Mercurial > sdl-ios-xcode
view src/video/nanox/SDL_nxvideo.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 | b8d311d90021 |
children | 19418e4422cb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 Sam Lantinga Copyright (C) 2001 Hsieh-Fu Tsai This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org Hsieh-Fu Tsai clare@setabox.com */ #ifndef _SDL_nxvideo_h #define _SDL_nxvideo_h #include <microwin/nano-X.h> #include "SDL_sysvideo.h" #ifdef ENABLE_NANOX_DEBUG #define Dprintf printf #else #define Dprintf(ignore...) #endif // Hidden "this" pointer for the video functions #define _THIS SDL_VideoDevice * this // Private display data typedef struct NX_SDL_VISUAL { int bpp ; Uint32 red_mask ; Uint32 green_mask ; Uint32 blue_mask ; } nx_sdl_visual_t ; struct SDL_PrivateVideoData { GR_WINDOW_ID SDL_Window ; GR_WINDOW_ID FSwindow ; // Flag: true if we have been passed a window char * SDL_windowid ; GR_GC_ID GC ; unsigned char * Image ; unsigned char * Image_buff ; /* for GrArea*/ unsigned char * Clientfb; /* for DirectFB*/ nx_sdl_visual_t SDL_Visual ; // The current list of available video modes SDL_Rect ** modelist ; int currently_fullscreen ; // for fullscreen int OffsetX, OffsetY ; // for GammaRamp Uint16 * GammaRamp_R, * GammaRamp_G, * GammaRamp_B ; // for GrArea, r_mask, g_mask, b_mask int pixel_type ; #ifdef ENABLE_NANOX_DIRECT_FB GR_WINDOW_FB_INFO fbinfo; #endif } ; #define SDL_Window (this -> hidden -> SDL_Window) #define FSwindow (this -> hidden -> FSwindow) #define SDL_windowid (this -> hidden -> SDL_windowid) #define SDL_GC (this -> hidden -> GC) #define SDL_Image (this -> hidden -> Image) #define Image_buff (this -> hidden -> Image_buff) #define Clientfb (this -> hidden -> Clientfb) #define SDL_Visual (this -> hidden -> SDL_Visual) #define SDL_modelist (this -> hidden -> modelist) #define currently_fullscreen (this -> hidden -> currently_fullscreen) #define OffsetX (this -> hidden -> OffsetX) #define OffsetY (this -> hidden -> OffsetY) #define GammaRamp_R (this -> hidden -> GammaRamp_R) #define GammaRamp_G (this -> hidden -> GammaRamp_G) #define GammaRamp_B (this -> hidden -> GammaRamp_B) #define pixel_type (this -> hidden -> pixel_type) #define fbinfo (this -> hidden -> fbinfo) #define CI_SIZE 256 // color index size #endif // _SDL_nxvideo_h