src/video/quartz/SDL_QuartzEvents.m
author Ryan C. Gordon
Sun, 01 Jan 2012 20:45:31 -0500
branchSDL-1.2
changeset 6150 5f0b3693ab60
parent 6137 4720145f848b
child 8911 606600f0f6d7
permissions -rw-r--r--
Throw around some QZ_UpdateCursor() calls to fix wrongly-shown system cursor.

Fixes Bugzilla #1339.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2012  Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Library General Public
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    License as published by the Free Software Foundation; either
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    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,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Library General Public License for more details.
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    You should have received a copy of the GNU Library General Public
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    License along with this library; if not, write to the Free
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    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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    Sam Lantinga
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    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 "SDL_QuartzWM.h"
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#include <IOKit/IOMessage.h> /* For wake from sleep detection */
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#include <IOKit/pwr_mgt/IOPMLib.h> /* For wake from sleep detection */
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#include "SDL_QuartzKeys.h"
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/*
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 * On Leopard, this is missing from the 64-bit headers
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 */
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#if defined(__LP64__) && !defined(__POWER__)
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/*
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 * Workaround for a bug in the 10.5 SDK: By accident, OSService.h does
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 * not include Power.h at all when compiling in 64bit mode. This has
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 * been fixed in 10.6, but for 10.5, we manually define UsrActivity
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 * to ensure compilation works.
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 */
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#define UsrActivity 1
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#endif
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/* 
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 * In Panther, this header defines device dependent masks for 
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 * right side keys. These definitions only exist in Panther, but
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 * the header seems to exist at least in Jaguar and probably earlier
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 * versions of the OS, so this should't break anything.
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 */
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#include <IOKit/hidsystem/IOLLEvent.h>
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/* 
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 * These are not defined before Panther. To keep the code compiling
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 * on systems without these, I will define if they don't exist.
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 */
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#ifndef NX_DEVICERCTLKEYMASK
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    #define NX_DEVICELCTLKEYMASK    0x00000001
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#endif
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#ifndef NX_DEVICELSHIFTKEYMASK
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    #define NX_DEVICELSHIFTKEYMASK  0x00000002
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#endif
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#ifndef NX_DEVICERSHIFTKEYMASK
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    #define NX_DEVICERSHIFTKEYMASK  0x00000004
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#endif
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#ifndef NX_DEVICELCMDKEYMASK
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    #define NX_DEVICELCMDKEYMASK    0x00000008
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#endif
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#ifndef NX_DEVICERCMDKEYMASK
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    #define NX_DEVICERCMDKEYMASK    0x00000010
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#endif
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#ifndef NX_DEVICELALTKEYMASK
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    #define NX_DEVICELALTKEYMASK    0x00000020
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#endif
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#ifndef NX_DEVICERALTKEYMASK
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    #define NX_DEVICERALTKEYMASK    0x00000040
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#endif
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#ifndef NX_DEVICERCTLKEYMASK
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    #define NX_DEVICERCTLKEYMASK    0x00002000
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#endif
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void     QZ_InitOSKeymap (_THIS) {
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    BOOL saw_layout = NO;
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    UInt32 state;
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    UInt32 value;
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    Uint16 i;
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    int world = SDLK_WORLD_0;
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    for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
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        keymap[i] = SDLK_UNKNOWN;
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    /* This keymap is almost exactly the same as the OS 9 one */
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    keymap[QZ_ESCAPE] = SDLK_ESCAPE;
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    keymap[QZ_F1] = SDLK_F1;
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    keymap[QZ_F2] = SDLK_F2;
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    keymap[QZ_F3] = SDLK_F3;
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    keymap[QZ_F4] = SDLK_F4;
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    keymap[QZ_F5] = SDLK_F5;
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    keymap[QZ_F6] = SDLK_F6;
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    keymap[QZ_F7] = SDLK_F7;
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    keymap[QZ_F8] = SDLK_F8;
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    keymap[QZ_F9] = SDLK_F9;
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    keymap[QZ_F10] = SDLK_F10;
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    keymap[QZ_F11] = SDLK_F11;
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    keymap[QZ_F12] = SDLK_F12;
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    keymap[QZ_F13] = SDLK_F13;
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    keymap[QZ_F14] = SDLK_F14;
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    keymap[QZ_F15] = SDLK_F15;
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/*
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    keymap[QZ_PRINT] = SDLK_PRINT;
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    keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
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    keymap[QZ_PAUSE] = SDLK_PAUSE;
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*/
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    keymap[QZ_POWER] = SDLK_POWER;
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    keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
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    keymap[QZ_1] = SDLK_1;
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    keymap[QZ_2] = SDLK_2;
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    keymap[QZ_3] = SDLK_3;
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    keymap[QZ_4] = SDLK_4;
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    keymap[QZ_5] = SDLK_5;
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    keymap[QZ_6] = SDLK_6;
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    keymap[QZ_7] = SDLK_7;
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    keymap[QZ_8] = SDLK_8;
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    keymap[QZ_9] = SDLK_9;
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    keymap[QZ_0] = SDLK_0;
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    keymap[QZ_MINUS] = SDLK_MINUS;
