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Date: Fri, 19 Nov 2004 06:23:53 -0800 (PST)

From: Eric Wing
Subject: OS X Mouse inversion problem fix (again)

Here's yet another patch for the OS X mouse inversion
problem. This should fix the problem once and for all.
I know I've said this before, but *This time for
sure!* :)

If you recall, my last patch broke the non-OpenGL
windowed code and caused the inversion to occur there
instead. Max submitted a patch that partially reverted
the changes back which included the os version hack
which is currently the most recent CVS.

Aaron Sullivan identified and reported to the mailing
list the other day, that the last partial regression
of the code broke OS X 10.2. Looking over the results,
I'm thinking that I was slightly more successful than
I thought at unifying the code. I think I was trying
to unify the code base for OpenGL and non-OpenGL
windowed modes for all versions of the OS. It looks
like I failed at at unifying the OpenGL and non-OpenGL
code, but I did succeed at unifying the OS versions.

Thus, we no longer need the hack for the OS version
checks. The partial regression still included an OS
check which is what broke things for < 10.3.

Attached is the patch for SDL_QuartzWM.m. It basically
is a half-line change that removes one of the two
checks that decides if the mouse coordinates need to
be inverted, i.e:

if (system_version >= 0x1030 &&
(SDL_VideoSurface->flags & SDL_OPENGL) )
becomes this:
if(SDL_VideoSurface->flags & SDL_OPENGL)

With Aaron's outstanding help, we have collectively

windowed OpenGL
windowed non-OpenGL
fullscreen OpenGL
fullscreen non-OpenGL

under OS X 10.2 (Jaguar), 10.3 (Panther), and 10.4

We don't have access to 10.0 or 10.1, but since the
original problem didn't materialize until 10.3, I'm
hopeful that testing 10.2 is sufficient. And now that
the code is uniform, I'm also hoping we'll be safe
moving forward to deal with future revisions of the OS
with this issue.
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slouken committed Nov 21, 2004
1 parent 4e5fc4c commit 1210611e09f6d84adea850c56abedcfe59bd7ee3
Showing with 2 additions and 2 deletions.
  1. +2 −2 src/video/quartz/SDL_QuartzWM.m
@@ -154,8 +154,8 @@ void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) {

*p = [ window_view convertPoint:*p fromView: nil ];

/* If OSX version is 10.3.0 or later, we need a workaround in OpenGL mode */
if ( system_version >= 0x1030 && (SDL_VideoSurface->flags & SDL_OPENGL) ) {
/* We need a workaround in OpenGL mode */
if ( SDL_VideoSurface->flags & SDL_OPENGL ) {
p->y = [window_view frame].size.height - p->y - 1;

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