Fixed the bug where mouse cursor and SDL mouse coordinates didn't match
in Windows OpenGL mode.
--- a/src/video/wincommon/SDL_lowvideo.h Sat Mar 30 21:41:01 2002 +0000
+++ b/src/video/wincommon/SDL_lowvideo.h Sun Mar 31 02:42:43 2002 +0000
@@ -48,11 +48,7 @@
(strcmp(this->name, "directx") == 0) \
)
-#define DINPUT_FULLSCREEN() \
-( \
- ((SDL_VideoSurface->flags & SDL_FULLSCREEN) == SDL_FULLSCREEN) && \
- (strcmp(this->name, "directx") == 0) \
-)
+#define DINPUT_FULLSCREEN() DDRAW_FULLSCREEN()
/* The main window -- and a function to set it for the audio */
extern const char *SDL_Appname;
--- a/src/video/windx5/SDL_dx5events.c Sat Mar 30 21:41:01 2002 +0000
+++ b/src/video/windx5/SDL_dx5events.c Sun Mar 31 02:42:43 2002 +0000
@@ -298,7 +298,8 @@
Uint8 button;
/* If we are in windowed mode, Windows is taking care of the mouse */
- if ( ! (SDL_PublicSurface->flags & SDL_FULLSCREEN) ) {
+ if ( (SDL_PublicSurface->flags & SDL_OPENGL) ||
+ !(SDL_PublicSurface->flags & SDL_FULLSCREEN) ) {
return;
}