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Date: Fri, 19 Nov 2004 06:23:53 -0800 (PST) From: Eric Wing Subject: OS X Mouse inversion problem fix (again) Here's yet another patch for the OS X mouse inversion problem. This should fix the problem once and for all. I know I've said this before, but *This time for sure!* :) If you recall, my last patch broke the non-OpenGL windowed code and caused the inversion to occur there instead. Max submitted a patch that partially reverted the changes back which included the os version hack which is currently the most recent CVS. Aaron Sullivan identified and reported to the mailing list the other day, that the last partial regression of the code broke OS X 10.2. Looking over the results, I'm thinking that I was slightly more successful than I thought at unifying the code. I think I was trying to unify the code base for OpenGL and non-OpenGL windowed modes for all versions of the OS. It looks like I failed at at unifying the OpenGL and non-OpenGL code, but I did succeed at unifying the OS versions. Thus, we no longer need the hack for the OS version checks. The partial regression still included an OS check which is what broke things for < 10.3. Attached is the patch for SDL_QuartzWM.m. It basically is a half-line change that removes one of the two checks that decides if the mouse coordinates need to be inverted, i.e: if (system_version >= 0x1030 && (SDL_VideoSurface->flags & SDL_OPENGL) ) becomes this: if(SDL_VideoSurface->flags & SDL_OPENGL) With Aaron's outstanding help, we have collectively tested: windowed OpenGL windowed non-OpenGL fullscreen OpenGL fullscreen non-OpenGL under OS X 10.2 (Jaguar), 10.3 (Panther), and 10.4 (Tiger). We don't have access to 10.0 or 10.1, but since the original problem didn't materialize until 10.3, I'm hopeful that testing 10.2 is sufficient. And now that the code is uniform, I'm also hoping we'll be safe moving forward to deal with future revisions of the OS with this issue.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 21 Nov 2004 00:57:47 +0000
parents 355632dca928
children f12379c41042
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>Chapter 12. Multi-threaded Programming</H1
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>Table of Contents</B
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><A
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>SDL_CreateThread</A
>&nbsp;--&nbsp;Creates a new thread of execution that shares its parent's properties.</DT
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>SDL_ThreadID</A
>&nbsp;--&nbsp;Get the 32-bit thread identifier for the current thread.</DT
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>SDL_GetThreadID</A
>&nbsp;--&nbsp;Get the SDL thread ID of a SDL_Thread</DT
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>SDL_WaitThread</A
>&nbsp;--&nbsp;Wait for a thread to finish.</DT
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>SDL_KillThread</A
>&nbsp;--&nbsp;Gracelessly terminates the thread.</DT
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>SDL_CreateMutex</A
>&nbsp;--&nbsp;Create a mutex</DT
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>SDL_DestroyMutex</A
>&nbsp;--&nbsp;Destroy a mutex</DT
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>&nbsp;--&nbsp;Lock a mutex</DT
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>SDL_mutexV</A
>&nbsp;--&nbsp;Unlock a mutex</DT
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>SDL_CreateSemaphore</A
>&nbsp;--&nbsp;Creates a new semaphore and assigns an initial value to it.</DT
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>SDL_DestroySemaphore</A
>&nbsp;--&nbsp;Destroys a semaphore that was created by <A
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>SDL_CreateSemaphore</A
>.</DT
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>SDL_SemWait</A
>&nbsp;--&nbsp;Lock a semaphore and suspend the thread if the semaphore value is zero.</DT
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>SDL_SemTryWait</A
>&nbsp;--&nbsp;Attempt to lock a semaphore but don't suspend the thread.</DT
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>SDL_SemWaitTimeout</A
>&nbsp;--&nbsp;Lock a semaphore, but only wait up to a specified maximum time.</DT
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>SDL_SemPost</A
>&nbsp;--&nbsp;Unlock a semaphore.</DT
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>SDL_SemValue</A
>&nbsp;--&nbsp;Return the current value of a semaphore.</DT
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>SDL_CreateCond</A
>&nbsp;--&nbsp;Create a condition variable</DT
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>SDL_DestroyCond</A
>&nbsp;--&nbsp;Destroy a condition variable</DT
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>SDL_CondSignal</A
>&nbsp;--&nbsp;Restart a thread wait on a condition variable</DT
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>SDL_CondBroadcast</A
>&nbsp;--&nbsp;Restart all threads waiting on a condition variable</DT
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>SDL_CondWait</A
>&nbsp;--&nbsp;Wait on a condition variable</DT
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>&nbsp;--&nbsp;Wait on a condition variable, with timeout</DT
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>SDL provides functions for creating threads, mutexes, semphores and condition variables.</P
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>In general, you must be very aware of concurrency and data integrity issues
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>Don't call SDL video/event functions from separate threads</P
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>Don't use any library functions in separate threads</P
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>Don't perform any memory management in separate threads</P
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>Lock global variables which may be accessed by multiple threads</P
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>Never terminate threads, always set a flag and wait for them to quit</P
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>Think very carefully about all possible ways your code may interact</P
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>Note: </B
>SDL's threading is not implemented on MacOS, due to that lack of preemptive thread support (MacOS X dos nt suffer from this problem)</P
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