view src/video/nanox/SDL_nxmodes.c @ 1050:8e1815fd9777

Holding down shift while moving the mouse's scrollwheel on MacOS X makes the OS report these are "horizontal scrollwheel" events, which confuses gaming apps in several legitimate conditions. Now all scrollwheel events are made to look vertical when passed to the app. Patch by John Knottenbelt. http://www.libsdl.org/pipermail/sdl/2005-March/067978.html
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 17 Apr 2005 10:32:41 +0000
parents b8d311d90021
children 604d73db6802
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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
*/

#include <stdlib.h>

#include "SDL_nxmodes_c.h"

SDL_Rect ** NX_ListModes (_THIS, SDL_PixelFormat * format, Uint32 flags)
{
    if (flags & SDL_FULLSCREEN)
        return SDL_modelist ;

    if (SDL_Visual.bpp == format -> BitsPerPixel) {
        return ((SDL_Rect **) -1) ;
    } else {
        return ((SDL_Rect **) 0) ;
    }
}

void NX_FreeVideoModes (_THIS)
{
    int i ;

    if (SDL_modelist) {
        for (i = 0; SDL_modelist [i]; ++ i) {
            free (SDL_modelist [i]) ;
        }
        free (SDL_modelist) ;
        SDL_modelist = NULL;
    }
}

int NX_EnterFullScreen (_THIS)
{
    if (! currently_fullscreen) {
        GR_SCREEN_INFO si ;

        GrGetScreenInfo (& si) ;
        GrResizeWindow (FSwindow, si.cols, si.rows) ;
        GrUnmapWindow (SDL_Window) ;
        GrMapWindow (FSwindow) ;
        GrRaiseWindow (FSwindow) ;
        GrSetFocus (FSwindow) ;
        currently_fullscreen = 1 ;      
    }

    return 1 ;
}

int NX_LeaveFullScreen (_THIS)
{
    if (currently_fullscreen) {
        GrUnmapWindow (FSwindow) ;
        GrMapWindow (SDL_Window) ;
        GrRaiseWindow (SDL_Window) ;
        GrSetFocus (SDL_Window) ;
        currently_fullscreen = 0 ;
    }

    return 0 ;
}