Re: [Pipmak-Devel] Two Bugs
Status: Alpha
Brought to you by:
cwalther
From: Aidan G. <wgs...@ih...> - 2008-01-27 00:57:47
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html;charset=ISO-8859-1" http-equiv="Content-Type"> </head> <body bgcolor="#ffffff" text="#000000"> Ahhh, one other thing: If the user brings up a dialog, and then dismisses it, Pipmak seems to do the same thing with grabbing the mouse, even if it's not in the window, and then it is impossible to get the mouse out of the window, until the user brings up another dialog, and closes it when it is over the Pipmak window (so the mouse will be in the Pipmak window when it regrabs the mouse).<br> <br> I did a case-insensitive search for a call to SDL_WMGrabInput(), but only found the one in main.c for the mouse motion event, and two in pipmakLuaLib.c before dialogs are opened. So how is Pipmak grabbing the mouse without calling that function?<br> <br> Oh, and I have the -Wall option set for GCC, because I'm still learning about syntatical gotchas in C. I don't think it gives warnings about parentheses around logical operators normally.<br> <br> -Aidan<br> <br> Christian Walther wrote: <blockquote cite="mid:fn4tcd$pdv$1...@ge..." type="cite"> <pre wrap="">Aidan Gauland wrote: </pre> <blockquote type="cite"> <pre wrap="">I have (I think) fixed the bug with the mouse grabbing. If I remove the call to SDL_WM_GrabInput() that's right before the main for(;;) loop, then it seems to always be possible to get the mouse out of the window, even with edge resistance. </pre> </blockquote> <pre wrap=""><!----> Thanks, I've committed that. That grab must have been a relic from the past, the automatic grab when the mouse moves inside the window is indeed sufficient. </pre> <blockquote type="cite"> <pre wrap="">Also, when I bring up the save game dialog with the 'S' key, Pipmak doesn't give me my mouse back, and I have to go to a virtual console and kill Pipmak. If I add a call to SDL_WM_GrabInput() to ungrab the mouse in the Lua C function which is called when the 'S' key is pressed, that seems to solve this problem. </pre> </blockquote> <pre wrap=""><!----> Right, that was an oversight. The other two dialogs (open project and open saved game) have the ungrab. For some reason it worked here on Mac OS X without it. This is committed, thanks! </pre> <blockquote type="cite"> <pre wrap="">I also added parentheses around the tests for an if statement (you'll see where), just to suppress a complier warning. No other reason. </pre> </blockquote> <pre wrap=""><!----> GCC doesn't trust us to know that 'and' is stronger than 'or'? Oh well... applied. -Christian ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. <a class="moz-txt-link-freetext" href="http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/">http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/</a> _______________________________________________ Pipmak-Devel mailing list <a class="moz-txt-link-abbreviated" href="mailto:Pip...@li...">Pip...@li...</a> <a class="moz-txt-link-freetext" href="news://news.gmane.org/gmane.games.devel.pipmak.devel">news://news.gmane.org/gmane.games.devel.pipmak.devel</a> <a class="moz-txt-link-freetext" href="https://lists.sourceforge.net/lists/listinfo/pipmak-devel">https://lists.sourceforge.net/lists/listinfo/pipmak-devel</a> </pre> </blockquote> </body> </html> |