src/video/quartz/SDL_QuartzEvents.m
author Sam Lantinga <slouken@libsdl.org>
Sun, 15 Dec 2002 09:09:31 +0000
changeset 561 4bcf7dd06c47
parent 555 2536446a92de
child 563 04dcaf3da918
permissions -rw-r--r--
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.
slouken@47
     1
/*
slouken@390
     2
    SDL - Simple DirectMedia Layer
slouken@390
     3
    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002    Sam Lantinga
slouken@47
     4
slouken@390
     5
    This library is free software; you can redistribute it and/or
slouken@390
     6
    modify it under the terms of the GNU Library General Public
slouken@390
     7
    License as published by the Free Software Foundation; either
slouken@390
     8
    version 2 of the License, or (at your option) any later version.
slouken@47
     9
slouken@390
    10
    This library is distributed in the hope that it will be useful,
slouken@390
    11
    but WITHOUT ANY WARRANTY; without even the implied warranty of
slouken@390
    12
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
slouken@390
    13
    Library General Public License for more details.
slouken@47
    14
slouken@390
    15
    You should have received a copy of the GNU Library General Public
slouken@390
    16
    License along with this library; if not, write to the Free
slouken@390
    17
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
slouken@47
    18
slouken@390
    19
    Sam Lantinga
slouken@390
    20
    slouken@libsdl.org
slouken@47
    21
*/
slouken@511
    22
#include <stdlib.h>	// For getenv()
slouken@555
    23
#include <IOKit/IOMessage.h> // For wake from sleep detection
slouken@555
    24
#include <IOKit/pwr_mgt/IOPMLib.h> // For wake from sleep detection
slouken@47
    25
#include "SDL_QuartzKeys.h"
slouken@47
    26
slouken@390
    27
static void     QZ_InitOSKeymap (_THIS) {
slouken@390
    28
    const void *KCHRPtr;
slouken@390
    29
    UInt32 state;
slouken@390
    30
    UInt32 value;
slouken@390
    31
    int i;
slouken@390
    32
    int world = SDLK_WORLD_0;
slouken@47
    33
slouken@390
    34
    for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
slouken@390
    35
        keymap[i] = SDLK_UNKNOWN;
slouken@390
    36
slouken@390
    37
    /* This keymap is almost exactly the same as the OS 9 one */
slouken@390
    38
    keymap[QZ_ESCAPE] = SDLK_ESCAPE;
slouken@390
    39
    keymap[QZ_F1] = SDLK_F1;
slouken@390
    40
    keymap[QZ_F2] = SDLK_F2;
slouken@390
    41
    keymap[QZ_F3] = SDLK_F3;
slouken@390
    42
    keymap[QZ_F4] = SDLK_F4;
slouken@390
    43
    keymap[QZ_F5] = SDLK_F5;
slouken@390
    44
    keymap[QZ_F6] = SDLK_F6;
slouken@390
    45
    keymap[QZ_F7] = SDLK_F7;
slouken@390
    46
    keymap[QZ_F8] = SDLK_F8;
slouken@390
    47
    keymap[QZ_F9] = SDLK_F9;
slouken@390
    48
    keymap[QZ_F10] = SDLK_F10;
slouken@390
    49
    keymap[QZ_F11] = SDLK_F11;
slouken@390
    50
    keymap[QZ_F12] = SDLK_F12;
slouken@390
    51
    keymap[QZ_PRINT] = SDLK_PRINT;
slouken@390
    52
    keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
slouken@390
    53
    keymap[QZ_PAUSE] = SDLK_PAUSE;
slouken@390
    54
    keymap[QZ_POWER] = SDLK_POWER;
slouken@390
    55
    keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
slouken@390
    56
    keymap[QZ_1] = SDLK_1;
slouken@390
    57
    keymap[QZ_2] = SDLK_2;
slouken@390
    58
    keymap[QZ_3] = SDLK_3;
slouken@390
    59
    keymap[QZ_4] = SDLK_4;
slouken@390
    60
    keymap[QZ_5] = SDLK_5;
slouken@390
    61
    keymap[QZ_6] = SDLK_6;
slouken@390
    62
    keymap[QZ_7] = SDLK_7;
slouken@390
    63
    keymap[QZ_8] = SDLK_8;
slouken@390
    64
    keymap[QZ_9] = SDLK_9;
slouken@390
    65
    keymap[QZ_0] = SDLK_0;
slouken@390
    66
    keymap[QZ_MINUS] = SDLK_MINUS;
slouken@390
    67
    keymap[QZ_EQUALS] = SDLK_EQUALS;
slouken@390
    68
    keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
slouken@390
    69
    keymap[QZ_INSERT] = SDLK_INSERT;
slouken@390
    70
    keymap[QZ_HOME] = SDLK_HOME;
slouken@390
    71
    keymap[QZ_PAGEUP] = SDLK_PAGEUP;
slouken@390
    72
    keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
slouken@390
    73
    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
slouken@390
    74
    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
slouken@390
    75
    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
slouken@390
    76
    keymap[QZ_TAB] = SDLK_TAB;
slouken@390
    77
    keymap[QZ_q] = SDLK_q;
slouken@390
    78
    keymap[QZ_w] = SDLK_w;
slouken@390
    79
    keymap[QZ_e] = SDLK_e;
slouken@390
    80
    keymap[QZ_r] = SDLK_r;
slouken@390
    81
    keymap[QZ_t] = SDLK_t;
slouken@390
    82
    keymap[QZ_y] = SDLK_y;
slouken@390
    83
    keymap[QZ_u] = SDLK_u;
slouken@390
    84
    keymap[QZ_i] = SDLK_i;
slouken@390
    85
    keymap[QZ_o] = SDLK_o;
slouken@390
    86
    keymap[QZ_p] = SDLK_p;
slouken@390
    87
    keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
slouken@390
    88
    keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
slouken@390
    89
    keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
slouken@390
    90
    keymap[QZ_DELETE] = SDLK_DELETE;
slouken@390
    91
    keymap[QZ_END] = SDLK_END;
slouken@390
    92
    keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
slouken@390
    93
    keymap[QZ_KP7] = SDLK_KP7;
slouken@390
    94
    keymap[QZ_KP8] = SDLK_KP8;
slouken@390
    95
    keymap[QZ_KP9] = SDLK_KP9;
slouken@390
    96
    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
slouken@390
    97
    keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
slouken@390
    98
    keymap[QZ_a] = SDLK_a;
slouken@390
    99
    keymap[QZ_s] = SDLK_s;
slouken@390
   100
    keymap[QZ_d] = SDLK_d;
slouken@390
   101
    keymap[QZ_f] = SDLK_f;
slouken@390
   102
    keymap[QZ_g] = SDLK_g;
slouken@390
   103
    keymap[QZ_h] = SDLK_h;
slouken@390
   104
    keymap[QZ_j] = SDLK_j;
slouken@390
   105
    keymap[QZ_k] = SDLK_k;
slouken@390
   106
    keymap[QZ_l] = SDLK_l;
slouken@390
   107
    keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
slouken@390
   108
    keymap[QZ_QUOTE] = SDLK_QUOTE;
slouken@390
   109
    keymap[QZ_RETURN] = SDLK_RETURN;
slouken@390
   110
    keymap[QZ_KP4] = SDLK_KP4;
slouken@390
   111
    keymap[QZ_KP5] = SDLK_KP5;
slouken@390
   112
    keymap[QZ_KP6] = SDLK_KP6;
slouken@390
   113
    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
slouken@390
   114
    keymap[QZ_LSHIFT] = SDLK_LSHIFT;
slouken@390
   115
    keymap[QZ_z] = SDLK_z;
slouken@390
   116
    keymap[QZ_x] = SDLK_x;
slouken@390
   117
    keymap[QZ_c] = SDLK_c;
slouken@390
   118
    keymap[QZ_v] = SDLK_v;
slouken@390
   119
    keymap[QZ_b] = SDLK_b;
slouken@390
   120
    keymap[QZ_n] = SDLK_n;
slouken@390
   121
    keymap[QZ_m] = SDLK_m;
slouken@390
   122
    keymap[QZ_COMMA] = SDLK_COMMA;
slouken@390
   123
    keymap[QZ_PERIOD] = SDLK_PERIOD;
slouken@390
   124
    keymap[QZ_SLASH] = SDLK_SLASH;
slouken@390
   125
    keymap[QZ_UP] = SDLK_UP;
slouken@390
   126
    keymap[QZ_KP1] = SDLK_KP1;
slouken@390
   127
    keymap[QZ_KP2] = SDLK_KP2;
slouken@390
   128
    keymap[QZ_KP3] = SDLK_KP3;
slouken@390
   129
    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
slouken@390
   130
    keymap[QZ_LCTRL] = SDLK_LCTRL;
slouken@390
   131
    keymap[QZ_LALT] = SDLK_LALT;
slouken@390
   132
    keymap[QZ_LMETA] = SDLK_LMETA;
slouken@390
   133
    keymap[QZ_SPACE] = SDLK_SPACE;
slouken@390
   134
    keymap[QZ_LEFT] = SDLK_LEFT;
slouken@390
   135
    keymap[QZ_DOWN] = SDLK_DOWN;
slouken@390
   136
    keymap[QZ_RIGHT] = SDLK_RIGHT;
slouken@390
   137
    keymap[QZ_KP0] = SDLK_KP0;
slouken@390
   138
    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
slouken@390
   139
    keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
slouken@390
   140
    keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
slouken@390
   141
    keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
slouken@390
   142
    keymap[QZ_IBOOK_UP]      = SDLK_UP;
slouken@390
   143
    keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;
slouken@390
   144
slouken@501
   145
    /* 
slouken@501
   146
        Up there we setup a static scancode->keysym map. However, it will not
slouken@501
   147
        work very well on international keyboard. Hence we now query MacOS
slouken@501
   148
        for its own keymap to adjust our own mapping table. However, this is
slouken@501
   149
        basically only useful for ascii char keys. This is also the reason
slouken@501
   150
        why we keep the static table, too.
slouken@390
   151
     */
slouken@390
   152
slouken@390
   153
    /* Get a pointer to the systems cached KCHR */
slouken@390
   154
    KCHRPtr = (void *)GetScriptManagerVariable(smKCHRCache);
slouken@390
   155
    if (KCHRPtr)
slouken@390
   156
    {
slouken@390
   157
        /* Loop over all 127 possible scan codes */
slouken@390
   158
        for (i = 0; i < 0x7F; i++)
slouken@390
   159
        {
slouken@390
   160
            /* We pretend a clean start to begin with (i.e. no dead keys active */
slouken@390
   161
            state = 0;
slouken@390
   162
slouken@390
   163
            /* Now translate the key code to a key value */
slouken@390
   164
            value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
slouken@390
   165
slouken@390
   166
            /* If the state become 0, it was a dead key. We need to translate again,
slouken@390
   167
                passing in the new state, to get the actual key value */
slouken@390
   168
            if (state != 0)
slouken@390
   169
                value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
slouken@390
   170
slouken@390
   171
            /* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */
slouken@390
   172
            if (value >= 128)     /* Some non-ASCII char, map it to SDLK_WORLD_* */
slouken@390
   173
                keymap[i] = world++;
slouken@390
   174
            else if (value >= 32)     /* non-control ASCII char */
slouken@390
   175
                keymap[i] = value;
slouken@390
   176
        }
slouken@390
   177
    }
slouken@390
   178
slouken@501
   179
    /* 
slouken@501
   180
        The keypad codes are re-setup here, because the loop above cannot
slouken@501
   181
        distinguish between a key on the keypad and a regular key. We maybe
slouken@501
   182
        could get around this problem in another fashion: NSEvent's flags
slouken@501
   183
        include a "NSNumericPadKeyMask" bit; we could check that and modify
slouken@501
   184
        the symbol we return on the fly. However, this flag seems to exhibit
slouken@501
   185
        some weird behaviour related to the num lock key
slouken@501
   186
    */
slouken@390
   187
    keymap[QZ_KP0] = SDLK_KP0;
slouken@390
   188
    keymap[QZ_KP1] = SDLK_KP1;
slouken@390
   189
    keymap[QZ_KP2] = SDLK_KP2;
slouken@390
   190
    keymap[QZ_KP3] = SDLK_KP3;
slouken@390
   191
    keymap[QZ_KP4] = SDLK_KP4;
slouken@390
   192
    keymap[QZ_KP5] = SDLK_KP5;
slouken@390
   193
    keymap[QZ_KP6] = SDLK_KP6;
slouken@390
   194
    keymap[QZ_KP7] = SDLK_KP7;
slouken@390
   195
    keymap[QZ_KP8] = SDLK_KP8;
slouken@390
   196
    keymap[QZ_KP9] = SDLK_KP9;
slouken@390
   197
    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
slouken@390
   198
    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
slouken@390
   199
    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
slouken@390
   200
    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
slouken@390
   201
    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
slouken@390
   202
    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
slouken@390
   203
    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
slouken@47
   204
}
slouken@47
   205
slouken@501
   206
static void QZ_DoKey (_THIS, int state, NSEvent *event) {
slouken@47
   207
slouken@390
   208
    NSString *chars;
slouken@561
   209
    unsigned int numChars;
slouken@390
   210
    SDL_keysym key;
slouken@561
   211
    
