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To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Wed, 21 Dec 2005 13:39:39 +0100
Subject: [SDL] Another mouse bug patch for Mac OS X
Oh my, yet another change in the quartz mouse handling code! :)
The attached patch fixes the following bug:
Calling SDL_WarpMouse() while the cursor is invisible and grabbed should
only update SDL's internal mouse location, not try to warp the system
cursor (which is not at that location, but fixed in the middle of the
window). Otherwise, the next mouse motion event is wrong.
Please apply.
Thanks
Christian
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Wed, 21 Dec 2005 18:02:36 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >SDL_GL_LoadLibrary</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Video" HREF="video.html"><LINK REL="PREVIOUS" TITLE="SDL_ShowCursor" HREF="sdlshowcursor.html"><LINK REL="NEXT" TITLE="SDL_GL_GetProcAddress" HREF="sdlglgetprocaddress.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="sdlshowcursor.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlglgetprocaddress.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLGLLOADLIBRARY" ></A >SDL_GL_LoadLibrary</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN2648" ></A ><H2 >Name</H2 >SDL_GL_LoadLibrary -- Specify an OpenGL library</DIV ><DIV CLASS="REFSYNOPSISDIV" ><A NAME="AEN2651" ></A ><H2 >Synopsis</H2 ><DIV CLASS="FUNCSYNOPSIS" ><A NAME="AEN2652" ></A ><P ></P ><PRE CLASS="FUNCSYNOPSISINFO" >#include "SDL.h"</PRE ><P ><CODE ><CODE CLASS="FUNCDEF" >int <B CLASS="FSFUNC" >SDL_GL_LoadLibrary</B ></CODE >(const char *path);</CODE ></P ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2658" ></A ><H2 >Description</H2 ><P >If you wish, you may load the OpenGL library at runtime, this must be done before <A HREF="sdlsetvideomode.html" ><TT CLASS="FUNCTION" >SDL_SetVideoMode</TT ></A > is called. The <TT CLASS="PARAMETER" ><I >path</I ></TT > of the GL library is passed to <TT CLASS="FUNCTION" >SDL_GL_LoadLibrary</TT > and it returns <SPAN CLASS="RETURNVALUE" >0</SPAN > on success, or <SPAN CLASS="RETURNVALUE" >-1</SPAN > on an error. You must then use <A HREF="sdlglgetprocaddress.html" ><TT CLASS="FUNCTION" >SDL_GL_GetProcAddress</TT ></A > to retrieve function pointers to GL functions.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2669" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlglgetprocaddress.html" ><TT CLASS="FUNCTION" >SDL_GL_GetProcAddress</TT ></A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlshowcursor.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlglgetprocaddress.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_ShowCursor</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="video.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL_GL_GetProcAddress</TD ></TR ></TABLE ></DIV ></BODY ></HTML >