Among other things, this fixes Syberia 2. That game shows, hides, and then
shows its window. Hiding it caused a WINDOW_LOST_FOCUS event to be queued.
By the time it was processed, the window was the foreground window again.
In response to being told it had lost focus, the game minimized its window.
Hiding the window should have prevented or discarded the WINDOW_LOST_FOCUS
event since the change was driven from Wine and the Win32 foreground/active
window state would already be correct. In addition, when the program
re-showed its window and made it foreground, that should have discarded the
event as being out of date. Now they do.
Fixes a problem in some games which repeatedly (re)establish the same cursor
clipping rect, making it exceedingly difficult to move the camera with the
mouse.
This simulates some of what would happen if user32 were managing the drag. The
click in the caption would cause WM_SYSCOMMAND/SC_MOVE. The processing of that
message is synchronous and doesn't return until the move is complete.
Some games require that "blocking" in the internal event loop to prevent them
from misbehaving during the drag.
The tracking of whether it is over a window or not is only updated when the
mouse moves. If a window was created or moved under it, then the state can be
stale. That caused us to defer hiding the cursor until the mouse was moved.
This happens at the start of games pretty often.
The code had previously set the cursor back to the standard arrow and unhid
it when it left all app windows. Now it restores the cursor image that the
app set and re-hides it if necessary when it moves back over any app window.
Cocoa would automatically do this for a normal app. However, the Mac driver
makes all of its windows inherit from NSPanel and Cocoa ignores panels for
this feature.
The Mac driver captures the displays when the program changes the display
mode. If the user types Command-Tab to switch away, it resets the displays
to their original modes and releases them. However, if they switched back,
it didn't restore the mode to what the program had set, so the program often
showed the game window in a corner of the screen with the top behind the Mac
menu bar.
Cocoa won't order a minimized window out of the screen list using -orderOut:.
This leaves a window that should be hidden still visible in the Dock, where
it can be unminimized.
This matches what Cocoa does when determining how to handle an event so that,
for example, our test if a click is in the window grow box corresponds to
whether Cocoa will run an internal mouse-tracking loop to resize the window
when we pass it the event. This fixes a problem where both Cocoa and user32
would try to run a resize loop and the cursor would get "stuck" resizing the
window after the button was released.
It may be necessary to reorder to some extent because the clicked window is
behind a sibling at the same level, but that shouldn't move it later in the
list than higher-level siblings.
Cocoa gets buggy if the list of child windows isn't in z-order.
The right place may not be the end of the list of Cocoa child windows if some
of the siblings are at a higher window level (i.e. floating if the clicked
window is not).
For keys pressed in combination with Command, -[NSApplication sendEvent:]
simply doesn't pass the key-up event through to the window. We have to
track which keys we've told Wine are pressed because Cocoa may consume
key-downs that trigger menus or system behaviors.
This fixes an issue with sub-pixel-precise pointing devices on Lion and later.
Wine's notion of the cursor position would get out of sync with the actual position
because deltas don't convey the actual movement distance.