/
SDL_QuartzEvents.m
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/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2003 Sam Lantinga
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This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
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You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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Sam Lantinga
slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#include "SDL_QuartzVideo.h"
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#include <IOKit/IOMessage.h> /* For wake from sleep detection */
#include <IOKit/pwr_mgt/IOPMLib.h> /* For wake from sleep detection */
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#include "SDL_QuartzKeys.h"
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/*
* In Panther, this header defines device dependent masks for
* right side keys. These definitions only exist in Panther, but
* the header seems to exist at least in Jaguar and probably earlier
* versions of the OS, so this should't break anything.
*/
#include <IOKit/hidsystem/IOLLEvent.h>
/*
* These are not defined before Panther. To keep the code compiling
* on systems without these, I will define if they don't exist.
*/
#ifndef NX_DEVICERCTLKEYMASK
#define NX_DEVICELCTLKEYMASK 0x00000001
#endif
#ifndef NX_DEVICELSHIFTKEYMASK
#define NX_DEVICELSHIFTKEYMASK 0x00000002
#endif
#ifndef NX_DEVICERSHIFTKEYMASK
#define NX_DEVICERSHIFTKEYMASK 0x00000004
#endif
#ifndef NX_DEVICELCMDKEYMASK
#define NX_DEVICELCMDKEYMASK 0x00000008
#endif
#ifndef NX_DEVICERCMDKEYMASK
#define NX_DEVICERCMDKEYMASK 0x00000010
#endif
#ifndef NX_DEVICELALTKEYMASK
#define NX_DEVICELALTKEYMASK 0x00000020
#endif
#ifndef NX_DEVICERALTKEYMASK
#define NX_DEVICERALTKEYMASK 0x00000040
#endif
#ifndef NX_DEVICERCTLKEYMASK
#define NX_DEVICERCTLKEYMASK 0x00002000
#endif
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void QZ_InitOSKeymap (_THIS) {
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const void *KCHRPtr;
UInt32 state;
UInt32 value;
int i;
int world = SDLK_WORLD_0;
for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
keymap[i] = SDLK_UNKNOWN;
/* This keymap is almost exactly the same as the OS 9 one */
keymap[QZ_ESCAPE] = SDLK_ESCAPE;
keymap[QZ_F1] = SDLK_F1;
keymap[QZ_F2] = SDLK_F2;
keymap[QZ_F3] = SDLK_F3;
keymap[QZ_F4] = SDLK_F4;
keymap[QZ_F5] = SDLK_F5;
keymap[QZ_F6] = SDLK_F6;
keymap[QZ_F7] = SDLK_F7;
keymap[QZ_F8] = SDLK_F8;
keymap[QZ_F9] = SDLK_F9;
keymap[QZ_F10] = SDLK_F10;
keymap[QZ_F11] = SDLK_F11;
keymap[QZ_F12] = SDLK_F12;
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keymap[QZ_F13] = SDLK_F13;
keymap[QZ_F14] = SDLK_F14;
keymap[QZ_F15] = SDLK_F15;
/*
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keymap[QZ_PRINT] = SDLK_PRINT;
keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
keymap[QZ_PAUSE] = SDLK_PAUSE;
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*/
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keymap[QZ_POWER] = SDLK_POWER;
keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
