view src/main/beos/SDL_BeApp.cc @ 664:abfdc08eb289

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 6c3fa3b5e397
children b8d311d90021
line wrap: on
line source

/*
    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

/* Handle the BeApp specific portions of the application */

#include <AppKit.h>
#include <storage/Path.h>
#include <storage/Entry.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>

#include "SDL_BeApp.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_error.h"

/* Flag to tell whether or not the Be application is active or not */
int SDL_BeAppActive = 0;
static SDL_Thread *SDL_AppThread = NULL;

static int StartBeApp(void *unused)
{
	BApplication *App;

	App = new BApplication("application/x-SDL-executable");

	App->Run();
	delete App;
	return(0);
}

/* Initialize the Be Application, if it's not already started */
int SDL_InitBeApp(void)
{
	/* Create the BApplication that handles appserver interaction */
	if ( SDL_BeAppActive <= 0 ) {
		SDL_AppThread = SDL_CreateThread(StartBeApp, NULL);
		if ( SDL_AppThread == NULL ) {
			SDL_SetError("Couldn't create BApplication thread");
			return(-1);
		}
		
		/* Check if we started from Terminal or Tracker... */
		/* Based on code posted to BeDevTalk by Marco Nelissen */
		char *cmd = getenv("_"); 
		if(!(cmd == NULL || strlen(cmd) < 7) && 
			(!strcmp(cmd + strlen(cmd) - 7 , "Tracker"))) { 
	
			/* Change working to directory to that of executable */
			app_info info;
			if (B_OK == be_app->GetAppInfo(&info)) {
				entry_ref ref = info.ref;
				BEntry entry;
				if (B_OK == entry.SetTo(&ref)) {
					BPath path;
					if (B_OK == path.SetTo(&entry)) {
						if (B_OK == path.GetParent(&path)) {
							chdir(path.Path());
						}
					}
				}
			}	
		} /* else started from Terminal */
		
		do {
			SDL_Delay(10);
		} while ( (be_app == NULL) || be_app->IsLaunching() );

		/* Mark the application active */
		SDL_BeAppActive = 0;
	}

	/* Increment the application reference count */
	++SDL_BeAppActive;

	/* The app is running, and we're ready to go */
	return(0);
}

/* Quit the Be Application, if there's nothing left to do */
void SDL_QuitBeApp(void)
{
	/* Decrement the application reference count */
	--SDL_BeAppActive;

	/* If the reference count reached zero, clean up the app */
	if ( SDL_BeAppActive == 0 ) {
		if ( SDL_AppThread != NULL ) {
			if ( be_app != NULL ) { /* Not tested */
				be_app->PostMessage(B_QUIT_REQUESTED);
			}
			SDL_WaitThread(SDL_AppThread, NULL);
			SDL_AppThread = NULL;
		}
		/* be_app should now be NULL since be_app has quit */
	}
}