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    keymap[QZ_EQUALS] = SDLK_EQUALS;
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    keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
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    keymap[QZ_INSERT] = SDLK_INSERT;
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    keymap[QZ_HOME] = SDLK_HOME;
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    keymap[QZ_PAGEUP] = SDLK_PAGEUP;
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    keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
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    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
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    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
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    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
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    keymap[QZ_TAB] = SDLK_TAB;
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    keymap[QZ_q] = SDLK_q;
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    keymap[QZ_w] = SDLK_w;
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    keymap[QZ_e] = SDLK_e;
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    keymap[QZ_r] = SDLK_r;
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    keymap[QZ_t] = SDLK_t;
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    keymap[QZ_y] = SDLK_y;
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    keymap[QZ_u] = SDLK_u;
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    keymap[QZ_i] = SDLK_i;
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    keymap[QZ_o] = SDLK_o;
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    keymap[QZ_p] = SDLK_p;
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    keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
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    keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
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    keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
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    keymap[QZ_DELETE] = SDLK_DELETE;
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    keymap[QZ_END] = SDLK_END;
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    keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
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    keymap[QZ_KP7] = SDLK_KP7;
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    keymap[QZ_KP8] = SDLK_KP8;
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    keymap[QZ_KP9] = SDLK_KP9;
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    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
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    keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
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    keymap[QZ_a] = SDLK_a;
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    keymap[QZ_s] = SDLK_s;
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    keymap[QZ_d] = SDLK_d;
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    keymap[QZ_f] = SDLK_f;
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    keymap[QZ_g] = SDLK_g;
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    keymap[QZ_h] = SDLK_h;
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    keymap[QZ_j] = SDLK_j;
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    keymap[QZ_k] = SDLK_k;
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    keymap[QZ_l] = SDLK_l;
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    keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
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    keymap[QZ_QUOTE] = SDLK_QUOTE;
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    keymap[QZ_RETURN] = SDLK_RETURN;
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    keymap[QZ_KP4] = SDLK_KP4;
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    keymap[QZ_KP5] = SDLK_KP5;
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    keymap[QZ_KP6] = SDLK_KP6;
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    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
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    keymap[QZ_LSHIFT] = SDLK_LSHIFT;
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    keymap[QZ_RSHIFT] = SDLK_RSHIFT;
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    keymap[QZ_z] = SDLK_z;
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    keymap[QZ_x] = SDLK_x;
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    keymap[QZ_c] = SDLK_c;
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    keymap[QZ_v] = SDLK_v;
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    keymap[QZ_b] = SDLK_b;
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    keymap[QZ_n] = SDLK_n;
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    keymap[QZ_m] = SDLK_m;
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    keymap[QZ_COMMA] = SDLK_COMMA;
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    keymap[QZ_PERIOD] = SDLK_PERIOD;
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    keymap[QZ_SLASH] = SDLK_SLASH;
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    keymap[QZ_UP] = SDLK_UP;
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    keymap[QZ_KP1] = SDLK_KP1;
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    keymap[QZ_KP2] = SDLK_KP2;
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    keymap[QZ_KP3] = SDLK_KP3;
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    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
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    keymap[QZ_LCTRL] = SDLK_LCTRL;
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    keymap[QZ_LALT] = SDLK_LALT;
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    keymap[QZ_LMETA] = SDLK_LMETA;
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    keymap[QZ_RCTRL] = SDLK_RCTRL;
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    keymap[QZ_RALT] = SDLK_RALT;
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    keymap[QZ_RMETA] = SDLK_RMETA;
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    keymap[QZ_SPACE] = SDLK_SPACE;
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    keymap[QZ_LEFT] = SDLK_LEFT;
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    keymap[QZ_DOWN] = SDLK_DOWN;
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    keymap[QZ_RIGHT] = SDLK_RIGHT;
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    keymap[QZ_KP0] = SDLK_KP0;
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    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
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    keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
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    keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
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    keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
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    keymap[QZ_IBOOK_UP]      = SDLK_UP;
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    keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;
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    /* 
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        Up there we setup a static scancode->keysym map. However, it will not
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        work very well on international keyboard. Hence we now query MacOS
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        for its own keymap to adjust our own mapping table. However, this is
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        basically only useful for ascii char keys. This is also the reason
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        why we keep the static table, too.
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     */
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#if (MAC_OS_X_VERSION_MAX_ALLOWED >= 1050)
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    if (TISCopyCurrentKeyboardLayoutInputSource != NULL) {
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        TISInputSourceRef src = TISCopyCurrentKeyboardLayoutInputSource();
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        if (src != NULL) {
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            CFDataRef data = (CFDataRef)
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                TISGetInputSourceProperty(src,
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                    kTISPropertyUnicodeKeyLayoutData);
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            if (data != NULL) {
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                const UCKeyboardLayout *layout = (const UCKeyboardLayout *)
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                    CFDataGetBytePtr(data);
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                if (layout != NULL) {