keymap[QZ_1] = SDLK_1;
keymap[QZ_2] = SDLK_2;
keymap[QZ_3] = SDLK_3;
keymap[QZ_4] = SDLK_4;
keymap[QZ_5] = SDLK_5;
keymap[QZ_6] = SDLK_6;
keymap[QZ_7] = SDLK_7;
keymap[QZ_8] = SDLK_8;
keymap[QZ_9] = SDLK_9;
keymap[QZ_0] = SDLK_0;
keymap[QZ_MINUS] = SDLK_MINUS;
keymap[QZ_EQUALS] = SDLK_EQUALS;
keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
keymap[QZ_INSERT] = SDLK_INSERT;
keymap[QZ_HOME] = SDLK_HOME;
keymap[QZ_PAGEUP] = SDLK_PAGEUP;
keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
keymap[QZ_TAB] = SDLK_TAB;
keymap[QZ_q] = SDLK_q;
keymap[QZ_w] = SDLK_w;
keymap[QZ_e] = SDLK_e;
keymap[QZ_r] = SDLK_r;
keymap[QZ_t] = SDLK_t;
keymap[QZ_y] = SDLK_y;
keymap[QZ_u] = SDLK_u;
keymap[QZ_i] = SDLK_i;
keymap[QZ_o] = SDLK_o;
keymap[QZ_p] = SDLK_p;
keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
keymap[QZ_DELETE] = SDLK_DELETE;
keymap[QZ_END] = SDLK_END;
keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
keymap[QZ_KP7] = SDLK_KP7;
keymap[QZ_KP8] = SDLK_KP8;
keymap[QZ_KP9] = SDLK_KP9;
keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
keymap[QZ_a] = SDLK_a;
keymap[QZ_s] = SDLK_s;
keymap[QZ_d] = SDLK_d;
keymap[QZ_f] = SDLK_f;
keymap[QZ_g] = SDLK_g;
keymap[QZ_h] = SDLK_h;
keymap[QZ_j] = SDLK_j;
keymap[QZ_k] = SDLK_k;
keymap[QZ_l] = SDLK_l;
keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
keymap[QZ_QUOTE] = SDLK_QUOTE;
keymap[QZ_RETURN] = SDLK_RETURN;
keymap[QZ_KP4] = SDLK_KP4;
keymap[QZ_KP5] = SDLK_KP5;
keymap[QZ_KP6] = SDLK_KP6;
keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
keymap[QZ_LSHIFT] = SDLK_LSHIFT;
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keymap[QZ_RSHIFT] = SDLK_RSHIFT;
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keymap[QZ_z] = SDLK_z;
keymap[QZ_x] = SDLK_x;
keymap[QZ_c] = SDLK_c;
keymap[QZ_v] = SDLK_v;
keymap[QZ_b] = SDLK_b;
keymap[QZ_n] = SDLK_n;
keymap[QZ_m] = SDLK_m;
keymap[QZ_COMMA] = SDLK_COMMA;
keymap[QZ_PERIOD] = SDLK_PERIOD;
keymap[QZ_SLASH] = SDLK_SLASH;
keymap[QZ_UP] = SDLK_UP;
keymap[QZ_KP1] = SDLK_KP1;
keymap[QZ_KP2] = SDLK_KP2;
keymap[QZ_KP3] = SDLK_KP3;
keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
keymap[QZ_LCTRL] = SDLK_LCTRL;
keymap[QZ_LALT] = SDLK_LALT;
keymap[QZ_LMETA] = SDLK_LMETA;
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keymap[QZ_RCTRL] = SDLK_RCTRL;
keymap[QZ_RALT] = SDLK_RALT;
keymap[QZ_RMETA] = SDLK_RMETA;
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keymap[QZ_SPACE] = SDLK_SPACE;
keymap[QZ_LEFT] = SDLK_LEFT;
keymap[QZ_DOWN] = SDLK_DOWN;
keymap[QZ_RIGHT] = SDLK_RIGHT;
keymap[QZ_KP0] = SDLK_KP0;
keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
keymap[QZ_IBOOK_UP] = SDLK_UP;
keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;
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/*
Up there we setup a static scancode->keysym map. However, it will not
work very well on international keyboard. Hence we now query MacOS
for its own keymap to adjust our own mapping table. However, this is
basically only useful for ascii char keys. This is also the reason
why we keep the static table, too.
