Mercurial > sdl-ios-xcode
view include/SDL.h @ 4240:cb44bf8f8a0f SDL-1.2
Fixed bug #719
Mike Blaguszewski 2009-03-23 13:32:22 PDT
Patch to 1.2 HEAD that fixes the issue
Fixes bug in SDL 1.2.13 where clicking on an app's title bar to activate the
app, when cursor capturing is enabled, will cause the window to jump. This is
because SDL's handler for activate events calls a low-level Quartz function to
move the cursor. Calling this when the mouse is down in the title bar confuses
the WindowServer into thinking the title bar has been dragged. The patch defers
processing of activate events in this case.
The bottom line is that CGWarpMouseCursorPosition() is not safe to call when
the mouse in down in a window's title bar.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 23 Sep 2009 07:18:02 +0000 |
parents | 4c4113c2162c |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL.h * Main include header for the SDL library */ #ifndef _SDL_H #define _SDL_H #include "SDL_main.h" #include "SDL_stdinc.h" #include "SDL_audio.h" #include "SDL_cdrom.h" #include "SDL_cpuinfo.h" #include "SDL_endian.h" #include "SDL_error.h" #include "SDL_events.h" #include "SDL_loadso.h" #include "SDL_mutex.h" #include "SDL_rwops.h" #include "SDL_thread.h" #include "SDL_timer.h" #include "SDL_video.h" #include "SDL_version.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** @file SDL.h * @note As of version 0.5, SDL is loaded dynamically into the application */ /** @name SDL_INIT Flags * These are the flags which may be passed to SDL_Init() -- you should * specify the subsystems which you will be using in your application. */ /*@{*/ #define SDL_INIT_TIMER 0x00000001 #define SDL_INIT_AUDIO 0x00000010 #define SDL_INIT_VIDEO 0x00000020 #define SDL_INIT_CDROM 0x00000100 #define SDL_INIT_JOYSTICK 0x00000200 #define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */ #define SDL_INIT_EVENTTHREAD 0x01000000 /**< Not supported on all OS's */ #define SDL_INIT_EVERYTHING 0x0000FFFF /*@}*/ /** This function loads the SDL dynamically linked library and initializes * the subsystems specified by 'flags' (and those satisfying dependencies) * Unless the SDL_INIT_NOPARACHUTE flag is set, it will install cleanup * signal handlers for some commonly ignored fatal signals (like SIGSEGV) */ extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); /** This function initializes specific SDL subsystems */ extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); /** This function cleans up specific SDL subsystems */ extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); /** This function returns mask of the specified subsystems which have * been initialized. * If 'flags' is 0, it returns a mask of all initialized subsystems. */ extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); /** This function cleans up all initialized subsystems and unloads the * dynamically linked library. You should call it upon all exit conditions. */ extern DECLSPEC void SDLCALL SDL_Quit(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_H */