Initial band-aids on SDL_GetMouseState() API breakage. More work to come.
Fixes Bugzilla #758. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404334
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5 changed files with 6 additions and 6 deletions
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@ -111,7 +111,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_GetRelativeMouseMode(int index);
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* mouse cursor position relative to the focus window for the currently
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* selected mouse. You can pass NULL for either x or y.
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*/
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extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int index, int *x, int *y);
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extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y);
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/**
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* \brief Retrieve the state of the specified mouse.
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@ -285,7 +285,7 @@ SDL_CompatEventFilter(void *userdata, SDL_Event * event)
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}
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selected = SDL_SelectMouse(event->wheel.which);
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SDL_GetMouseState(selected, &x, &y);
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SDL_GetMouseState(&x, &y);
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SDL_SelectMouse(selected);
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if (event->wheel.y > 0) {
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@ -252,9 +252,9 @@ SDL_GetRelativeMouseMode(int index)
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}
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Uint8
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SDL_GetMouseState(int index, int *x, int *y)
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SDL_GetMouseState(int *x, int *y)
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{
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SDL_Mouse *mouse = SDL_GetMouse(index);
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SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse);
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if (!mouse) {
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if (x) {
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@ -291,7 +291,7 @@ MoveSprite(SDL_Surface * screen, SDL_Surface * light)
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if (light != NULL) {
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int x, y;
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SDL_GetMouseState(0, &x, &y);
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SDL_GetMouseState(&x, &y);
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FlashLight(screen, light, x, y);
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}
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@ -270,7 +270,7 @@ DrawLogoCursor(void)
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}
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/* Move the image around */
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SDL_GetMouseState(0, &x, &y);
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SDL_GetMouseState(&x, &y);
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x -= w / 2;
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y -= h / 2;
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