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*/
/* Get a pointer to the systems cached KCHR */
KCHRPtr = (void *)GetScriptManagerVariable(smKCHRCache);
if (KCHRPtr)
{
/* Loop over all 127 possible scan codes */
for (i = 0; i < 0x7F; i++)
{
/* We pretend a clean start to begin with (i.e. no dead keys active */
state = 0;
/* Now translate the key code to a key value */
value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
/* If the state become 0, it was a dead key. We need to translate again,
passing in the new state, to get the actual key value */
if (state != 0)
value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
/* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */
if (value >= 128) /* Some non-ASCII char, map it to SDLK_WORLD_* */
keymap[i] = world++;
else if (value >= 32) /* non-control ASCII char */
keymap[i] = value;
}
}
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/*
The keypad codes are re-setup here, because the loop above cannot
distinguish between a key on the keypad and a regular key. We maybe
could get around this problem in another fashion: NSEvent's flags
include a "NSNumericPadKeyMask" bit; we could check that and modify
the symbol we return on the fly. However, this flag seems to exhibit
some weird behaviour related to the num lock key
*/
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keymap[QZ_KP0] = SDLK_KP0;
keymap[QZ_KP1] = SDLK_KP1;
keymap[QZ_KP2] = SDLK_KP2;
keymap[QZ_KP3] = SDLK_KP3;
keymap[QZ_KP4] = SDLK_KP4;
keymap[QZ_KP5] = SDLK_KP5;
keymap[QZ_KP6] = SDLK_KP6;
keymap[QZ_KP7] = SDLK_KP7;
keymap[QZ_KP8] = SDLK_KP8;
keymap[QZ_KP9] = SDLK_KP9;
keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
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}
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static void QZ_DoKey (_THIS, int state, NSEvent *event) {
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NSString *chars;
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unsigned int i, numChars;
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SDL_keysym key;
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/*
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A key event can contain multiple characters,
or no characters at all. In most cases, it
will contain a single character. If it contains
0 characters, we'll use 0 as the unicode. If it
contains multiple characters, we'll use 0 as
the scancode/keysym.
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*/
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if (SDL_TranslateUNICODE && state == SDL_PRESSED) {
[field_edit interpretKeyEvents:[NSArray arrayWithObject:event]];
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chars = [ event characters ];
numChars = [ chars length ];
} else {
numChars = 0;
}
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if (numChars == 0) {
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key.scancode = [ event keyCode ];
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key.sym = keymap [ key.scancode ];
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key.unicode = 0;
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key.mod = KMOD_NONE;
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SDL_PrivateKeyboard (state, &key);
}
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else if (numChars >= 1) {
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key.scancode = [ event keyCode ];
key.sym = keymap [ key.scancode ];
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key.unicode = [ chars characterAtIndex:0 ];
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key.mod = KMOD_NONE;
SDL_PrivateKeyboard (state, &key);
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for (i = 1; i < numChars; i++) {
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key.scancode = 0;
key.sym = 0;
key.unicode = [ chars characterAtIndex:i];
key.mod = KMOD_NONE;
SDL_PrivateKeyboard (state, &key);
}
}
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if (SDL_getenv ("SDL_ENABLEAPPEVENTS"))
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[ NSApp sendEvent:event ];
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}
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/* This is the original behavior, before support was added for
* differentiating between left and right versions of the keys.
*/
static void QZ_DoUnsidedModifiers (_THIS, unsigned int newMods) {
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const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
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int i;
int bit;
SDL_keysym key;
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key.scancode = 0;
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key.sym = SDLK_UNKNOWN;
key.unicode = 0;
key.mod = KMOD_NONE;
/* Iterate through the bits, testing each against the current modifiers */
for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
unsigned int currentMask, newMask;
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currentMask = current_mods & bit;
newMask = newMods & bit;
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if ( currentMask &&
currentMask != newMask ) { /* modifier up event */
key.sym = mapping[i];
/* If this was Caps Lock, we need some additional voodoo to make SDL happy */
if (bit == NSAlphaShiftKeyMask)
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SDL_PrivateKeyboard (SDL_PRESSED, &key);
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SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
else if ( newMask &&
currentMask != newMask ) { /* modifier down event */
key.sym = mapping[i];
SDL_PrivateKeyboard (SDL_PRESSED, &key);
/* If this was Caps Lock, we need some additional voodoo to make SDL happy */
if (bit == NSAlphaShiftKeyMask)
SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
}
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}
/* This is a helper function for QZ_HandleModifierSide. This
* function reverts back to behavior before the distinction between
* sides was made.
