# HG changeset patch # User Sam Lantinga # Date 1184401626 0 # Node ID 58a5055da431068caff674c31f8b592b46db844a # Parent 0c76e6d1c3d6b24d3b3491cf652eb3c8796da398 More improvements for bug #373 Show the SDL cursor in the window and the arrow cursor outside the window. This is also supposed to show the SDL cursor when activated, but that code isn't working yet... diff -r 0c76e6d1c3d6 -r 58a5055da431 src/video/quartz/SDL_QuartzEvents.m --- a/src/video/quartz/SDL_QuartzEvents.m Sat Jul 14 08:00:50 2007 +0000 +++ b/src/video/quartz/SDL_QuartzEvents.m Sat Jul 14 08:27:06 2007 +0000 @@ -623,11 +623,22 @@ void QZ_DoActivate (_THIS) { - SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (QZ_IsMouseInWindow (this) ? SDL_APPMOUSEFOCUS : 0)); - - /* Hide the cursor if it was hidden by SDL_ShowCursor() */ - if (!cursor_should_be_visible) - QZ_HideMouse (this); + BOOL isInGameWin = QZ_IsMouseInWindow (this); + + SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (isInGameWin ? SDL_APPMOUSEFOCUS : 0)); + + /* Reset the cursor state */ + /* FIXME: This doesn't currently work... + Apparently you can't set the cursor inside windowDidBecomeKey + */ + if ( isInGameWin ) { + if (cursor_should_be_visible) + SDL_SetCursor (NULL); + else + QZ_HideMouse (this); + } else { + QZ_ShowMouse (this, [NSCursor arrowCursor]); + } /* Regrab input, only if it was previously grabbed */ if ( current_grab_mode == SDL_GRAB_ON ) { @@ -656,7 +667,7 @@ /* Show the cursor if it was hidden by SDL_ShowCursor() */ if (!cursor_should_be_visible) - QZ_ShowMouse (this); + QZ_ShowMouse (this, [NSCursor arrowCursor]); } void QZ_SleepNotificationHandler (void * refcon, @@ -870,8 +881,7 @@ into the game window. This still generates a mouse moved event, but not as a result of the warp (so it's in the right direction). */ - if ( grab_state == QZ_VISIBLE_GRAB && - !isInGameWin ) { + if ( grab_state == QZ_VISIBLE_GRAB && !isInGameWin ) { NSPoint p; QZ_GetMouseLocation (this, &p); @@ -909,15 +919,20 @@ cursor enters the window again, making it obvious to the user that the grab is broken.*/ CGAssociateMouseAndMouseCursorPosition (1); - if (!cursor_should_be_visible) - QZ_ShowMouse (this); + + QZ_ShowMouse (this, [NSCursor arrowCursor]); } else if ( isInGameWin && (SDL_GetAppState() & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == SDL_APPINPUTFOCUS ) { SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); - if (!cursor_should_be_visible) + + if (cursor_should_be_visible) { + SDL_SetCursor (NULL); + } else { QZ_HideMouse (this); + } + if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/ QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); CGAssociateMouseAndMouseCursorPosition (0); diff -r 0c76e6d1c3d6 -r 58a5055da431 src/video/quartz/SDL_QuartzVideo.h --- a/src/video/quartz/SDL_QuartzVideo.h Sat Jul 14 08:00:50 2007 +0000 +++ b/src/video/quartz/SDL_QuartzVideo.h Sat Jul 14 08:27:06 2007 +0000 @@ -224,7 +224,7 @@ void QZ_PrivateWarpCursor (_THIS, int x, int y); void QZ_ChangeGrabState (_THIS, int action); void QZ_RegisterForSleepNotifications (_THIS); -void QZ_ShowMouse (_THIS); +void QZ_ShowMouse (_THIS, NSCursor *cursor); void QZ_HideMouse (_THIS); void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p); void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p); diff -r 0c76e6d1c3d6 -r 58a5055da431 src/video/quartz/SDL_QuartzWM.m --- a/src/video/quartz/SDL_QuartzWM.m Sat Jul 14 08:00:50 2007 +0000 +++ b/src/video/quartz/SDL_QuartzWM.m Sat Jul 14 08:27:06 2007 +0000 @@ -90,11 +90,12 @@ return(NULL); } -void QZ_ShowMouse (_THIS) { +void QZ_ShowMouse (_THIS, NSCursor *cursor) { if (!cursor_visible) { [ NSCursor unhide ]; cursor_visible = YES; } + [ cursor set ]; } void QZ_HideMouse (_THIS) { @@ -116,16 +117,15 @@ int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { if ( cursor == NULL) { + QZ_HideMouse (this); if ( cursor_should_be_visible ) { - QZ_HideMouse (this); cursor_should_be_visible = NO; QZ_ChangeGrabState (this, QZ_HIDECURSOR); } } else { - [ cursor->nscursor set ]; + QZ_ShowMouse (this, cursor->nscursor); if ( ! cursor_should_be_visible ) { - QZ_ShowMouse (this); cursor_should_be_visible = YES; QZ_ChangeGrabState (this, QZ_SHOWCURSOR); }