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                    const UInt32 kbdtype = LMGetKbdType();
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                    saw_layout = YES;
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                    /* Loop over all 127 possible scan codes */
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                    for (i = 0; i < 0x7F; i++) {
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                        UniChar buf[16];
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                        UniCharCount count = 0;
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                        /* We pretend a clean start to begin with (i.e. no dead keys active */
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                        state = 0;
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                        if (UCKeyTranslate(layout, i, kUCKeyActionDown, 0, kbdtype,
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                                           0, &state, 16, &count, buf) != noErr) {
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                            continue;
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                        }
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                        /* If the state become 0, it was a dead key. We need to
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                           translate again, passing in the new state, to get
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                           the actual key value */
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                        if (state != 0) {
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                            if (UCKeyTranslate(layout, i, kUCKeyActionDown, 0, kbdtype,
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                                               0, &state, 16, &count, buf) != noErr) {
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                                continue;
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                            }
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                        }
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                        if (count != 1) {
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                            continue;  /* no multi-char. Use SDL 1.3 instead. :) */
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                        }
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                        value = (UInt32) buf[0];
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                        if (value >= 128) {
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                            /* Some non-ASCII char, map it to SDLK_WORLD_* */
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                            if (world < 0xFF) {
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                                keymap[i] = world++;
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                            }
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                        } else if (value >= 32) {     /* non-control ASCII char */
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                            keymap[i] = value;
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                        }
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                    }
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                }
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            }
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            CFRelease(src);
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        }
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    }
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#endif
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#if (MAC_OS_X_VERSION_MIN_REQUIRED < 1050)
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    if (!saw_layout) {
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        /* Get a pointer to the systems cached KCHR */
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        const void *KCHRPtr = (const void *)GetScriptManagerVariable(smKCHRCache);
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        if (KCHRPtr)
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        {
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            /* Loop over all 127 possible scan codes */
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            for (i = 0; i < 0x7F; i++)
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            {
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                /* We pretend a clean start to begin with (i.e. no dead keys active */
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                state = 0;
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                /* Now translate the key code to a key value */
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                value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
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                /* If the state become 0, it was a dead key. We need to translate again,
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                    passing in the new state, to get the actual key value */
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                if (state != 0)
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                    value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
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                /* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */
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                if (value >= 128) {     /* Some non-ASCII char, map it to SDLK_WORLD_* */
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                    if (world < 0xFF) {
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                        keymap[i] = world++;
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                    }
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                } else if (value >= 32) {     /* non-control ASCII char */
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                    keymap[i] = value;
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                }
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            }
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        }
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    }
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#endif
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    /* 
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        The keypad codes are re-setup here, because the loop above cannot
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        distinguish between a key on the keypad and a regular key. We maybe
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        could get around this problem in another fashion: NSEvent's flags
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        include a "NSNumericPadKeyMask" bit; we could check that and modify
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        the symbol we return on the fly. However, this flag seems to exhibit
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        some weird behaviour related to the num lock key
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    */
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    keymap[QZ_KP0] = SDLK_KP0;
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    keymap[QZ_KP1] = SDLK_KP1;
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    keymap[QZ_KP2] = SDLK_KP2;
slouken@390
   317
    keymap[QZ_KP3] = SDLK_KP3;
slouken@390
   318
    keymap[QZ_KP4] = SDLK_KP4;
slouken@390
   319
    keymap[QZ_KP5] = SDLK_KP5;
slouken@390
   320
    keymap[QZ_KP6] = SDLK_KP6;
slouken@390
   321
    keymap[QZ_KP7] = SDLK_KP7;
slouken@390
   322
    keymap[QZ_KP8] = SDLK_KP8;
slouken@390
   323
    keymap[QZ_KP9] = SDLK_KP9;
slouken@390
   324
    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
slouken@390
   325
    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
slouken@390
   326
    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
slouken@390
   327
    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
slouken@390
   328
    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
slouken@390
   329
    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
slouken@390
   330
    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
slouken@47
   331
}
slouken@47
   332
slouken@501
   333
static void QZ_DoKey (_THIS, int state, NSEvent *event) {
slouken@47
   334
slouken@4130
   335
    NSString *chars = NULL;
slouken@4049
   336
    unsigned int i, numChars;
slouken@390
   337
    SDL_keysym key;
slouken@561
   338
    