*/
static void QZ_HandleNonDeviceModifier ( _THIS, unsigned int device_independent_mask, unsigned int newMods, unsigned int key_sym) {
unsigned int currentMask, newMask;
SDL_keysym key;
key.scancode = 0;
key.sym = key_sym;
key.unicode = 0;
key.mod = KMOD_NONE;
/* Isolate just the bits we care about in the depedent bits so we can
* figure out what changed
*/
currentMask = current_mods & device_independent_mask;
newMask = newMods & device_independent_mask;
if ( currentMask &&
currentMask != newMask ) { /* modifier up event */
SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
else if ( newMask &&
currentMask != newMask ) { /* modifier down event */
SDL_PrivateKeyboard (SDL_PRESSED, &key);
}
}
/* This is a helper function for QZ_HandleModifierSide.
* This function sets the actual SDL_PrivateKeyboard event.
*/
static void QZ_HandleModifierOneSide ( _THIS, unsigned int newMods,
unsigned int key_sym,
unsigned int sided_device_dependent_mask ) {
SDL_keysym key;
unsigned int current_dep_mask, new_dep_mask;
key.scancode = 0;
key.sym = key_sym;
key.unicode = 0;
key.mod = KMOD_NONE;
/* Isolate just the bits we care about in the depedent bits so we can
* figure out what changed
*/
current_dep_mask = current_mods & sided_device_dependent_mask;
new_dep_mask = newMods & sided_device_dependent_mask;
/* We now know that this side bit flipped. But we don't know if
* it went pressed to released or released to pressed, so we must
* find out which it is.
*/
if( new_dep_mask &&
current_dep_mask != new_dep_mask ) {
/* Modifier down event */
SDL_PrivateKeyboard (SDL_PRESSED, &key);
}
else /* Modifier up event */ {
SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
}
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/* This is a helper function for QZ_DoSidedModifiers.
* This function will figure out if the modifier key is the left or right side,
* e.g. left-shift vs right-shift.
*/
static void QZ_HandleModifierSide ( _THIS, int device_independent_mask,
unsigned int newMods,
unsigned int left_key_sym,
unsigned int right_key_sym,
unsigned int left_device_dependent_mask,
unsigned int right_device_dependent_mask ) {
unsigned int device_dependent_mask = 0;
unsigned int diff_mod = 0;
device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
/* On the basis that the device independent mask is set, but there are
* no device dependent flags set, we'll assume that we can't detect this
* keyboard and revert to the unsided behavior.
*/
if ( (device_dependent_mask & newMods) == 0 ) {
/* Revert to the old behavior */
QZ_HandleNonDeviceModifier ( this, device_independent_mask, newMods, left_key_sym );
return;
}
/* XOR the previous state against the new state to see if there's a change */
diff_mod = (device_dependent_mask & current_mods)
^ (device_dependent_mask & newMods);
if ( diff_mod ) {
/* A change in state was found. Isolate the left and right bits
* to handle them separately just in case the values can simulataneously
* change or if the bits don't both exist.
*/
if ( left_device_dependent_mask & diff_mod ) {
QZ_HandleModifierOneSide ( this, newMods, left_key_sym, left_device_dependent_mask );
}
if ( right_device_dependent_mask & diff_mod ) {
QZ_HandleModifierOneSide ( this, newMods, right_key_sym, right_device_dependent_mask );
}
}
}
/* This is a helper function for QZ_DoSidedModifiers.
* This function will release a key press in the case that
* it is clear that the modifier has been released (i.e. one side
* can't still be down).
