diff src/video/quartz/SDL_QuartzWM.m @ 4392:2b8c1aea633b SDL-1.2

Fixed bug #898 Jeremiah Morris 2009-12-09 16:07:17 PST No-op GlobalToLocal translations in fullscreen mode On my MacBook Pro running 10.6, I noticed a small upward bias on mouse movement in a fullscreen SDL application. The app uses WarpCursor and GetMouseState in a loop to measure relative movement. I tracked it down to NSWindow's convertBaseToScreen: routine, which added a 2-pixel offset on the Y coordinate instead of the expected (+0,+0) translation. In fullscreen mode, QZ_PrivateWarpCursor() does not translate the desired position through QZ_PrivateGlobalToLocal() before passing it to the Core Graphics system. However, QZ_GetMouseLocation() does call the reverse QZ_PrivateLocalToGlobal() even in fullscreen mode. This asymmetry caused problems each time the mouse was moved.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 11 Dec 2009 15:31:37 +0000
parents 976bc19f8f6b
children
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line diff
--- a/src/video/quartz/SDL_QuartzWM.m	Fri Dec 11 15:24:53 2009 +0000
+++ b/src/video/quartz/SDL_QuartzWM.m	Fri Dec 11 15:31:37 2009 +0000
@@ -151,14 +151,16 @@
 /* Convert Cocoa screen coordinate to Cocoa window coordinate */
 void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p) {
 
-    *p = [ qz_window convertScreenToBase:*p ];
+	if ( ! CGDisplayIsCaptured (display_id) )
+		*p = [ qz_window convertScreenToBase:*p ];
 }
 
 
 /* Convert Cocoa window coordinate to Cocoa screen coordinate */
 void QZ_PrivateLocalToGlobal (_THIS, NSPoint *p) {
 
-    *p = [ qz_window convertBaseToScreen:*p ];
+	if ( ! CGDisplayIsCaptured (display_id) )
+		*p = [ qz_window convertBaseToScreen:*p ];
 }
 
 /* Convert SDL coordinate to Cocoa coordinate */