view src/audio/dart/SDL_dart.h @ 1348:40d0975c1769

Date: Mon, 6 Feb 2006 11:41:04 -0500 From: "mystml@adinet.com.uy" Subject: [SDL] ALT-F4 using DirectX My game isn't getting SDL_QUIT when I press ALT-F4 using the DirectX driver; it does get SDL_QUIT when I press the red X in the window. I tracked this down to DX5_HandleMessage() in SDL_dx5events.c; WM_SYSKEYDOWN is being trapped and ignored which causes Windows not to post a WM_CLOSE, hence no SDL_QUIT is being generated. The relevant code is this : /* The keyboard is handled via DirectInput */ case WM_SYSKEYUP: case WM_SYSKEYDOWN: case WM_KEYUP: case WM_KEYDOWN: { /* Ignore windows keyboard messages */; } return(0); If I comment the WM_SYSKEYDOWN case, it falls through DefWindowProc() and ALT-F4 starts working again. I'm not sure about the best way to fix this. One option is handling ALT-F4 as a particular case somehow, but doesn't sound good. Another option would be to handle WM_SYSKEYDOWN separately and breaking instead of returning 0, so processing falls through and goes to DefWindowProc which does The Right Thing (TM). This seems to be the minimal change that makes ALT-F4 work and normal keyboard input continues to work. Does this sound reasonable? Am I overlooking anything? Do I submit a patch? --Gabriel
author Sam Lantinga <slouken@libsdl.org>
date Wed, 08 Feb 2006 17:19:43 +0000
parents c9b51268668f
children 19418e4422cb
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2006 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
*/

#ifndef _SDL_lowaudio_h
#define _SDL_lowaudio_h

#include "SDL_sysaudio.h"

#define INCL_TYPES
#define INCL_DOSSEMAPHORES
#define INCL_DOSRESOURCES
#define INCL_DOSMISC
#define INCL_DOSERRORS

#define INCL_OS2MM
#define INCL_MMIOOS2
#define INCL_MCIOS2
#include <os2.h>
#include <os2me.h>     // DART stuff and MMIO stuff

/* Hidden "this" pointer for the audio functions */
#define _THIS	SDL_AudioDevice *_this

/* The DirectSound objects */
struct SDL_PrivateAudioData
{
  int iCurrDeviceOrd;
  int iCurrFreq;
  int iCurrBits;
  int iCurrChannels;
  int iCurrNumBufs;
  int iCurrBufSize;

  int iLastPlayedBuf;
  int iNextFreeBuffer;

  MCI_BUFFER_PARMS BufferParms;     // Sound buffer parameters
  MCI_MIX_BUFFER *pMixBuffers;      // Sound buffers
  MCI_MIXSETUP_PARMS MixSetupParms; // Mixer setup parameters
  HEV hevAudioBufferPlayed;         // Event semaphore to indicate that an audio buffer has been played by DART
};

#endif /* _SDL_lowaudio_h */