slouken@501
   212
    /* 
slouken@561
   213
        A key event can contain multiple characters,
slouken@561
   214
        or no characters at all. In most cases, it
slouken@561
   215
        will contain a single character. If it contains
slouken@561
   216
        0 characters, we'll use 0 as the unicode. If it
slouken@561
   217
        contains multiple characters, we'll use 0 as
slouken@561
   218
        the scancode/keysym.
slouken@501
   219
    */
slouken@390
   220
    chars = [ event characters ];
slouken@561
   221
    numChars = [ chars length ];
slouken@561
   222
slouken@561
   223
    if (numChars == 1) {
slouken@390
   224
slouken@390
   225
        key.scancode = [ event keyCode ];
slouken@561
   226
        key.sym      = keymap [ key.scancode ];
slouken@561
   227
        key.unicode  = [ chars characterAtIndex:0 ];
slouken@561
   228
        key.mod      = KMOD_NONE;
slouken@390
   229
slouken@390
   230
        SDL_PrivateKeyboard (state, &key);
slouken@390
   231
    }
slouken@561
   232
    else if (numChars == 0) {
slouken@561
   233
      
slouken@561
   234
        key.scancode = [ event keyCode ];
slouken@561
   235
        key.sym      = keymap [ key.scancode ];
slouken@561
   236
        key.unicode  = 0;
slouken@561
   237
        key.mod      = KMOD_NONE;
slouken@561
   238
slouken@561
   239
        SDL_PrivateKeyboard (state, &key);
slouken@561
   240
    }
slouken@561
   241
    else /* (numChars > 1) */ {
slouken@561
   242
      
