Fixed bug 1842 - [patch] SDL_SetWindowPosition sets bad position values when given SDL_WINDOWPOS_CENTERED args

Alex Szpakowski

When calling SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED), the window moves to the correct position but it seems to internally set its x/y position values to the literal value of the SDL_WINDOWPOS_CENTERED define.
This causes all sorts of problems when SDL functions which use the window position (e.g. SDL_SetWindowGrab) are called after the aforementioned SDL_SetWindowPosition call.

Looking at the SDL_SetWindowPosition code, it seems that SDL_SendWindowEvent with the SDL_WINDOWEVENT_MOVED event is called at the end of the function using the literal value of the SDL_WINDOWPOS_CENTERED define, instead of the newly set window->x and window->y values.
SDL_SendWindowEvent then sets the values of window->windowed.x and window->windowed.y to that value (0x2FFF0000, aka 805240832.)

I have attached a patch which changes SDL_SetWindowPosition to make sure SDL_SendWindowEvent is called with the correct coordinate values, if SDL_WINDOWPOS_CENTERED is used (fixes the issue for me.)

Tested with Mac OS 10.8.3.
This commit is contained in:
Sam Lantinga 2013-05-19 22:36:54 -07:00
parent 91ff680aa5
commit 30a001fdfa

View file

@ -1497,12 +1497,6 @@ SDL_SetWindowPosition(SDL_Window * window, int x, int y)
{
CHECK_WINDOW_MAGIC(window, );
if (!SDL_WINDOWPOS_ISUNDEFINED(x)) {
window->x = x;
}
if (!SDL_WINDOWPOS_ISUNDEFINED(y)) {
window->y = y;
}
if (SDL_WINDOWPOS_ISCENTERED(x) || SDL_WINDOWPOS_ISCENTERED(y)) {
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
int displayIndex;
@ -1511,12 +1505,20 @@ SDL_SetWindowPosition(SDL_Window * window, int x, int y)
displayIndex = SDL_GetIndexOfDisplay(display);
SDL_GetDisplayBounds(displayIndex, &bounds);
if (SDL_WINDOWPOS_ISCENTERED(x)) {
window->x = bounds.x + (bounds.w - window->w) / 2;
x = bounds.x + (bounds.w - window->w) / 2;
}
if (SDL_WINDOWPOS_ISCENTERED(y)) {
window->y = bounds.y + (bounds.h - window->h) / 2;
y = bounds.y + (bounds.h - window->h) / 2;
}
}
if (!SDL_WINDOWPOS_ISUNDEFINED(x)) {
window->x = x;
}
if (!SDL_WINDOWPOS_ISUNDEFINED(y)) {
window->y = y;
}
if (!(window->flags & SDL_WINDOW_FULLSCREEN)) {
if (_this->SetWindowPosition) {
_this->SetWindowPosition(_this, window);