view docs/man3/SDL_Event.3 @ 983:7f08bd66f1ca

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 e5bc29de3f0a
children 85cbe9c892f4
line wrap: on
line source

.TH "SDL_Event" "3" "Tue 11 Sep 2001, 22:59" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_Event\- General event structure
.SH "STRUCTURE DEFINITION"
.PP
.nf
\f(CWtypedef union{
  Uint8 type;
  SDL_ActiveEvent active;
  SDL_KeyboardEvent key;
  SDL_MouseMotionEvent motion;
  SDL_MouseButtonEvent button;
  SDL_JoyAxisEvent jaxis;
  SDL_JoyBallEvent jball;
  SDL_JoyHatEvent jhat;
  SDL_JoyButtonEvent jbutton;
  SDL_ResizeEvent resize;
  SDL_ExposeEvent expose;
  SDL_QuitEvent quit;
  SDL_UserEvent user;
  SDL_SywWMEvent syswm;
} SDL_Event;\fR
.fi
.PP
.SH "STRUCTURE DATA"
.TP 20
\fBtype\fR
The type of event
.TP 20
\fBactive\fR
\fIActivation event\fR
.TP 20
\fBkey\fR
\fIKeyboard event\fR
.TP 20
\fBmotion\fR
\fIMouse motion event\fR
.TP 20
\fBbutton\fR
\fIMouse button event\fR
.TP 20
\fBjaxis\fR
\fIJoystick axis motion event\fR
.TP 20
\fBjball\fR
\fIJoystick trackball motion event\fR
.TP 20
\fBjhat\fR
\fIJoystick hat motion event\fR
.TP 20
\fBjbutton\fR
\fIJoystick button event\fR
.TP 20
\fBresize\fR
\fIApplication window resize event\fR
.TP 20
\fBexpose\fR
\fIApplication window expose event\fR
.TP 20
\fBquit\fR
\fIApplication quit request event\fR
.TP 20
\fBuser\fR
\fIUser defined event\fR
.TP 20
\fBsyswm\fR
\fIUndefined window manager event\fR
.SH "DESCRIPTION"
.PP
The \fBSDL_Event\fR union is the core to all event handling is SDL, its probably the most important structure after \fBSDL_Surface\fR\&. \fBSDL_Event\fR is a union of all event structures used in SDL, using it is a simple matter of knowing which union member relates to which event \fBtype\fR\&.
.PP
.TP 20
\fBEvent \fBtype\fR\fR
\fBEvent Structure\fR
.TP 20
\fBSDL_ACTIVEEVENT\fP
\fI\fBSDL_ActiveEvent\fR\fR
.TP 20
\fBSDL_KEYDOWN/UP\fP
\fI\fBSDL_KeyboardEvent\fR\fR
.TP 20
\fBSDL_MOUSEMOTION\fP
\fI\fBSDL_MouseMotionEvent\fR\fR
.TP 20
\fBSDL_MOUSEBUTTONDOWN/UP\fP
\fI\fBSDL_MouseButtonEvent\fR\fR
.TP 20
\fBSDL_JOYAXISMOTION\fP
\fI\fBSDL_JoyAxisEvent\fR\fR
.TP 20
\fBSDL_JOYBALLMOTION\fP
\fI\fBSDL_JoyBallEvent\fR\fR
.TP 20
\fBSDL_JOYHATMOTION\fP
\fI\fBSDL_JoyHatEvent\fR\fR
.TP 20
\fBSDL_JOYBUTTONDOWN/UP\fP
\fI\fBSDL_JoyButtonEvent\fR\fR
.TP 20
\fBSDL_QUIT\fP
\fI\fBSDL_QuitEvent\fR\fR
.TP 20
\fBSDL_SYSWMEVENT\fP
\fI\fBSDL_SysWMEvent\fR\fR
.TP 20
\fBSDL_VIDEORESIZE\fP
\fI\fBSDL_ResizeEvent\fR\fR
.TP 20
\fBSDL_VIDEOEXPOSE\fP
\fI\fBSDL_ExposeEvent\fR\fR
.TP 20
\fBSDL_USEREVENT\fP
\fI\fBSDL_UserEvent\fR\fR
.SH "USE"
.PP
The \fBSDL_Event\fR structure has two uses
.IP "   \(bu" 6
Reading events on the event queue
.IP "   \(bu" 6
Placing events on the event queue
.PP
Reading events from the event queue is done with either \fI\fBSDL_PollEvent\fP\fR or \fI\fBSDL_PeepEvents\fP\fR\&. We\&'ll use \fBSDL_PollEvent\fP and step through an example\&.