slouken@561
   243
        int i;
slouken@561
   244
        for (i = 0; i < numChars; i++) {
slouken@561
   245
slouken@561
   246
            key.scancode = 0;
slouken@561
   247
            key.sym      = 0;
slouken@561
   248
            key.unicode  = [ chars characterAtIndex:i];
slouken@561
   249
            key.mod      = KMOD_NONE;
slouken@561
   250
slouken@561
   251
            SDL_PrivateKeyboard (state, &key);
slouken@561
   252
        }
slouken@561
   253
    }
slouken@47
   254
}
slouken@47
   255
slouken@501
   256
static void QZ_DoModifiers (_THIS, unsigned int newMods) {
slouken@47
   257
slouken@390
   258
    const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA } ;
slouken@47
   259
slouken@390
   260
    int i;
slouken@390
   261
    int bit;
slouken@390
   262
    SDL_keysym key;
slouken@47
   263
slouken@390
   264
    key.scancode = 0;
slouken@390
   265
    key.sym         = SDLK_UNKNOWN;
slouken@390
   266
    key.unicode     = 0;
slouken@390
   267
    key.mod         = KMOD_NONE;
slouken@172
   268
slouken@390
   269
    /* Iterate through the bits, testing each against the current modifiers */
slouken@390
   270
    for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
slouken@390
   271
slouken@390
   272
        unsigned int currentMask, newMask;
slouken@390
   273
slouken@501
   274
        currentMask = current_mods & bit;
slouken@501
   275
        newMask     = newMods & bit;
slouken@390
   276
slouken@390
   277
        if ( currentMask &&
slouken@390
   278
             currentMask != newMask ) {     /* modifier up event */
slouken@390
   279
slouken@390
   280
             key.sym = mapping[i];
slouken@390
   281
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@390
   282
             if (bit == NSAlphaShiftKeyMask)
slouken@390
   283
             SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@390
   284
             SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@390
   285
        }
slouken@390
   286
        else if ( newMask &&
slouken@390
   287
                  currentMask != newMask ) {     /* modifier down event */
slouken@390
   288
        
