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Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents 25f475cd4981
children de622b7108bf
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   <xevol @newtonave.net="">      </xevol>   
<h1>Building SDL with Borland's C++ compilers. </h1>
    <b> by <a href="mailto:xevol@users.sourceforge.net"> David Snopek</a></b> 
   and updated by <b><a href="mailto:Dominique@SavageSoftware.com.au">Dominique 
 Louis</a></b>.<br>
    <br>
     These instructions cover how to compile SDL and its included test programs 
 using either  Borland <a href="#bcbwin">C++ Builder 5, 6 for Windows</a>, 
<a href="#k3">C++ Builder for Linux  ( AKA Kylix 3 )</a> or the free <a
 href="#bccc">Borland C++ command-line compiler</a>. <br>
        
<h3> <b> Extract the files </b> </h3>
        
<p> Unzip the Borland.zip archive into <b>this</b> directory.  Do not unzip 
 it into any  other directory because the makefiles ( *.mak ) and project 
files ( *.bpr ) use relative paths to refer to the SDL sources.  This  should 
create a directory named "Borland" inside of the top level SDL source directory. 
  </p>
        
<h3> <b><a name="bcbwin"></a> Using Borland C++ Builder 5, 6 for Windows </b>
</h3>
        
<p> Inside of the "Borland" directory there is a "bcb6" directory that contains 
 a number  of Builder project files.  Double-click on the "libSDL.bpg" file 
 icon.  Once Builder has  started click on the "<u>P</u>rojects" menu on the
 menu-bar and go down to  "B<u>u</u>ild All Projects" option.  <br>
 This will proceed  to build SDL ( with Borland's calling convention ), SDLmain, 
and all  the <a href="#tests">test programs</a>. Currently, all the <a
 href="#tests">test programs</a> 
are dynamically linked to Sam Lantinga's SDL.dll.</p>
 
<p><b>NOTE :</b> Borland's "lib" format and Microsoft's "lib" format are incompatible.
&nbsp;<br>
 If you wish to dynamically link to the SDL library supplied by Sam Lantinga 
in each release, I have created the correct *.libs for SDL 1.2.4 and they 
exist in the "/lib" directory.<br>
 If you would like to create the *.lib files yourself, you will need to make 
use of Borland's "implib.exe" utility.<br>
 </p>
 
<p><tt>IMPLIB</tt> works like this: </p>
   
<pre>    IMPLIB (destination lib name) (source dll)<br></pre>
   
<p> For example,</p>
   
<pre>    IMPLIB SDL.lib SDL.dll<br></pre>
 
<p>This assumes that SDL.dll was compiled with Visual C++ or similar.<br>
 </p>
 
<p>To learn more about the difference between Borland's and Microsoft's *.lib 
format please read the article <a
 href="http://www.bcbdev.com/articles/vcdll.htm">here</a>.<br>
 </p>
 
<p>  <b><br>
 NOTE :</b> The C++ Builder for Windows project format, is not compatible
with the Kylix  3 project format, hence the reason why they are in separate
directories.</p>
        
<h3> <b><a name="bccc"></a> Using the free Borland C++ command-line compiler 
</b> </h3>
        
<p> The free Borland compiler can be downloaded at no charge from <a
 href="http://www.borland.com/bcppbuilder/freecompiler/"> the  Borland website 
 </a>.  Make sure that it is installed and properly configured. </p>
        
<p> Open an MS-DOS Prompt.  Change to the "Borland\freebcc" directory under 
 the  SDL source directory.  Type "make -f SDL.mak" to build SDL and "make 
 -f  SDLmain.mak".  There are also makefiles for all of the <a
 href="#tests">test  programs</a>, if you wish to build them. </p>
        
<h3> <b> Output files </b> </h3>
     No matter which compiler you used, three important files should have 
been  produced:      
<ul>
    	<li> SDL.dll ( Borland format ) </li>
    	<li> SDL.lib&nbsp;( Borland format ) </li>
    	<li> SDLmain.lib&nbsp;( Borland format ) </li>
       
</ul>
     Both of the *.lib files will need to be added to all the projects that 
 use SDL and SDL.dll  must be placed some where the Windows dynamic linker 
 can find it (either in your  project directory or on the system path, C:\WINDOWS\SYSTEM). 
   
<h3> <b><a name="k3"></a> Using Borland C++ Builder for Linux ( AKA Kylix 
3 ) </b> </h3>
          
<p> Inside of the "Borland" directory there is a "k3" directory that contains 
 a number  of Builder project files.  Double-click on the "libSDL.bpg" file 
 icon.  Once Builder has  started click on the "<u>P</u>rojects" menu on the
 menu-bar and go down to  "B<u>u</u>ild All Projects" option.  This will proceed
 to build all  the <a
 href="#tests">test programs</a>.&nbsp;<br>
 Linux  users do not need *.lib files as the Shared Object is linked right 
into the  project ( very neat actually, Windows should do this sort of thing 
as it is a lot easier for the developer ).  <br>
    <b>NOTE :</b>&nbsp;The C++ Builder for Windows project format, is not
compatible with the Kylix  3 project format, hence the reason why they are
in separate directories.</p>
       
<p> On Mandrake 8.1 the shared objects for SDL are located in the /usr/lib 
 directory as libSDL_*.so and the Mesa OpenGL shared objects are located in
 /usr/X11R6/lib as libGL*.so<br>
     <br>
     So if your setup is different you may need to change the project file
 so that they re-link to the ones on your system.<br>
     <br>
     On Mandrake 8.1 the headers files are located at /usr/include/SDL/.
So  if you you have not installed the development RPMs ( usually named libSDL-devel*
  ) for SDL ( not included ) you may have to change the include directory
within  some of the projects.<br>
 </p>
 
<h3> Known Problems</h3>
   The only known problem is that I ( Dominique Louis ), was unable to create 
the projects that rebuilt the SDL shared objects under Linux, due to time 
constraints and my lack of intimate knowledge of Linux.   
<h3><a name="tests"><b> Test programs </b> </a></h3>
 Some of the test programs require included media files ( *.wav; *.bmp etc 
 ).  Before trying to run any of the  test programs, copy these media files 
 from the "tests/" directory into the Borland build directory that you extracted 
 the project files to.  <br>
   <br>
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