Mon, 20 Jan 2003 00:25:28 +0000Enable the glXGetProcAddressARB code (fixes problems with NVidia drivers)
Sam Lantinga [Mon, 20 Jan 2003 00:25:28 +0000] rev 566
Enable the glXGetProcAddressARB code (fixes problems with NVidia drivers)

Mon, 20 Jan 2003 00:17:01 +0000David MacCormack fixed a bug in window sizing with Windows menus
Sam Lantinga [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 +0000Test of the CVS mailing list
Sam Lantinga [Sun, 19 Jan 2003 23:01:35 +0000] rev 564
Test of the CVS mailing list

Fri, 27 Dec 2002 20:52:41 +0000Massive Quartz input enhancements from Darrell Walisser. His email:
Ryan C. Gordon [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 +0000Added some code to toggle fullscreen and input grab for testing... --ryan.
Ryan C. Gordon [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 +0000Date: Sat, 14 Dec 2002 13:33:05 -0500
Sam Lantinga [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 +0000Moved some cleanup stuff to QZ_VideoQuit() from QZ_UnsetVideoMode()...fixes
Ryan C. Gordon [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 +0000Fixed invalid memory access in DGA video driver (thanks ldb!)
Sam Lantinga [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 +0000Fixed left/right shift detection on Windows (thanks Mike!)
Sam Lantinga [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 +0000Updated Atari port for new system headers (thanks Patrice!)
Sam Lantinga [Sat, 07 Dec 2002 06:54:47 +0000] rev 557
Updated Atari port for new system headers (thanks Patrice!)