# HG changeset patch # User Sam Lantinga # Date 1142316030 0 # Node ID 23a347cfbed85e0f28eb40370dfcb7269247d4e1 # Parent 38a12fd1a2c1c71a68ac70efbe19929371cdd681 Fixed bug #38 I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000. Here's the setup: my game starts in a window, with SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The mouse cursor is outside of the window when the game launches, and when the window appears the cursor is grabbed and placed at the top left corner of the inside of the game window. At this point, if I click the mouse without moving it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535). diff -r 38a12fd1a2c1 -r 23a347cfbed8 src/events/SDL_mouse.c --- a/src/events/SDL_mouse.c Tue Mar 14 05:34:39 2006 +0000 +++ b/src/events/SDL_mouse.c Tue Mar 14 06:00:30 2006 +0000 @@ -30,8 +30,8 @@ /* These are static for our mouse handling code */ -static Sint16 SDL_MouseX = -1; -static Sint16 SDL_MouseY = -1; +static Sint16 SDL_MouseX = 0; +static Sint16 SDL_MouseY = 0; static Sint16 SDL_DeltaX = 0; static Sint16 SDL_DeltaY = 0; static Uint8 SDL_ButtonState = 0; @@ -41,8 +41,8 @@ int SDL_MouseInit(void) { /* The mouse is at (0,0) */ - SDL_MouseX = -1; - SDL_MouseY = -1; + SDL_MouseX = 0; + SDL_MouseY = 0; SDL_DeltaX = 0; SDL_DeltaY = 0; SDL_ButtonState = 0; @@ -68,18 +68,10 @@ Uint8 SDL_GetMouseState (int *x, int *y) { if ( x ) { - if ( SDL_MouseX < 0 ) { - *x = 0; - } else { - *x = SDL_MouseX; - } + *x = SDL_MouseX; } if ( y ) { - if ( SDL_MouseY < 0 ) { - *y = 0; - } else { - *y = SDL_MouseY; - } + *y = SDL_MouseY; } return(SDL_ButtonState); } @@ -157,7 +149,7 @@ This prevents lots of extraneous large delta relative motion when the screen is windowed mode and the mouse is outside the window. */ - if ( ! relative && SDL_MouseX >= 0 && SDL_MouseY >= 0 ) { + if ( ! relative ) { Xrel = X-SDL_MouseX; Yrel = Y-SDL_MouseY; }