Mercurial > sdl-ios-xcode
changeset 664:abfdc08eb289
Date: Sun, 3 Aug 2003 22:07:57 +0200
From: Max Horn
Subject: SDL OSX fullscreen FIX
the attached patch fixes the fullscreen problems on SDL/OSX. The cause
was that click events are bounded by winRect. Now, winRect is set to
the size of the video surface. But if you e.g. request a 640x420
surface, you might get a 640x480 "real" surface. Still,
SDL_VideoSurface->h will be set to 420! Thus, the upper 60 pixels in my
example received no mouse down events.
My fix simply disables this clipping when in full screen mode - after
all, all clicks then should be inside the screen surface. Higher SDL
functions ensure that the coordinates then are clipped to 640x420. It
works fine in all my tests here. I don't know if it's the right thing
to do in multi screen scenarios, though.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 04 Aug 2003 01:00:30 +0000 |
parents | 8bedd6d61642 |
children | d27aab66c5d6 |
files | src/video/quartz/SDL_QuartzEvents.m |
diffstat | 1 files changed, 3 insertions(+), 6 deletions(-) [+] |
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--- a/src/video/quartz/SDL_QuartzEvents.m Mon Aug 04 00:52:42 2003 +0000 +++ b/src/video/quartz/SDL_QuartzEvents.m Mon Aug 04 01:00:30 2003 +0000 @@ -255,13 +255,13 @@ static void QZ_DoModifiers (_THIS, unsigned int newMods) { - const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA } ; + const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA }; int i; int bit; SDL_keysym key; - key.scancode = 0; + key.scancode = 0; key.sym = SDLK_UNKNOWN; key.unicode = 0; key.mod = KMOD_NONE; @@ -405,7 +405,6 @@ NSDate *distantPast; NSEvent *event; NSRect winRect; - NSRect titleBarRect; NSAutoreleasePool *pool; /* Update activity every five seconds to prevent screensaver. --ryan. */ @@ -421,8 +420,6 @@ distantPast = [ NSDate distantPast ]; winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h); - titleBarRect = NSMakeRect (0, SDL_VideoSurface->h, SDL_VideoSurface->w, - SDL_VideoSurface->h + 22); /* send the first mouse event in absolute coordinates */ firstMouseEvent = 1; @@ -467,7 +464,7 @@ type = [ event type ]; isForGameWin = (qz_window == [ event window ]); - isInGameWin = NSPointInRect([event locationInWindow], winRect); + isInGameWin = (mode_flags & SDL_FULLSCREEN) ? true : NSPointInRect([event locationInWindow], winRect); switch (type) { case NSLeftMouseDown: if ( getenv("SDL_HAS3BUTTONMOUSE") ) {