Mercurial > sdl-ios-xcode
comparison src/video/quartz/SDL_QuartzWM.m @ 934:af585d6efec8
Date: Thu, 17 Jun 2004 11:38:51 -0700 (PDT)
From: Eric Wing <ewing2121@yahoo.com>
Subject: New OS X patch (was Re: [SDL] Bug with inverted mouse coordinates in
I have a new patch for OS X I would like to submit.
First, it appears no further action has been taken on
my fix from Apple on the OpenGL windowed mode mouse
inversion problem. The fix would reunify the code, and
no longer require case checking for which version of
the OS you are running. This is probably a good fix
because the behavior with the old code could change
again with future versions of the OS, so those fixes
are included in this new patch.
But in addition, when I was at Apple, I asked them
about the ability to distinguish between the modifier
keys on the left and right sides of the keyboard (e.g.
Left Shift, Right Shift, Left/Right Alt, L/R Cmd, L/R
Ctrl). They told me that starting with Panther, the OS
began supporting this feature. This has always been a
source of annoyance for me when bringing a program
that comes from Windows or Linux to OS X when the
keybindings happened to need distinguishable left-side
and right-side keys. So the rest of the patch I am
submitting contains new code to support this feature
on Panther (and presumably later versions of the OS).
So after removing the OS version checks for the mouse
inversion problem, I reused the OS version checks to
activate the Left/Right detection of modifier keys. If
you are running Panther (or above), the new code will
attempt to distinguish between sides. For the older
OS's, the code path reverts to the original code.
I've tested with Panther on a G4 Cube, G5 dual
processor, and Powerbook Rev C. The Cube and G5
keyboards demonstrated the ability to distinguish
between sides. The Powerbook seems to only have
left-side keys, but the patch was still able to handle
it by producing the same results as before the patch.
I also wanted to test a non-Apple keyboard.
Unfortunately, I don't have any PC USB keyboards.
However, I was able to borrow a Sun Microsystems USB
keyboard, so I tried that out on the G5, and I got the
correct behavior for left and right sides. I'm
expecting that if it worked with a Sun keyboard, most
other keyboards should work with no problems.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 20 Aug 2004 22:35:23 +0000 |
parents | 9e84d106ec19 |
children | 121f56c1277d |
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136 if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ | 136 if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ |
137 | 137 |
138 p->y = CGDisplayPixelsHigh (display_id) - p->y; | 138 p->y = CGDisplayPixelsHigh (display_id) - p->y; |
139 } | 139 } |
140 else { | 140 else { |
141 | 141 |
142 NSPoint newPoint; | 142 *p = [ window_view convertPoint:*p toView: nil ]; |
143 | |
144 newPoint = [ window_view convertPoint:*p toView:[ qz_window contentView ] ]; | |
145 | |
146 *p = newPoint; | |
147 } | 143 } |
148 } | 144 } |
149 | 145 |
150 /* Convert Cocoa coordinate to SDL coordinate */ | 146 /* Convert Cocoa coordinate to SDL coordinate */ |
151 void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) { | 147 void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) { |
153 if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ | 149 if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ |
154 | 150 |
155 p->y = CGDisplayPixelsHigh (display_id) - p->y; | 151 p->y = CGDisplayPixelsHigh (display_id) - p->y; |
156 } | 152 } |
157 else { | 153 else { |
158 | 154 |
159 NSPoint newPoint; | 155 *p = [ window_view convertPoint:*p fromView: nil ]; |
160 | 156 |
161 newPoint = [ window_view convertPoint:*p fromView:[ qz_window contentView ] ]; | 157 /* The coordinates need to be inverted */ |
162 | 158 p->y = [window_view frame].size.height - p->y - 1; |
163 *p = newPoint; | |
164 | |
165 /* If OSX version is 10.3.0 or later, we need a workaround in OpenGL mode */ | |
166 if( system_version >= 0x1030 && (SDL_VideoSurface->flags & (SDL_OPENGL | SDL_OPENGLBLIT)) ) { | |
167 p->y = [window_view frame].size.height - p->y - 1; | |
168 } | |
169 } | 159 } |
170 } | 160 } |
171 | 161 |
172 /* Convert SDL coordinate to window server (CoreGraphics) coordinate */ | 162 /* Convert SDL coordinate to window server (CoreGraphics) coordinate */ |
173 CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) { | 163 CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) { |