*/
static void QZ_ReleaseModifierSide ( _THIS,
unsigned int device_independent_mask,
unsigned int newMods,
unsigned int left_key_sym,
unsigned int right_key_sym,
unsigned int left_device_dependent_mask,
unsigned int right_device_dependent_mask ) {
unsigned int device_dependent_mask = 0;
SDL_keysym key;
key.scancode = 0;
key.sym = SDLK_UNKNOWN;
key.unicode = 0;
key.mod = KMOD_NONE;
device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
/* On the basis that the device independent mask is set, but there are
* no device dependent flags set, we'll assume that we can't detect this
* keyboard and revert to the unsided behavior.
*/
if ( (device_dependent_mask & current_mods) == 0 ) {
/* In this case, we can't detect the keyboard, so use the left side
* to represent both, and release it.
*/
key.sym = left_key_sym;
SDL_PrivateKeyboard (SDL_RELEASED, &key);
return;
}
/*
* This could have been done in an if-else case because at this point,
* we know that all keys have been released when calling this function.
* But I'm being paranoid so I want to handle each separately,
* so I hope this doesn't cause other problems.
*/
if ( left_device_dependent_mask & current_mods ) {
key.sym = left_key_sym;
SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
if ( right_device_dependent_mask & current_mods ) {
key.sym = right_key_sym;
SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
}
/* This is a helper function for QZ_DoSidedModifiers.
* This function handles the CapsLock case.
*/
static void QZ_HandleCapsLock (_THIS, unsigned int newMods) {
unsigned int currentMask, newMask;
SDL_keysym key;
key.scancode = 0;
key.sym = SDLK_CAPSLOCK;
key.unicode = 0;
key.mod = KMOD_NONE;
currentMask = current_mods & NSAlphaShiftKeyMask;
newMask = newMods & NSAlphaShiftKeyMask;
if ( currentMask &&
currentMask != newMask ) { /* modifier up event */
/* If this was Caps Lock, we need some additional voodoo to make SDL happy */
SDL_PrivateKeyboard (SDL_PRESSED, &key);
SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
else if ( newMask &&
currentMask != newMask ) { /* modifier down event */
/* If this was Caps Lock, we need some additional voodoo to make SDL happy */
SDL_PrivateKeyboard (SDL_PRESSED, &key);
SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
}
/* This function will handle the modifier keys and also determine the
* correct side of the key.
*/
static void QZ_DoSidedModifiers (_THIS, unsigned int newMods) {
/* Set up arrays for the key syms for the left and right side. */
const unsigned int left_mapping[] = { SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
const unsigned int right_mapping[] = { SDLK_RSHIFT, SDLK_RCTRL, SDLK_RALT, SDLK_RMETA };
/* Set up arrays for the device dependent masks with indices that
* correspond to the _mapping arrays
*/
const unsigned int left_device_mapping[] = { NX_DEVICELSHIFTKEYMASK, NX_DEVICELCTLKEYMASK, NX_DEVICELALTKEYMASK, NX_DEVICELCMDKEYMASK };
const unsigned int right_device_mapping[] = { NX_DEVICERSHIFTKEYMASK, NX_DEVICERCTLKEYMASK, NX_DEVICERALTKEYMASK, NX_DEVICERCMDKEYMASK };
unsigned int i;
unsigned int bit;
/* Handle CAPSLOCK separately because it doesn't have a left/right side */
QZ_HandleCapsLock ( this, newMods );
/* Iterate through the bits, testing each against the current modifiers */
for (i = 0, bit = NSShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
unsigned int currentMask, newMask;
currentMask = current_mods & bit;
newMask = newMods & bit;
/* If the bit is set, we must always examine it because the left
* and right side keys may alternate or both may be pressed.
*/
if ( newMask ) {
QZ_HandleModifierSide ( this, bit, newMods,
left_mapping[i],
right_mapping[i],
left_device_mapping[i],
right_device_mapping[i] );
}
/* If the state changed from pressed to unpressed, we must examine
* the device dependent bits to release the correct keys.
*/
else if ( currentMask &&
currentMask != newMask ) { /* modifier up event */
QZ_ReleaseModifierSide ( this, bit, newMods,
left_mapping[i],
right_mapping[i],
left_device_mapping[i],
right_device_mapping[i] );
}
}
}
/* This function is called to handle the modifiers.
