Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_BWin.h @ 615:7ec821f3cbd0
Date: Thu, 17 Apr 2003 23:27:34 -0400
From: Darrell Walisser
Subject: Yet another OS X cursor bug
The synopsis:
1. Call SDL_ShowCursor(0);
2. Call SDL_SetVideoMode();
3. Call SDL_GetEvent();
3. Call SDL_ShowCursor(1);
The result: Sometimes the cursor doesn't come back! Ack! Oddly enough,
it does come back when mousing over the dock or clicking in the menu
bar. But that's besides the point.
The reason why this is happening is a flaw in the handling of
activation/deactivation events. The short explanation is that the
HideCursor() and ShowCursor() calls must be balanced, but if the cursor
was initially hidden, HideCursor() was called again on the activate
event - so now the next ShowCursor() fails (as does the next, and the
next, for some reason).
So, here's the patch. All it does is keep track of the
HideCursor()/ShowCursor() calls so that they will always be balanced.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 20 Apr 2003 05:41:16 +0000 |
parents | f6ffac90895c |
children | b8d311d90021 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga 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 */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif #ifndef _SDL_BWin_h #define _SDL_BWin_h #include <stdio.h> #include <AppKit.h> #include <InterfaceKit.h> #include <be/game/DirectWindow.h> #ifdef HAVE_OPENGL #include <be/opengl/GLView.h> #endif #include "SDL_BeApp.h" #include "SDL_events.h" #include "SDL_BView.h" extern "C" { #include "SDL_events_c.h" }; class SDL_BWin : public BDirectWindow { public: SDL_BWin(BRect bounds) : BDirectWindow(bounds, "Untitled", B_TITLED_WINDOW, 0) { the_view = NULL; #ifdef HAVE_OPENGL SDL_GLView = NULL; #endif SDL_View = NULL; Unlock(); shown = false; inhibit_resize = false; } virtual ~SDL_BWin() { Lock(); if ( the_view ) { #ifdef HAVE_OPENGL if ( the_view == SDL_GLView ) { SDL_GLView->UnlockGL(); } #endif RemoveChild(the_view); the_view = NULL; } Unlock(); #ifdef HAVE_OPENGL if ( SDL_GLView ) { delete SDL_GLView; } #endif if ( SDL_View ) { delete SDL_View; } } /* Override the Show() method so we can tell when we've been shown */ virtual void Show(void) { BWindow::Show(); shown = true; } virtual bool Shown(void) { return (shown); } /* If called, the next resize event will not be forwarded to SDL. */ virtual void InhibitResize(void) { inhibit_resize=true; } /* Handle resizing of the window */ virtual void FrameResized(float width, float height) { if(inhibit_resize) inhibit_resize = false; else SDL_PrivateResize((int)width, (int)height); } virtual int CreateView(Uint32 flags) { int retval; retval = 0; Lock(); if ( flags & SDL_OPENGL ) { #ifdef HAVE_OPENGL if ( SDL_GLView == NULL ) { /* FIXME: choose BGL type via user flags */ SDL_GLView = new BGLView(Bounds(), "SDL GLView", B_FOLLOW_ALL_SIDES, (B_WILL_DRAW|B_FRAME_EVENTS), (BGL_RGB|BGL_DOUBLE|BGL_DEPTH)); } if ( the_view != SDL_GLView ) { if ( the_view ) { RemoveChild(the_view); } AddChild(SDL_GLView); SDL_GLView->LockGL(); the_view = SDL_GLView; } #else SDL_SetError("OpenGL support not enabled"); retval = -1; #endif } else { if ( SDL_View == NULL ) { SDL_View = new SDL_BView(Bounds()); } if ( the_view != SDL_View ) { if ( the_view ) { #ifdef HAVE_OPENGL if ( the_view == SDL_GLView ) { SDL_GLView->UnlockGL(); } #endif RemoveChild(the_view); } AddChild(SDL_View); the_view = SDL_View; } } Unlock(); return(retval); } virtual void SetBitmap(BBitmap *bitmap) { SDL_View->SetBitmap(bitmap); } virtual void SetXYOffset(int x, int y) { #ifdef HAVE_OPENGL if ( the_view == SDL_GLView ) { return; } #endif SDL_View->SetXYOffset(x, y); } virtual void GetXYOffset(int &x, int &y) { #ifdef HAVE_OPENGL if ( the_view == SDL_GLView ) { x = 0; y = 0; return; } #endif SDL_View->GetXYOffset(x, y); } virtual bool BeginDraw(void) { return(Lock()); } virtual void DrawAsync(BRect updateRect) { SDL_View->DrawAsync(updateRect); } virtual void EndDraw(void) { SDL_View->Sync(); Unlock(); } #ifdef HAVE_OPENGL virtual void SwapBuffers(void) { SDL_GLView->UnlockGL(); SDL_GLView->LockGL(); SDL_GLView->SwapBuffers(); } #endif virtual BView *View(void) { return(the_view); } /* Hook functions -- overridden */ virtual void Minimize(bool minimize) { /* This is only called when mimimized, not when restored */ //SDL_PrivateAppActive(minimize, SDL_APPACTIVE); BWindow::Minimize(minimize); } virtual void WindowActivated(bool active) { SDL_PrivateAppActive(active, SDL_APPINPUTFOCUS); } virtual bool QuitRequested(void) { if ( SDL_BeAppActive > 0 ) { SDL_PrivateQuit(); /* We don't ever actually close the window here because the application should respond to the quit request, or ignore it as desired. */ return(false); } return(true); /* Close the app window */ } private: #ifdef HAVE_OPENGL BGLView *SDL_GLView; #endif SDL_BView *SDL_View; BView *the_view; bool shown; bool inhibit_resize; }; #endif /* _SDL_BWin_h */