diff src/video/quartz/SDL_QuartzWM.m @ 779:68c8da837fc0

Date: Tue, 6 Jan 2004 21:54:02 +0100 From: Max Horn Subject: Auto hide mouse & other changes the attached bug adds the auto-hide-mouse feature I talked about earlier. Turned out it was a lot simpler than I thought, simply by using our existing code :-). I actually spent much more time on fixing various bugs in the code and correcting (IMO) some behavior (although, due to the lack of real specs for SDL, it's probably arguable what 'correct' means...). * adds auto (un)hiding of mouse depending on whether it is in- or outside the game window * computation of course coordinates is correct now (it often and reproducible got out of sync with the old code, since the NSEvent window was in some cases *not* our window anymore, so locationInWindow returned wrong results) * added a method which at any time returns the mouse coords, relative to our window * fixed handling of lost/gain input/mouse/app focus "events"
author Sam Lantinga <slouken@libsdl.org>
date Wed, 07 Jan 2004 15:01:51 +0000
parents c5b2b6d2d1fe
children 9e84d106ec19
line wrap: on
line diff
--- a/src/video/quartz/SDL_QuartzWM.m	Tue Jan 06 17:18:38 2004 +0000
+++ b/src/video/quartz/SDL_QuartzWM.m	Wed Jan 07 15:01:51 2004 +0000
@@ -77,12 +77,17 @@
 }
 
 void QZ_HideMouse (_THIS) {
-    if (cursor_visible) {
+    BOOL isInGameWin = QZ_IsMouseInWindow (this);
+    if (isInGameWin && cursor_visible) {
         [ NSCursor hide ];
         cursor_visible = NO;
     }
 }
 
+BOOL QZ_IsMouseInWindow (_THIS) {
+    return (mode_flags & SDL_FULLSCREEN) ? true : NSPointInRect([ qz_window mouseLocationOutsideOfEventStream ], [ window_view frame ]);
+}
+
 int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { 
 
     if ( cursor == NULL) {