Date: Sun, 3 Aug 2003 22:07:57 +0200
authorSam Lantinga <slouken@libsdl.org>
Mon, 04 Aug 2003 01:00:30 +0000
changeset 664 abfdc08eb289
parent 663 8bedd6d61642
child 665 d27aab66c5d6
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.
src/video/quartz/SDL_QuartzEvents.m
--- 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") ) {