slouken@390
   289
             key.sym = mapping[i];
slouken@390
   290
             SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@390
   291
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@390
   292
             if (bit == NSAlphaShiftKeyMask)
slouken@390
   293
                  SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@390
   294
        }
slouken@390
   295
    }
slouken@390
   296
slouken@501
   297
    current_mods = newMods;
slouken@47
   298
}
slouken@47
   299
slouken@117
   300
static void QZ_DoActivate (_THIS)
slouken@117
   301
{
slouken@501
   302
    in_foreground = YES;
slouken@47
   303
slouken@501
   304
    /* Regrab the mouse, only if it was previously grabbed */
slouken@501
   305
    if ( current_grab_mode == SDL_GRAB_ON ) {
slouken@390
   306
        QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
slouken@390
   307
        CGAssociateMouseAndMouseCursorPosition (0);
slouken@390
   308
    }
slouken@168
   309
slouken@390
   310
    /* Hide the mouse cursor if inside the app window */
slouken@390
   311
    if (!QZ_cursor_visible) {
slouken@390
   312
        HideCursor ();
slouken@390
   313
    }
slouken@390
   314
slouken@390
   315
    SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
slouken@47
   316
}
slouken@47
   317
slouken@47
   318
static void QZ_DoDeactivate (_THIS) {
slouken@47
   319
slouken@501
   320
    in_foreground = NO;
slouken@168
   321
slouken@390
   322
    /* Ungrab mouse if it is grabbed */
slouken@501
   323
    if ( current_grab_mode == SDL_GRAB_ON ) {
slouken@390
   324
        CGAssociateMouseAndMouseCursorPosition (1);
slouken@390
   325
    }
slouken@390
   326
slouken@390
   327
    /* Show the mouse cursor */
slouken@390
   328
    if (!QZ_cursor_visible) {
slouken@390
   329
        ShowCursor ();
slouken@390
   330
    }
slouken@390
   331
slouken@390
   332
    SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
slouken@47
   333
}
slouken@47
   334
slouken@555
   335
void QZ_SleepNotificationHandler (void * refcon,
slouken@555
   336
                                  io_service_t service,
slouken@555
   337
                                  natural_t messageType,
slouken@555
   338
                                  void * messageArgument )
slouken@555
   339
{
slouken@555
   340
     SDL_VideoDevice *this = (SDL_VideoDevice*)refcon;
slouken@555
   341
     
