view CREDITS @ 563:04dcaf3da918

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 877b992f2d0c
children b10aeac509ea
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Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:

* Cliff Matthews, for giving me a reason to start this project. :)
 -- Executor rocks!  *grin*

* Scott Call, for making a home for SDL on the 'Net... Thanks! :)

* The Linux Fund, C Magazine, and Gareth Noyce for financial contributions

* Gaëtan de Menten for writing the PHP and SQL behind the SDL website

* Martin Donlon for his work on the SDL Documentation Project

* Ryan Gordon for helping everybody out and keeping the dream alive. :)

* Mattias Engdegård, for help with the Solaris port and lots of other help

* Max Watson, Matt Slot, and Kyle for help with the MacOS Classic port

* Stan Shebs, for the initial MacOS X port

* Max Horn and Darrell Walisser for unflagging work on the MacOS X port

* Patrick Trainor, Jim Boucher, and Mike Gorchak for the QNX Neutrino port

* Carsten Griwodz for the AIX port

* Gabriele Greco, for the Amiga port

* Patrice Mandin, for the Atari port

* Hannu Viitala for the EPOC port

* Peter Valchev for nagging me about the OpenBSD port until I got it right. :)

* Kent B Mein, for a place to do the IRIX port

* Ash, for a place to do the OSF/1 Alpha port

* David Sowsy, for help with the BeOS port

* Eugenia Loli, for endless work on porting SDL games to BeOS

* Jon Taylor for the GGI front-end

* Paulus Esterhazy, for the Visual C++ testing and libraries

* Brenda Tantzen, for Metrowerks CodeWarrior on MacOS

* Chris Nentwich, for the Hermes assembly blitters

* Michael Vance and Jim Kutter for the X11 OpenGL support

* Stephane Peter, for the AAlib front-end and multi-threaded timer idea.

* Jon Atkins for great SDL_net and SDL_mixer documentation

* Peter Wiklund, for the 1998 winning SDL logo,
  and Arto Hamara, Steven Wong, and Kent Mein for other logo entries.

* Everybody at Loki Software, Inc. for their great contributions!

 And a big hand to everyone else who gave me appreciation, advice,
 and suggestions, especially the good folks on the SDL mailing list.

THANKS! :)

  -- Sam Lantinga			<slouken@libsdl.org>