Date: Tue, 11 May 2004 22:05:32 -0400
From: Bob Ippolito Subject: [SDL] SDL_QuartzWM patches I've sent in two small patches to SDL_QuartzWM directly to Sam over the past few months (well, I think I sent both anyway) and neither of them have been implemented. I didn't receive a response, so I'm sure he was just busy and/or they got lost, so I decided to sign up to the list and post them here. This patch rolls both of them together: - Mouse cursor becomes visible if hidden when it moves outside of the game window. If you want it to stay invisible you should warp it because if it's not warped a user might click some random other application! Commercial games behave in this way (or at least Warcraft III does, which is the only one that uses a custom mouse cursor and no warping that I've played in recent memory). - Right mouse button emulation is changed from Command-Click to Control-Click, which is how OS X behaves. Consider copyright assigned to whomever needs it under whichever license it needs to be under.. yadda yadda yadda. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40898
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@ -472,7 +472,7 @@ void QZ_PumpEvents (_THIS)
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if ( getenv("SDL_HAS3BUTTONMOUSE") ) {
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DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
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} else {
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if ( NSCommandKeyMask & current_mods ) {
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if ( NSControlKeyMask & current_mods ) {
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last_virtual_button = SDL_BUTTON_RIGHT;
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DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
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}
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@ -519,7 +519,18 @@ void QZ_PumpEvents (_THIS)
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case NSLeftMouseDragged:
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case NSRightMouseDragged:
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case NSOtherMouseDragged: /* usually middle mouse dragged */
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case NSMouseMoved:
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case NSMouseMoved:
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/* Show the cursor if it was hidden by SDL_ShowCursor() */
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/* this is how games I've seen work */
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if (!cursor_visible) {
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if (!isInGameWin && cursor_hidden) {
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ShowCursor();
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cursor_hidden = NO;
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} else if (isInGameWin && !cursor_hidden) {
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HideCursor();
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cursor_hidden = YES;
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}
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}
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if ( grab_state == QZ_INVISIBLE_GRAB ) {
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/*
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@ -642,6 +653,6 @@ void QZ_PumpEvents (_THIS)
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/* handle accumulated mouse moved events */
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if (dx != 0 || dy != 0)
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SDL_PrivateMouseMotion (0, 1, dx, dy);
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[ pool release ];
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}
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