slouken@555
   342
     switch(messageType)
slouken@555
   343
     {
slouken@555
   344
         case kIOMessageSystemWillSleep:
slouken@555
   345
             IOAllowPowerChange(powerConnection, (long) messageArgument);
slouken@555
   346
             break;
slouken@555
   347
         case kIOMessageCanSystemSleep:
slouken@555
   348
             IOAllowPowerChange(powerConnection, (long) messageArgument);
slouken@555
   349
             break;
slouken@555
   350
         case kIOMessageSystemHasPoweredOn:
slouken@555
   351
			/* awake */
slouken@555
   352
            SDL_PrivateExpose();
slouken@555
   353
            break;
slouken@555
   354
     }
slouken@555
   355
}
slouken@555
   356
slouken@555
   357
static void QZ_RegisterForSleepNotifications (_THIS)
slouken@555
   358
{
slouken@555
   359
     CFRunLoopSourceRef rls;
slouken@555
   360
     IONotificationPortRef thePortRef;
slouken@555
   361
     io_object_t notifier;
slouken@555
   362
slouken@555
   363
     powerConnection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier);
slouken@555
   364
slouken@555
   365
     if (powerConnection == 0)
slouken@555
   366
         NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
slouken@555
   367
slouken@555
   368
     rls = IONotificationPortGetRunLoopSource (thePortRef);
slouken@555
   369
     CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
slouken@555
   370
     CFRelease (rls);
slouken@555
   371
}
slouken@555
   372
slouken@117
   373
static void QZ_PumpEvents (_THIS)
slouken@158
   374
{
slouken@435
   375
    int firstMouseEvent;
slouken@390
   376
    CGMouseDelta dx, dy;
slouken@390
   377
slouken@390
   378
    NSDate *distantPast;
slouken@390
   379
    NSEvent *event;
slouken@390
   380
    NSRect winRect;
slouken@390
   381
    NSRect titleBarRect;
slouken@390
   382
    NSAutoreleasePool *pool;
slouken@390
   383
slouken@390
   384
    pool = [ [ NSAutoreleasePool alloc ] init ];
slouken@390
   385
    distantPast = [ NSDate distantPast ];
slouken@390
   386
slouken@390
   387
    winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
slouken@435
   388
    titleBarRect = NSMakeRect (0, SDL_VideoSurface->h, SDL_VideoSurface->w,
slouken@435
   389
                                SDL_VideoSurface->h + 22);
slouken@435
   390
    
slouken@435
   391
    /* send the first mouse event in absolute coordinates */
slouken@435
   392
    firstMouseEvent = 1;
slouken@435
   393
    
slouken@435
   394
    /* accumulate any additional mouse moved events into one SDL mouse event */
slouken@390
   395
    dx = 0;
slouken@390
   396
    dy = 0;
slouken@390
   397
    
slouken@390
   398
    do {
slouken@390
   399
    
slouken@390
   400
        /* Poll for an event. This will not block */
slouken@390
   401
        event = [ NSApp nextEventMatchingMask:NSAnyEventMask
slouken@390
   402
                                    untilDate:distantPast
slouken@390
   403
                                    inMode: NSDefaultRunLoopMode dequeue:YES ];
slouken@390
   404
    
slouken@390
   405
        if (event != nil) {
slouken@390
   406
slouken@390
   407
            unsigned int type;
slouken@390
   408
            BOOL isForGameWin;
slouken@390
   409
    
slouken@390
   410
            #define DO_MOUSE_DOWN(button, sendToWindow) do {                                 \
slouken@501
   411
                            if ( in_foreground ) {                                           \
slouken@390
   412
                                if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) ||           \
slouken@390
   413
                                    NSPointInRect([event locationInWindow], winRect) )       \
slouken@390
   414
                                        SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);  \
slouken@390
   415
                            }                                                                \
slouken@390
   416
                            else {                                                           \
slouken@390
   417
                                QZ_DoActivate (this);                                        \
slouken@390
   418
                            }                                                                \
slouken@390
   419
                            [ NSApp sendEvent:event ];                                       \
slouken@390
   420
            } while(0)
slouken@272
   421
            
slouken@390
   422
            #define DO_MOUSE_UP(button, sendToWindow) do {                      \
slouken@390
   423
                            if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) ||  \
slouken@390
   424
                    !NSPointInRect([event locationInWindow], titleBarRect) )    \
slouken@390
   425
                        SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);    \
slouken@390
   426
                            [ NSApp sendEvent:event ];                          \
slouken@390
   427
            } while(0)
slouken@390
   428
            
slouken@390
   429
            type = [ event type ];
slouken@390
   430
            isForGameWin = (qz_window == [ event window ]);
slouken@390
   431
            switch (type) {
slouken@390
   432
            
