Mercurial > sdl-ios-xcode
view include/SDL_mouse.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_mouse.h * Include file for SDL mouse event handling */ #ifndef _SDL_mouse_h #define _SDL_mouse_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_video.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif typedef struct WMcursor WMcursor; /**< Implementation dependent */ typedef struct SDL_Cursor { SDL_Rect area; /**< The area of the mouse cursor */ Sint16 hot_x, hot_y; /**< The "tip" of the cursor */ Uint8 *data; /**< B/W cursor data */ Uint8 *mask; /**< B/W cursor mask */ Uint8 *save[2]; /**< Place to save cursor area */ WMcursor *wm_cursor; /**< Window-manager cursor */ } SDL_Cursor; /* Function prototypes */ /** * Retrieve the current state of the mouse. * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * current mouse cursor position. You can pass NULL for either x or y. */ extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y); /** * Retrieve the current state of the mouse. * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * mouse deltas since the last call to SDL_GetRelativeMouseState(). */ extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); /** * Set the position of the mouse cursor (generates a mouse motion event) */ extern DECLSPEC void SDLCALL SDL_WarpMouse(Uint16 x, Uint16 y); /** * Create a cursor using the specified data and mask (in MSB format). * The cursor width must be a multiple of 8 bits. * * The cursor is created in black and white according to the following: * data mask resulting pixel on screen * 0 1 White * 1 1 Black * 0 0 Transparent * 1 0 Inverted color if possible, black if not. * * Cursors created with this function must be freed with SDL_FreeCursor(). */ extern DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor (Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y); /** * Set the currently active cursor to the specified one. * If the cursor is currently visible, the change will be immediately * represented on the display. */ extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor *cursor); /** * Returns the currently active cursor. */ extern DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void); /** * Deallocates a cursor created with SDL_CreateCursor(). */ extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor *cursor); /** * Toggle whether or not the cursor is shown on the screen. * The cursor start off displayed, but can be turned off. * SDL_ShowCursor() returns 1 if the cursor was being displayed * before the call, or 0 if it was not. You can query the current * state by passing a 'toggle' value of -1. */ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); /*@{*/ /** Used as a mask when testing buttons in buttonstate * Button 1: Left mouse button * Button 2: Middle mouse button * Button 3: Right mouse button * Button 4: Mouse wheel up (may also be a real button) * Button 5: Mouse wheel down (may also be a real button) */ #define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON_LEFT 1 #define SDL_BUTTON_MIDDLE 2 #define SDL_BUTTON_RIGHT 3 #define SDL_BUTTON_WHEELUP 4 #define SDL_BUTTON_WHEELDOWN 5 #define SDL_BUTTON_X1 6 #define SDL_BUTTON_X2 7 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) /*@}*/ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_mouse_h */