view test/testkeys.c @ 852:2651b6b43840

Quartz fix: ut2004 makes a 2D window for the splash screen, which sets the screen surface's pixels field. Then we tear down that video mode and create a GL context, and the Quartz target isn't resetting the pixels field to NULL. When you just create a GL window, the structure is memset'd to zero the first time through, so unless you hit ut2004's codepath, you won't see the bug. :) Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a warning about a bogus free() to stderr, but it doesn't actually crash. All we need to do is explicitly initialize the current->pixels field.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 24 Feb 2004 06:53:22 +0000
parents 74212992fb08
children d93862a3d821
line wrap: on
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/* Print out all the keysyms we have, just to verify them */

#include <stdio.h>
#include <ctype.h>

#include "SDL.h"

int main(int argc, char *argv[])
{
	SDLKey key;

	if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
		fprintf(stderr, "Couldn't initialize SDL: %s\n",
							SDL_GetError());
		exit(1);
	}
	for ( key=SDLK_FIRST; key<SDLK_LAST; ++key ) {
		printf("Key #%d, \"%s\"\n", key, SDL_GetKeyName(key));
	}
	SDL_Quit();
	return(0);
}