view src/thread/SDL_systhread.h @ 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 a1b03ba2fcd0
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

/* These are functions that need to be implemented by a port of SDL */

#ifndef _SDL_systhread_h
#define _SDL_systhread_h

#include "SDL_thread.h"

/* This function creates a thread, passing args to SDL_RunThread(),
   saves a system-dependent thread id in thread->id, and returns 0
   on success.
*/
#ifdef SDL_PASSED_BEGINTHREAD_ENDTHREAD
extern int SDL_SYS_CreateThread(SDL_Thread *thread, void *args, pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentEndThread pfnEndThread);
#else
extern int SDL_SYS_CreateThread(SDL_Thread *thread, void *args);
#endif

/* This function does any necessary setup in the child thread */
extern void SDL_SYS_SetupThread(void);

/* This function waits for the thread to finish and frees any data
   allocated by SDL_SYS_CreateThread()
 */
extern void SDL_SYS_WaitThread(SDL_Thread *thread);

/* This function kills the thread and returns */
extern void SDL_SYS_KillThread(SDL_Thread *thread);

#endif /* _SDL_systhread_h */