* It will try to distinguish between the left side and right side
* of the keyboard for those modifiers that qualify if the
* operating system version supports it. Otherwise, the code
* will not try to make the distinction.
*/
static void QZ_DoModifiers (_THIS, unsigned int newMods) {
if (current_mods == newMods)
return;
/*
* Starting with Panther (10.3.0), the ability to distinguish between
* left side and right side modifiers is available.
*/
if( system_version >= 0x1030 ) {
QZ_DoSidedModifiers (this, newMods);
}
else {
QZ_DoUnsidedModifiers (this, newMods);
}
614
current_mods = newMods;
615
616
}
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619
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621
622
623
static void QZ_GetMouseLocation (_THIS, NSPoint *p) {
*p = [ NSEvent mouseLocation ]; /* global coordinates */
if (qz_window)
QZ_PrivateGlobalToLocal (this, p);
QZ_PrivateCocoaToSDL (this, p);
}
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625
void QZ_DoActivate (_THIS) {
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BOOL isInGameWin = QZ_IsMouseInWindow (this);
SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (isInGameWin ? SDL_APPMOUSEFOCUS : 0));
/* Reset the cursor state */
/* FIXME: This doesn't currently work...
Apparently you can't set the cursor inside windowDidBecomeKey
*/
if ( isInGameWin ) {
if (cursor_should_be_visible)
SDL_SetCursor (NULL);
else
QZ_HideMouse (this);
} else {
QZ_ShowMouse (this, [NSCursor arrowCursor]);
}
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648
/* Regrab input, only if it was previously grabbed */
if ( current_grab_mode == SDL_GRAB_ON ) {
/* Restore cursor location if input was grabbed */
QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
649
}
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else {
/* Update SDL's mouse location */
NSPoint p;
QZ_GetMouseLocation (this, &p);
SDL_PrivateMouseMotion (0, 0, p.x, p.y);
}
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}
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void QZ_DoDeactivate (_THIS) {
SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS | SDL_APPMOUSEFOCUS);
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/* Get the current cursor location, for restore on activate */
663
QZ_GetMouseLocation (this, &cursor_loc);
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/* Reassociate mouse and cursor */
CGAssociateMouseAndMouseCursorPosition (1);
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/* Show the cursor if it was hidden by SDL_ShowCursor() */
669
if (!cursor_should_be_visible)
670
QZ_ShowMouse (this, [NSCursor arrowCursor]);
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}
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681
682
void QZ_SleepNotificationHandler (void * refcon,
io_service_t service,
natural_t messageType,
void * messageArgument )
{
SDL_VideoDevice *this = (SDL_VideoDevice*)refcon;
switch(messageType)
{
case kIOMessageSystemWillSleep:
683
IOAllowPowerChange(power_connection, (long) messageArgument);
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685
break;
case kIOMessageCanSystemSleep:
686
IOAllowPowerChange(power_connection, (long) messageArgument);
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688
break;
case kIOMessageSystemHasPoweredOn:
689
/* awake */
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SDL_PrivateExpose();
break;
}
}
695
void QZ_RegisterForSleepNotifications (_THIS)
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{
CFRunLoopSourceRef rls;
IONotificationPortRef thePortRef;
io_object_t notifier;
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power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, ¬ifier);
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if (power_connection == 0)
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NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
rls = IONotificationPortGetRunLoopSource (thePortRef);
CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
CFRelease (rls);
}
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712
/* Try to map Quartz mouse buttons to SDL's lingo... */
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static int QZ_OtherMouseButtonToSDL(int button)
{
switch (button)
{
case 0:
718
return(SDL_BUTTON_LEFT); /* 1 */
719
