Mon, 20 Jan 2003 00:17:01 +0000 David MacCormack fixed a bug in window sizing with Windows menus
Sam Lantinga <slouken@libsdl.org> [Mon, 20 Jan 2003 00:17:01 +0000] rev 565
David MacCormack fixed a bug in window sizing with Windows menus
Sun, 19 Jan 2003 23:01:35 +0000 Test of the CVS mailing list
Sam Lantinga <slouken@libsdl.org> [Sun, 19 Jan 2003 23:01:35 +0000] rev 564
Test of the CVS mailing list
Fri, 27 Dec 2002 20:52:41 +0000 Massive Quartz input enhancements from Darrell Walisser. His email:
Ryan C. Gordon <icculus@icculus.org> [Fri, 27 Dec 2002 20:52:41 +0000] rev 563
Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
Fri, 20 Dec 2002 03:37:28 +0000 Added some code to toggle fullscreen and input grab for testing... --ryan.
Ryan C. Gordon <icculus@icculus.org> [Fri, 20 Dec 2002 03:37:28 +0000] rev 562
Added some code to toggle fullscreen and input grab for testing... --ryan.
Sun, 15 Dec 2002 09:09:31 +0000 Date: Sat, 14 Dec 2002 13:33:05 -0500
Sam Lantinga <slouken@libsdl.org> [Sun, 15 Dec 2002 09:09:31 +0000] rev 561
Date: Sat, 14 Dec 2002 13:33:05 -0500 From: Darrell Walisser Subject: Re: crash in SDL / OSX > Yes, compose keys and other "dead" keys should have unicode 0. > As a hack, if you get multiple composed characters, you can send the > sequence with a valid unicode and a keysym of 0. It's because of > things like this that I'm separating the key and char events in SDL 2.0 I've done this and here's the patch.
Fri, 13 Dec 2002 21:09:52 +0000 Moved some cleanup stuff to QZ_VideoQuit() from QZ_UnsetVideoMode()...fixes
Ryan C. Gordon <icculus@icculus.org> [Fri, 13 Dec 2002 21:09:52 +0000] rev 560
Moved some cleanup stuff to QZ_VideoQuit() from QZ_UnsetVideoMode()...fixes cursor hiding, etc when calling SDL_SetVideoMode() multiple times. Fixed by Darrell Walisser.
Wed, 11 Dec 2002 05:52:28 +0000 Fixed invalid memory access in DGA video driver (thanks ldb!)
Sam Lantinga <slouken@libsdl.org> [Wed, 11 Dec 2002 05:52:28 +0000] rev 559
Fixed invalid memory access in DGA video driver (thanks ldb!)
Wed, 11 Dec 2002 05:47:32 +0000 Fixed left/right shift detection on Windows (thanks Mike!)
Sam Lantinga <slouken@libsdl.org> [Wed, 11 Dec 2002 05:47:32 +0000] rev 558
Fixed left/right shift detection on Windows (thanks Mike!)
Sat, 07 Dec 2002 06:54:47 +0000 Updated Atari port for new system headers (thanks Patrice!)
Sam Lantinga <slouken@libsdl.org> [Sat, 07 Dec 2002 06:54:47 +0000] rev 557
Updated Atari port for new system headers (thanks Patrice!)
Sat, 07 Dec 2002 06:51:03 +0000 Fixed compile error if there is no X11 shared memory support.
Sam Lantinga <slouken@libsdl.org> [Sat, 07 Dec 2002 06:51:03 +0000] rev 556
Fixed compile error if there is no X11 shared memory support.
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