Mercurial > sdl-ios-xcode
view src/video/math_private.h @ 1629:ef4a796e7f24
Fixed bug #55
From Christian Walther:
When writing my patch for #12, I ended up doing all sorts of changes to the way
application/window activating/deactivating is handled in the Quartz backend,
resulting in the attached patch. It does make the code a bit cleaner IMHO, but
as it might be regarded as a case of "if it ain't broken, don't fix it" I'd
like to hear other people's opinion about it. Please shout if some change
strikes you as unnecessary or wrong, and I'll explain the reasons behind it. As
far as I tested it, it does not introduce any new bugs, but I may well have
missed some.
- The most fundamental change (that triggered most of the others) is irrelevant
for the usual single-window SDL applications, it only affects the people who
are crazy enough to display other Cocoa windows alongside the SDL window (I'm
actually doing this currently, although the additional window only displays
debugging info and won't be present in the final product): Before, some things
were done on the application becoming active, some on the window becoming key,
and some on the window becoming main. Conceptually, all these actions belong to
the window becoming key, so that's what I implemented. However, since in a
single-window application these three events always happen together, the
previous implementation "ain't broken".
- This slightly changed the meaning of the SDL_APPMOUSEFOCUS flag from
SDL_GetAppState(): Before, it meant "window is main and mouse is inside window
(or mode is fullscreen)". Now, it means "window is key and mouse is inside
window (or mode is fullscreen)". It makes more sense to me that way. (See
http://developer.apple.com/documentation/Cocoa/Conceptual/WinPanel/Concepts/ChangingMainKeyWindow.html
for a discussion of what key and main windows are.) The other two flags are
unchanged: SDL_APPACTIVE = application is not hidden and window is not
minimized, SDL_APPINPUTFOCUS = window is key (or mode is fullscreen).
- As a side effect, the reorganization fixes the following two issues (and
maybe others) (but they could also be fixed in less invasive ways):
* A regression that was introduced in revision 1.42 of SDL_QuartzVideo.m
(http://libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/quartz/SDL_QuartzVideo.m.diff?r1=1.41&r2=1.42)
(from half-desirable to undesirable behavior):
Situation: While in windowed mode, hide the cursor using
SDL_ShowCursor(SDL_DISABLE), move the mouse outside of the window so that the
cursor becomes visible again, and SDL_SetVideoMode() to a fullscreen mode.
What happened before revision 1.42: The cursor is visible, but becomes
invisible as soon as the mouse is moved (half-desirable).
What happens in revision 1.42 and after (including current CVS): The cursor is
visible and stays visible (undesirable).
What happens after my patch: The cursor is invisible from the beginning
(desirable).
* When the cursor is hidden and grabbed, switch away from the application using
cmd-tab (which ungrabs and makes the cursor visible), move the cursor outside
of the SDL window, then cmd-tab back to the application. In 1.2.8 and in the
current CVS, the cursor is re-grabbed, but it stays visible (immovable in the
middle of the window). With my patch, the cursor is correctly re-grabbed and
hidden. (For some reason, it still doesn't work correctly if you switch back to
the application using the dock instead of cmd-tab. I haven't been able to
figure out why. I can step over [NSCursor hide] being called in the debugger,
but it seems to have no effect.)
