE), move the mouse outside of the window so that the
cursor becomes visible again, and SDL_SetVideoMode() to a fullscreen mode.
What happened before revision 1.42: The cursor is visible, but becomes
invisible as soon as the mouse is moved (half-desirable).
What happens in revision 1.42 and after (including current CVS): The cursor is
visible and stays visible (undesirable).
What happens after my patch: The cursor is invisible from the beginning
(desirable).
* When the cursor is hidden and grabbed, switch away from the application using
cmd-tab (which ungrabs and makes the cursor visible), move the cursor outside
of the SDL window, then cmd-tab back to the application. In 1.2.8 and in the
current CVS, the cursor is re-grabbed, but it stays visible (immovable in the
middle of the window). With my patch, the cursor is correctly re-grabbed and
hidden. (For some reason, it still doesn't work correctly if you switch back to
the application using the dock instead of cmd-tab. I haven't been able to
figure out why. I can step over [NSCursor hide] being called in the debugger,
but it seems to have no effect.)
- The patch includes my patch for #12 (it was easier to obtain using cvs diff
that way). If you apply both of them, you will end up with 6 duplicate lines in
SDL_QuartzEvents.m.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 13 Apr 2006 14:17:48 +0000 |
parents | f12379c41042 |
children | 3f21778e7433 fb74445b4d19 |
rev | line source |
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0 | 1 |
2 Simple DirectMedia Layer CREDITS | |
3 Thanks to everyone who made this possible, including: | |
4 | |
5 * Cliff Matthews, for giving me a reason to start this project. :) | |
6 -- Executor rocks! *grin* | |
7 | |
159
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8 * Scott Call, for making a home for SDL on the 'Net... Thanks! :) |
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9 |
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Lots of people have contributed cash. :)
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10 * The Linux Fund, C Magazine, Educational Technology Resources Inc., |
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Lots of people have contributed cash. :)
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11 Gareth Noyce, Jesse Pavel, Keith Kitchin, Jeremy Horvath, Thomas Nicholson, |
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Lots of people have contributed cash. :)
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12 Hans-Peter Gygax, the Eternal Lands Development Team, Lars Brubaker, |
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Lots of people have contributed cash. :)
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13 and Phoenix Kokido for financial contributions |
470 | 14 |
15 * Gaëtan de Menten for writing the PHP and SQL behind the SDL website | |
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16 |
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17 * Tim Jones for the new look of the SDL website |
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18 |
828
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Lots of people have contributed cash. :)
Sam Lantinga <slouken@libsdl.org>
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19 * Marco Kraus for setting up SDL merchandise |
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20 |
470 | 21 * Martin Donlon for his work on the SDL Documentation Project |
22 | |
23 * Ryan Gordon for helping everybody out and keeping the dream alive. :) | |
24 | |
25 * Mattias Engdegård, for help with the Solaris port and lots of other help | |
0 | 26 |
159
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27 * Max Watson, Matt Slot, and Kyle for help with the MacOS Classic port |
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28 |
1621 | 29 * Stan Shebs, for the initial Mac OS X port |
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30 |
1621 | 31 * Eric Wing, Max Horn, and Darrell Walisser for unflagging work on the Mac OS X port |
0 | 32 |
470 | 33 * Patrick Trainor, Jim Boucher, and Mike Gorchak for the QNX Neutrino port |
0 | 34 |
281
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Added initial support for Atari (thanks Patrice!)
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35 * Carsten Griwodz for the AIX port |
250
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Added support for building SDL for EPOC/SymbianOS 6.0 (thanks Hannu!)
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36 |
0 | 37 * Gabriele Greco, for the Amiga port |
38 | |
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39 * Patrice Mandin, for the Atari port |
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Added initial support for Atari (thanks Patrice!)
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40 |
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41 * Hannu Viitala for the EPOC port |
0 | 42 |
159
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Sam Lantinga <slouken@libsdl.org>
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43 * Peter Valchev for nagging me about the OpenBSD port until I got it right. :) |
0 | 44 |
45 * Kent B Mein, for a place to do the IRIX port | |
46 | |
47 * Ash, for a place to do the OSF/1 Alpha port | |
48 | |
49 * David Sowsy, for help with the BeOS port | |
50 | |
159
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Sam Lantinga <slouken@libsdl.org>
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51 * Eugenia Loli, for endless work on porting SDL games to BeOS |
0 | 52 |
53 * Jon Taylor for the GGI front-end | |
54 | |
55 * Paulus Esterhazy, for the Visual C++ testing and libraries | |
56 | |
57 * Brenda Tantzen, for Metrowerks CodeWarrior on MacOS | |
58 | |
59 * Chris Nentwich, for the Hermes assembly blitters | |
60 | |
61 * Michael Vance and Jim Kutter for the X11 OpenGL support | |
62 | |
470 | 63 * Stephane Peter, for the AAlib front-end and multi-threaded timer idea. |
64 | |
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65 * Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation |
470 | 66 |
0 | 67 * Peter Wiklund, for the 1998 winning SDL logo, |
68 and Arto Hamara, Steven Wong, and Kent Mein for other logo entries. | |
69 | |
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70 * Arne Claus, for the 2004 winning SDL logo, |
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71 and Shandy Brown, Jac, Alex Lyman, Mikkel Gjoel, #Guy, Jonas Hartmann, |
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72 Daniel Liljeberg, Ronald Sowa, DocD, Pekka Jaervinen, Patrick Avella, |
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73 Erkki Kontilla, Levon Gavalian, Hal Emerich, David Wiktorsson, |
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74 S. Schury and F. Hufsky, Ciska de Ruyver, Shredweat, Tyler Montbriand, |
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75 Martin Andersson, Merlyn Wysard, Fernando Ibanez, David Miller, |
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76 Andre Bommele, lovesby.com, Francisco Camenforte Torres, and David Igreja |
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77 for other logo entries. |
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78 |
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79 * Bob Pendleton and David Olofson for being long time contributors to |
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80 the SDL mailing list. |
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81 |
470 | 82 * Everybody at Loki Software, Inc. for their great contributions! |
0 | 83 |
84 And a big hand to everyone else who gave me appreciation, advice, | |
85 and suggestions, especially the good folks on the SDL mailing list. | |
86 | |
87 THANKS! :) | |
88 | |
89 -- Sam Lantinga <slouken@libsdl.org> | |
90 |