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Date: Sun, 3 Aug 2003 22:07:57 +0200 From: Max Horn Subject: SDL OSX fullscreen FIX the attached patch fixes the fullscreen problems on SDL/OSX. The cause was that click events are bounded by winRect. Now, winRect is set to the size of the video surface. But if you e.g. request a 640x420 surface, you might get a 640x480 "real" surface. Still, SDL_VideoSurface->h will be set to 420! Thus, the upper 60 pixels in my example received no mouse down events. My fix simply disables this clipping when in full screen mode - after all, all clicks then should be inside the screen surface. Higher SDL functions ensure that the coordinates then are clipped to 640x420. It works fine in all my tests here. I don't know if it's the right thing to do in multi screen scenarios, though.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 04 Aug 2003 01:00:30 +0000
parents 55f1f1b3e27d
children 355632dca928
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>Chapter 13. Time</A
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><DT
><A
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>SDL_GetTicks</A
> &#8212; Get the number of milliseconds since the SDL library initialization.</DT
><DT
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>SDL_Delay</A
> &#8212; Wait a specified number of milliseconds before returning.</DT
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>SDL_AddTimer</A
> &#8212; Add a timer which will call a callback after the specified number of milliseconds has
elapsed.</DT
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>SDL_RemoveTimer</A
> &#8212; Remove a timer which was added with
<A
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>SDL_AddTimer</A
>.</DT
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>SDL_SetTimer</A
> &#8212; Set a callback to run after the specified number of milliseconds has
elapsed.</DT
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>SDL provides several cross-platform functions for dealing with time.
It provides a way to get the current time, a way to wait a little while,
and a simple timer mechanism.  These functions give you two ways of moving an
object every x milliseconds:

<P
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>Use a timer callback function.  This may have the bad effect that it runs in a seperate thread or uses alarm signals, but it's easier to implement.</P
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>Or you can get the number of milliseconds passed, and move the object if, for example, 30 ms passed.</P
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