case 1:
720
return(SDL_BUTTON_RIGHT); /* 3 */
721
case 2:
722
return(SDL_BUTTON_MIDDLE); /* 2 */
723
724
}
725
/* >= 3: skip 4 & 5, since those are the SDL mousewheel buttons. */
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729
return(button + 3);
}
730
void QZ_PumpEvents (_THIS)
731
{
732
733
static Uint32 screensaverTicks = 0;
Uint32 nowTicks;
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740
CGMouseDelta dx, dy;
NSDate *distantPast;
NSEvent *event;
NSRect winRect;
NSAutoreleasePool *pool;
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743
if (!SDL_VideoSurface)
return; /* don't do anything if there's no screen surface. */
744
/* Update activity every five seconds to prevent screensaver. --ryan. */
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749
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751
if (!allow_screensaver) {
nowTicks = SDL_GetTicks();
if ((nowTicks - screensaverTicks) > 5000)
{
UpdateSystemActivity(UsrActivity);
screensaverTicks = nowTicks;
}
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}
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pool = [ [ NSAutoreleasePool alloc ] init ];
distantPast = [ NSDate distantPast ];
winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
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/* while grabbed, accumulate all mouse moved events into one SDL mouse event */
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dx = 0;
dy = 0;
do {
/* Poll for an event. This will not block */
event = [ NSApp nextEventMatchingMask:NSAnyEventMask
untilDate:distantPast
inMode: NSDefaultRunLoopMode dequeue:YES ];
if (event != nil) {
771
int button;
772
unsigned int type;
773
774
775
BOOL isInGameWin;
#define DO_MOUSE_DOWN(button) do { \
776
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778
if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) { \
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \
expect_mouse_up |= 1<<button; \
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782
} \
[ NSApp sendEvent:event ]; \
} while(0)
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787
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#define DO_MOUSE_UP(button) do { \
if ( expect_mouse_up & (1<<button) ) { \
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \
expect_mouse_up &= ~(1<<button); \
} \
[ NSApp sendEvent:event ]; \
789
} while(0)
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type = [ event type ];
792
isInGameWin = QZ_IsMouseInWindow (this);
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795
QZ_DoModifiers(this, [ event modifierFlags ] );
796
797
switch (type) {
case NSLeftMouseDown:
798
if ( SDL_getenv("SDL_HAS3BUTTONMOUSE") ) {
799
DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
800
} else {
801
if ( NSCommandKeyMask & current_mods ) {
802
803
last_virtual_button = SDL_BUTTON_RIGHT;
DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
804
805
}
else if ( NSAlternateKeyMask & current_mods ) {
806
807
last_virtual_button = SDL_BUTTON_MIDDLE;
DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
808
809
}
else {
810
DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
811
}
812
813
}
break;
814
815
816
case NSLeftMouseUp:
if ( last_virtual_button != 0 ) {
817
DO_MOUSE_UP (last_virtual_button);
818
819
820
last_virtual_button = 0;
}
else {
821
DO_MOUSE_UP (SDL_BUTTON_LEFT);
822
823
}
break;
824
825
826
827
828
829
830
831
832
833
834
835
836
case NSOtherMouseDown:
case NSRightMouseDown:
button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
DO_MOUSE_DOWN (button);
break;
case NSOtherMouseUp:
case NSRightMouseUp:
button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
DO_MOUSE_UP (button);
break;
837
case NSSystemDefined:
838
839
840
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842
843
/*
Future: up to 32 "mouse" buttons can be handled.
if ([event subtype] == 7) {
unsigned int buttons;
buttons = [ event data2 ];
*/
844
845
846
break;
case NSLeftMouseDragged:
case NSRightMouseDragged:
847
case NSOtherMouseDragged: /* usually middle mouse dragged */
848
case NSMouseMoved:
849
if ( grab_state == QZ_INVISIBLE_GRAB ) {
850
851
/*
852
If input is grabbed+hidden, the cursor doesn't move,
853
854
855
so we have to call the lowlevel window server
function. This is less accurate but works OK.