slouken@390
   433
                case NSLeftMouseDown:
slouken@511
   434
                    if ( getenv("SDL_HAS3BUTTONMOUSE") ) {
slouken@390
   435
                        DO_MOUSE_DOWN (1, 1);
slouken@511
   436
                    } else {
slouken@511
   437
                        if ( NSCommandKeyMask & current_mods ) {
slouken@511
   438
                            last_virtual_button = 3;
slouken@511
   439
                            DO_MOUSE_DOWN (3, 0);
slouken@511
   440
                        }
slouken@511
   441
                        else if ( NSAlternateKeyMask & current_mods ) {
slouken@511
   442
                            last_virtual_button = 2;
slouken@511
   443
                            DO_MOUSE_DOWN (2, 0);
slouken@511
   444
                        }
slouken@511
   445
                        else {
slouken@511
   446
                            DO_MOUSE_DOWN (1, 1);
slouken@511
   447
                        }
slouken@390
   448
                    }
slouken@390
   449
                    break;
slouken@390
   450
                case NSOtherMouseDown: DO_MOUSE_DOWN (2, 0); break;
slouken@390
   451
                case NSRightMouseDown: DO_MOUSE_DOWN (3, 0); break;
slouken@390
   452
                case NSLeftMouseUp:
slouken@390
   453
                    if ( last_virtual_button != 0 ) {
slouken@390
   454
                        DO_MOUSE_UP (last_virtual_button, 0);
slouken@390
   455
                        last_virtual_button = 0;
slouken@390
   456
                    }
slouken@390
   457
                    else {
slouken@390
   458
                        DO_MOUSE_UP (1, 1);
slouken@390
   459
                    }
slouken@390
   460
                    break;
slouken@390
   461
                case NSOtherMouseUp:   DO_MOUSE_UP (2, 0);     break;
slouken@390
   462
                case NSRightMouseUp:   DO_MOUSE_UP (3, 0);     break;
slouken@390
   463
                case NSSystemDefined:
slouken@501
   464
                    /*
slouken@501
   465
                        Future: up to 32 "mouse" buttons can be handled.
slouken@501
   466
                        if ([event subtype] == 7) {
slouken@501
   467
                            unsigned int buttons;
slouken@501
   468
                            buttons = [ event data2 ];
slouken@501
   469
                    */
slouken@390
   470
                    break;
slouken@390
   471
                case NSLeftMouseDragged:
slouken@390
   472
                case NSRightMouseDragged:
slouken@435
   473
                case NSOtherMouseDragged: /* usually middle mouse dragged */
slouken@390
   474
                case NSMouseMoved:
slouken@501
   475
                    if (current_grab_mode == SDL_GRAB_ON) {
slouken@272
   476
                
slouken@501
   477
                        /*
slouken@501
   478
                            If input is grabbed, the cursor doesn't move,
slouken@501
   479
                            so we have to call the lowlevel window server
slouken@501
   480
                            function. This is less accurate but works OK.                         
slouken@501
   481
                        */
slouken@390
   482
                        CGMouseDelta dx1, dy1;
slouken@390
   483
                        CGGetLastMouseDelta (&dx1, &dy1);
slouken@390
   484
                        dx += dx1;
slouken@390
   485
                        dy += dy1;
slouken@390
   486
                    }
slouken@390
   487
                    else if (warp_flag) {
slouken@272
   488
                
slouken@501
   489
                        /*
slouken@501
   490
                            If we just warped the mouse, the cursor is frozen for a while.
slouken@501
   491
                            So we have to use the lowlevel function until it
slouken@501
   492
                            unfreezes. This really helps apps that continuously
slouken@501
   493
                            warp the mouse to keep it in the game window. Developers should
slouken@501
   494
                            really use GrabInput, but our GrabInput freezes the HW cursor,
slouken@501
   495
                            which doesn't cut it for some apps.
slouken@501
   496
                        */
slouken@390
   497
                        Uint32 ticks;
slouken@390
   498
                
slouken@390
   499
                        ticks = SDL_GetTicks();
slouken@390
   500
                        if (ticks - warp_ticks < 150) {
slouken@390
   501
                
slouken@390
   502
                            CGMouseDelta dx1, dy1;
slouken@390
   503
                            CGGetLastMouseDelta (&dx1, &dy1);
slouken@390
   504
                            dx += dx1;
slouken@390
   505
                            dy += dy1;
slouken@390
   506
                        }
slouken@390
   507
                        else {
slouken@390
   508
                
