CREDITS.txt
author Sam Lantinga <slouken@libsdl.org>
Sun, 17 Aug 2014 14:57:52 -0700
changeset 9086 c5e33f9a0d03
parent 7635 c57071e3d636
permissions -rw-r--r--
Fixed bug 2655 - OSX: Window position and global mouse coord spaces are different

Tim McDaniel

On OSX, with revision 8729, the coordinate space for window position and the coordinate space for global mouse position don't match. For a non-fullscreen window, the window position is global relative to the bottom of the menubar. The global mouse position is relative to the top of the screen. This affects Cocoa_WarpMouse and potentially other things as well. Further, the coordinate system for window position is now affected by what screen it is on. For example, if I have two equal size screens oriented side by side such that the tops of the screens are equal in global space, with the menubar on one screen, and a window straddles the two screens, the window's y position makes no sense. The window's y position depends on what screen "most" of the window is on. So if I move the window horizontally just a bit, the y position of my window is now different by the size of the menubar, even though the window was not moved vertically.

I'd like to reiterate that this was a fairly fundamental change (and a breaking change for us). If SDL OSX is to really support multi-display configurations, this is especially problematic.

If the real concern is preventing windows from going under the menubar, then perhaps a solution involving something like overriding [NSWindow constrainFrameRect] would be less problematic than redefining the global window coord space for the main display.
     1 
     2 Simple DirectMedia Layer CREDITS
     3 Thanks to everyone who made this possible, including:
     4 
     5 * Cliff Matthews, for giving me a reason to start this project. :)
     6  -- Executor rocks!  *grin*
     7 
     8 * Ryan Gordon for helping everybody out and keeping the dream alive. :)
     9 
    10 * Gabriel Jacobo for his work on the Android port and generally helping out all around.
    11  
    12 * Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
    13 
    14 * Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
    15 
    16 * Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
    17 
    18 * Alfred Reynolds for the game controller API and general (in)sanity
    19 
    20 * Jørgen Tjernø for numerous magical Mac OS X fixes.
    21 
    22 * Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
    23  
    24 * Julian Winter for the SDL 2.0 website.
    25 
    26 * Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
    27 
    28 * Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
    29 
    30 * Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
    31 
    32 * Jim Grandpre for his work on multi-touch and gesture recognition during
    33   the Google Summer of Code 2010.
    34 
    35 * Edgar "bobbens" Simo for his force feedback API development during the
    36   Google Summer of Code 2008.
    37 
    38 * Aaron Wishnick for his work on audio resampling and pitch shifting during
    39   the Google Summer of Code 2008.
    40 
    41 * Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
    42   Google Summer of Code 2008.
    43 
    44 * Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
    45 
    46 * Everybody at Loki Software, Inc. for their great contributions!
    47 
    48  And a big hand to everyone else who has contributed over the years.
    49 
    50 THANKS! :)
    51 
    52   -- Sam Lantinga			<slouken@libsdl.org>
    53