- The patch includes my patch for #12 (it was easier to obtain using cvs diff
that way). If you apply both of them, you will end up with 6 duplicate lines in
SDL_QuartzEvents.m.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 13 Apr 2006 14:17:48 +0000 |
parents | 7a610f25c12f |
children | 782fd950bd46 |
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/* * ==================================================== * Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved. * * Developed at SunPro, a Sun Microsystems, Inc. business. * Permission to use, copy, modify, and distribute this * software is freely granted, provided that this notice * is preserved. * ==================================================== */ /* * from: @(#)fdlibm.h 5.1 93/09/24 * $Id$ */ #ifndef _MATH_PRIVATE_H_ #define _MATH_PRIVATE_H_ #include "SDL_name.h" #include "SDL_endian.h" #define huge really_big /* huge is a reserved keyword in VC++ 6.0 */ #define u_int32_t uint32_t /* The original fdlibm code used statements like: n0 = ((*(int*)&one)>>29)^1; * index of high word * ix0 = *(n0+(int*)&x); * high word of x * ix1 = *((1-n0)+(int*)&x); * low word of x * to dig two 32 bit words out of the 64 bit IEEE floating point value. That is non-ANSI, and, moreover, the gcc instruction scheduler gets it wrong. We instead use the following macros. Unlike the original code, we determine the endianness at compile time, not at run time; I don't see much benefit to selecting endianness at run time. */ /* A union which permits us to convert between a double and two 32 bit ints. */ /* * Math on arm is special: * For FPA, float words are always big-endian. * For VFP, floats words follow the memory system mode. */ #if (SDL_BYTEORDER == SDL_BIG_ENDIAN) || \ (!defined(__VFP_FP__) && (defined(__arm__) || defined(__thumb__))) typedef union { double value; struct { u_int32_t msw; u_int32_t lsw; } parts; } ieee_double_shape_type; #else typedef union { double value; struct { u_int32_t lsw; u_int32_t msw; } parts; } ieee_double_shape_type; #endif /* Get two 32 bit ints from a double. */ #define EXTRACT_WORDS(ix0,ix1,d) \ do { \ ieee_double_shape_type ew_u; \ ew_u.value = (d); \ (ix0) = ew_u.parts.msw; \ (ix1) = ew_u.parts.lsw; \ } while (0) /* Get the more significant 32 bit int from a double. */ #define GET_HIGH_WORD(i,d) \ do { \ ieee_double_shape_type gh_u; \ gh_u.value = (d); \ (i) = gh_u.parts.msw; \ } while (0) /* Get the less significant 32 bit int from a double. */ #define GET_LOW_WORD(i,d) \ do { \ ieee_double_shape_type gl_u; \ gl_u.value = (d); \ (i) = gl_u.parts.lsw; \ } while (0) /* Set a double from two 32 bit ints. */ #define INSERT_WORDS(d,ix0,ix1) \ do { \ ieee_double_shape_type iw_u; \ iw_u.parts.msw = (ix0); \ iw_u.parts.lsw = (ix1); \ (d) = iw_u.value; \ } while (0) /* Set the more significant 32 bits of a double from an int. */ #define SET_HIGH_WORD(d,v) \ do { \ ieee_double_shape_type sh_u; \ sh_u.value = (d); \ sh_u.parts.msw = (v); \ (d) = sh_u.value; \ } while (0) /* Set the less significant 32 bits of a double from an int. */ #define SET_LOW_WORD(d,v) \ do { \ ieee_double_shape_type sl_u; \ sl_u.value = (d); \ sl_u.parts.lsw = (v); \ (d) = sl_u.value; \ } while (0) /* A union which permits us to convert between a float and a 32 bit int. */ typedef union { float value; u_int32_t word; } ieee_float_shape_type; /* Get a 32 bit int from a float. */ #define GET_FLOAT_WORD(i,d) \ do { \ ieee_float_shape_type gf_u; \ gf_u.value = (d); \ (i) = gf_u.word; \ } while (0) /* Set a float from a 32 bit int. */ #define SET_FLOAT_WORD(d,i) \ do { \ ieee_float_shape_type sf_u; \ sf_u.word = (i); \ (d) = sf_u.value; \ } while (0) #ifdef __STDC__ static const double #else static double #endif zero = 0.0, one = 1.0, two = 2.0, two53 = 9007199254740992.0, /* 0x43400000, 0x00000000 */ two54 = 1.80143985094819840000e+16, /* 0x43500000, 0x00000000 */ twom54 = 5.55111512312578270212e-17, /* 0x3C900000, 0x00000000 */ huge = 1.0e+300, tiny = 1.0e-300; #endif /* _MATH_PRIVATE_H_ */