slouken@390
   509
                            warp_flag = 0;
slouken@390
   510
                        }
slouken@272
   511
                    }
slouken@435
   512
                    else if (firstMouseEvent) {
slouken@435
   513
                        
slouken@501
   514
                        /*
slouken@501
   515
                            Get the first mouse event in a possible
slouken@501
   516
                            sequence of mouse moved events. Since we
slouken@501
   517
                            use absolute coordinates, this serves to
slouken@501
   518
                            compensate any inaccuracy in deltas, and
slouken@501
   519
                            provides the first known mouse position,
slouken@501
   520
                            since everything after this uses deltas
slouken@501
   521
                        */
slouken@435
   522
                        NSPoint p = [ event locationInWindow ];
slouken@435
   523
                        QZ_PrivateCocoaToSDL(this, &p);
slouken@435
   524
                        
slouken@454
   525
                        SDL_PrivateMouseMotion (0, 0, p.x, p.y);
slouken@454
   526
slouken@435
   527
                        firstMouseEvent = 0;
slouken@435
   528
                    }
slouken@435
   529
                    else {
slouken@435
   530
                    
slouken@501
   531
                        /*
slouken@501
   532
                            Get the amount moved since the last drag or move event,
slouken@501
   533
                            add it on for one big move event at the end.
slouken@501
   534
                        */
slouken@501
   535
                        dx += [ event deltaX ];
slouken@501
   536
                        dy += [ event deltaY ];
slouken@435
   537
                    }
slouken@390
   538
                    break;
slouken@390
   539
                case NSScrollWheel:
slouken@390
   540
                    if (NSPointInRect([ event locationInWindow ], winRect)) {
slouken@390
   541
                        float dy;
slouken@502
   542
                        Uint8 button;
slouken@390
   543
                        dy = [ event deltaY ];
slouken@390
   544
                        if ( dy > 0.0 ) /* Scroll up */
slouken@502
   545
                            button = SDL_BUTTON_WHEELUP;
slouken@390
   546
                        else /* Scroll down */
slouken@502
   547
                            button = SDL_BUTTON_WHEELDOWN;
slouken@502
   548
			/* For now, wheel is sent as a quick down+up */
slouken@502
   549
                        SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
slouken@502
   550
                        SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
slouken@390
   551
                    }
slouken@390
   552
                    break;
slouken@390
   553
                case NSKeyUp:
slouken@501
   554
                    QZ_DoKey (this, SDL_RELEASED, event);
slouken@390
   555
                    break;
slouken@390
   556
                case NSKeyDown:
slouken@501
   557
                    QZ_DoKey (this, SDL_PRESSED, event);
slouken@390
   558
                    break;
slouken@390
   559
                case NSFlagsChanged:
slouken@501
   560
                    QZ_DoModifiers(this, [ event modifierFlags ] );
slouken@390
   561
                    break;
slouken@390
   562
                case NSAppKitDefined:
slouken@390
   563
                    switch ( [ event subtype ] ) {
slouken@390
   564
                        case NSApplicationActivatedEventType:
slouken@390
   565
                            QZ_DoActivate (this);
slouken@390
   566
                            break;
slouken@390
   567
                        case NSApplicationDeactivatedEventType:
slouken@390
   568
                            QZ_DoDeactivate (this);
slouken@390
   569
                            break;
slouken@390
   570
                    }
slouken@390
   571
                    [ NSApp sendEvent:event ];
slouken@390
   572
                    break;
slouken@390
   573
                    /* case NSApplicationDefined: break; */
slouken@390
   574
                    /* case NSPeriodic: break; */
slouken@390
   575
                    /* case NSCursorUpdate: break; */
slouken@390
   576
                default:
slouken@390
   577
                    [ NSApp sendEvent:event ];
slouken@272
   578
            }
slouken@272
   579
        }
slouken@390
   580
    } while (event != nil);
slouken@390
   581
    
slouken@435
   582
    /* handle accumulated mouse moved events */
slouken@390
   583
    if (dx != 0 || dy != 0)
slouken@435
   584
        SDL_PrivateMouseMotion (0, 1, dx, dy);
slouken@390
   585
    
slouken@390
   586
    [ pool release ];
slouken@502
   587
}