.PP
First off, we create an empty \fBSDL_Event\fR structure\&. 
.PP
.nf
\f(CWSDL_Event test_event;\fR
.fi
.PP
 \fBSDL_PollEvent\fP removes the next event from the event queue, if there are no events on the queue it returns \fB0\fR otherwise it returns \fB1\fR\&. We use a \fBwhile\fP loop to process each event in turn\&. 
.PP
.nf
\f(CWwhile(SDL_PollEvent(&test_event)) {\fR
.fi
.PP
 The \fBSDL_PollEvent\fP function take a pointer to an \fBSDL_Event\fR structure that is to be filled with event information\&. We know that if \fBSDL_PollEvent\fP removes an event from the queue then the event information will be placed in our \fBtest_event\fR structure, but we also know that the \fItype\fP of event will be placed in the \fBtype\fR member of \fBtest_event\fR\&. So to handle each event \fBtype\fR seperately we use a \fBswitch\fP statement\&. 
.PP
.nf
\f(CW  switch(test_event\&.type) {\fR
.fi
.PP
 We need to know what kind of events we\&'re looking for \fIand\fP the event \fBtype\fR\&'s of those events\&. So lets assume we want to detect where the user is moving the mouse pointer within our application\&. We look through our event types and notice that \fBSDL_MOUSEMOTION\fP is, more than likely, the event we\&'re looking for\&. A little \fImore\fR research tells use that \fBSDL_MOUSEMOTION\fP events are handled within the \fI\fBSDL_MouseMotionEvent\fR\fR structure which is the \fBmotion\fR member of \fBSDL_Event\fR\&. We can check for the \fBSDL_MOUSEMOTION\fP event \fBtype\fR within our \fBswitch\fP statement like so: 
.PP
.nf
\f(CW    case SDL_MOUSEMOTION:\fR
.fi
.PP
 All we need do now is read the information out of the \fBmotion\fR member of \fBtest_event\fR\&. 
.PP
.nf
\f(CW      printf("We got a motion event\&.
");
      printf("Current mouse position is: (%d, %d)
", test_event\&.motion\&.x, test_event\&.motion\&.y);
      break;
    default:
      printf("Unhandled Event!
");
      break;
  }
}
printf("Event queue empty\&.
");\fR
.fi
.PP
.PP
It is also possible to push events onto the event queue and so use it as a two-way communication path\&. Both \fI\fBSDL_PushEvent\fP\fR and \fI\fBSDL_PeepEvents\fP\fR allow you to place events onto the event queue\&. This is usually used to place a \fBSDL_USEREVENT\fP on the event queue, however you could use it to post fake input events if you wished\&. Creating your own events is a simple matter of choosing the event type you want, setting the \fBtype\fR member and filling the appropriate member structure with information\&. 
.PP
.nf
\f(CWSDL_Event user_event;

user_event\&.type=SDL_USEREVENT;
user_event\&.user\&.code=2;
user_event\&.user\&.data1=NULL;
user_event\&.user\&.data2=NULL;
SDL_PushEvent(&user_event);\fR
.fi
.PP
.SH "SEE ALSO"
.PP
\fI\fBSDL_PollEvent\fP\fR, \fI\fBSDL_PushEvent\fP\fR, \fI\fBSDL_PeepEvents\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:59