*/
856
857
858
859
860
CGMouseDelta dx1, dy1;
CGGetLastMouseDelta (&dx1, &dy1);
dx += dx1;
dy += dy1;
}
861
else {
862
863
/*
864
865
866
867
868
869
870
871
872
Get the absolute mouse location. This is not the
mouse location after the currently processed event,
but the *current* mouse location, i.e. after all
pending events. This means that if there are
multiple mouse moved events in the queue, we make
multiple identical calls to SDL_PrivateMouseMotion(),
but that's no problem since the latter only
generates SDL events for nonzero movements. In my
experience on PBG4/10.4.8, this rarely happens anyway.
873
*/
874
875
NSPoint p;
QZ_GetMouseLocation (this, &p);
876
SDL_PrivateMouseMotion (0, 0, p.x, p.y);
877
}
878
879
880
881
882
883
/*
Handle grab input+cursor visible by warping the cursor back
into the game window. This still generates a mouse moved event,
but not as a result of the warp (so it's in the right direction).
*/
884
if ( grab_state == QZ_VISIBLE_GRAB && !isInGameWin ) {
885
886
887
NSPoint p;
QZ_GetMouseLocation (this, &p);
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
if ( p.x < 0.0 )
p.x = 0.0;
if ( p.y < 0.0 )
p.y = 0.0;
if ( p.x >= winRect.size.width )
p.x = winRect.size.width-1;
if ( p.y >= winRect.size.height )
p.y = winRect.size.height-1;
QZ_PrivateWarpCursor (this, p.x, p.y);
}
903
904
905
906
else
if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
if (grab_state == QZ_INVISIBLE_GRAB)
/*The cursor has left the window even though it is
disassociated from the mouse (and therefore
shouldn't move): this can happen with Wacom
tablets, and it effectively breaks the grab, since
mouse down events now go to background
applications. The only possibility to avoid this
seems to be talking to the tablet driver
(AppleEvents) to constrain its mapped area to the
window, which may not be worth the effort. For
now, handle the condition more gracefully than
before by reassociating cursor and mouse until the
cursor enters the window again, making it obvious
to the user that the grab is broken.*/
CGAssociateMouseAndMouseCursorPosition (1);
922
923
QZ_ShowMouse (this, [NSCursor arrowCursor]);
924
925
}
else
926
if ( isInGameWin && (SDL_GetAppState() & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == SDL_APPINPUTFOCUS ) {
927
928
SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
929
930
931
932
if (cursor_should_be_visible) {
SDL_SetCursor (NULL);
} else {
933
QZ_HideMouse (this);
934
935
}
936
937
938
939
if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/
QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
CGAssociateMouseAndMouseCursorPosition (0);
}
940
}
941
942
break;
case NSScrollWheel:
943
if ( isInGameWin ) {
944
float dy, dx;
945
Uint8 button;
946
dy = [ event deltaY ];
947
dx = [ event deltaX ];
948
949
950
951
952
953
954
if ( dy > 0.0 || dx > 0.0 ) /* Scroll up */
button = SDL_BUTTON_WHEELUP;
else /* Scroll down */
button = SDL_BUTTON_WHEELDOWN;
/* For now, wheel is sent as a quick down+up */
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
955
956
957
}
break;
case NSKeyUp:
958
QZ_DoKey (this, SDL_RELEASED, event);
959
960
break;
case NSKeyDown:
961
QZ_DoKey (this, SDL_PRESSED, event);
962
963
964
break;
case NSFlagsChanged:
break;
965
/* case NSAppKitDefined: break; */
966
967
968
969
970
/* case NSApplicationDefined: break; */
/* case NSPeriodic: break; */
/* case NSCursorUpdate: break; */
default:
[ NSApp sendEvent:event ];
971
972
}
}
973
974
} while (event != nil);
975
/* handle accumulated mouse moved events */
976
if (dx != 0 || dy != 0)
977
SDL_PrivateMouseMotion (0, 1, dx, dy);
978
979
[ pool release ];
980
}
981
982
983
984
985
986
987
988
void QZ_UpdateMouse (_THIS)
{
NSPoint p;
QZ_GetMouseLocation (this, &p);
SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS);
SDL_PrivateMouseMotion (0, 0, p.x, p.y);
}