Fix SDL_SetWindowPosition on fullscreen windows.

This reverts http://hg.libsdl.org/SDL/rev/7cdeb64faa72 and fixes it in
the correct way. If you call SDL_SetWindowPosition on a fullscreen
window, it would update the x & y variables for the window, but not
actually move the window (since it was fullscreen). That would make the
internal state of the SDL_Window incorrect, causing
SDL_WarpMouseInWindow to offset incorrectly.

This makes it so SDL_SetWindowPosition updates the `windowed' x & y
coordinates, which take effect when you revert from fullscreen.
main
J?rgen P. Tjern? 2013-10-07 14:16:38 -07:00
parent cca094225a
commit c455f7291c
2 changed files with 15 additions and 14 deletions

View File

@ -1551,14 +1551,21 @@ SDL_SetWindowPosition(SDL_Window * window, int x, int y)
}
}
if (!SDL_WINDOWPOS_ISUNDEFINED(x)) {
window->x = x;
}
if (!SDL_WINDOWPOS_ISUNDEFINED(y)) {
window->y = y;
}
if ((window->flags & SDL_WINDOW_FULLSCREEN)) {
if (!SDL_WINDOWPOS_ISUNDEFINED(x)) {
window->windowed.x = x;
}
if (!SDL_WINDOWPOS_ISUNDEFINED(y)) {
window->windowed.y = y;
}
} else {
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);
}

View File

@ -204,13 +204,7 @@ static void
Cocoa_WarpMouse(SDL_Window * window, int x, int y)
{
SDL_Mouse *mouse = SDL_GetMouse();
CGPoint point = CGPointMake(x, y);
if (!(window->flags & SDL_WINDOW_FULLSCREEN))
{
point.x += window->x;
point.y += window->y;
}
CGPoint point = CGPointMake(x + (float)window->x, y + (float)window->y);
{
/* This makes Cocoa_HandleMouseEvent ignore this delta in the next