slouken@501
   339
    /* 
slouken@561
   340
        A key event can contain multiple characters,
slouken@561
   341
        or no characters at all. In most cases, it
slouken@561
   342
        will contain a single character. If it contains
slouken@561
   343
        0 characters, we'll use 0 as the unicode. If it
slouken@561
   344
        contains multiple characters, we'll use 0 as
slouken@561
   345
        the scancode/keysym.
slouken@501
   346
    */
slouken@4049
   347
    if (SDL_TranslateUNICODE && state == SDL_PRESSED) {
slouken@4049
   348
        [field_edit interpretKeyEvents:[NSArray arrayWithObject:event]];
slouken@1876
   349
        chars = [ event characters ];
slouken@1876
   350
        numChars = [ chars length ];
slouken@4093
   351
        if (numChars > 0)
slouken@4093
   352
            [field_edit setString:@""];
slouken@1876
   353
    } else {
slouken@1876
   354
        numChars = 0;
slouken@1876
   355
    }
slouken@561
   356
slouken@1876
   357
    if (numChars == 0) {
slouken@1876
   358
      
slouken@1876
   359
        key.scancode = [ event keyCode ];
slouken@1876
   360
        key.sym      = keymap [ key.scancode ];
slouken@1876
   361
        key.unicode  = 0;
slouken@1876
   362
        key.mod      = KMOD_NONE;
slouken@1876
   363
slouken@1876
   364
        SDL_PrivateKeyboard (state, &key);
slouken@1876
   365
    }
slouken@4049
   366
    else if (numChars >= 1) {
slouken@390
   367
slouken@390
   368
        key.scancode = [ event keyCode ];
slouken@561
   369
        key.sym      = keymap [ key.scancode ];
slouken@561
   370
        key.unicode  = [ chars characterAtIndex:0 ];
slouken@561
   371
        key.mod      = KMOD_NONE;
slouken@561
   372
slouken@561
   373
        SDL_PrivateKeyboard (state, &key);
slouken@561
   374
      
slouken@4049
   375
        for (i = 1; i < numChars; i++) {
slouken@561
   376
slouken@561
   377
            key.scancode = 0;
slouken@561
   378
            key.sym      = 0;
slouken@561
   379
            key.unicode  = [ chars characterAtIndex:i];
slouken@561
   380
            key.mod      = KMOD_NONE;
slouken@561
   381
slouken@561
   382
            SDL_PrivateKeyboard (state, &key);
slouken@561
   383
        }
slouken@561
   384
    }
slouken@683
   385
    
slouken@1338
   386
    if (SDL_getenv ("SDL_ENABLEAPPEVENTS"))
slouken@683
   387
        [ NSApp sendEvent:event ];
slouken@47
   388
}
slouken@47
   389
slouken@934
   390
/* This is the original behavior, before support was added for 
slouken@934
   391
 * differentiating between left and right versions of the keys.
slouken@934
   392
 */
slouken@934
   393
static void QZ_DoUnsidedModifiers (_THIS, unsigned int newMods) {
slouken@47
   394
slouken@664
   395
    const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
slouken@390
   396
slouken@390
   397
    int i;
slouken@390
   398
    int bit;
slouken@390
   399
    SDL_keysym key;
slouken@816
   400
    
slouken@664
   401
    key.scancode    = 0;
slouken@390
   402
    key.sym         = SDLK_UNKNOWN;
slouken@390
   403
    key.unicode     = 0;
slouken@390
   404
    key.mod         = KMOD_NONE;
slouken@390
   405
slouken@390
   406
    /* Iterate through the bits, testing each against the current modifiers */
slouken@390
   407
    for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
slouken@390
   408
slouken@390
   409
        unsigned int currentMask, newMask;
slouken@390
   410
slouken@501
   411
        currentMask = current_mods & bit;
slouken@501
   412
        newMask     = newMods & bit;
slouken@47
   413
slouken@390
   414
        if ( currentMask &&
slouken@390
   415
             currentMask != newMask ) {     /* modifier up event */
slouken@47
   416
slouken@390
   417
             key.sym = mapping[i];
slouken@390
   418
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@390
   419
             if (bit == NSAlphaShiftKeyMask)
slouken@761
   420
                  SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@390
   421
             SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@390
   422
        }
slouken@390
   423
        else if ( newMask &&
slouken@390
   424
                  currentMask != newMask ) {     /* modifier down event */
slouken@390
   425
        
slouken@390
   426
             key.sym = mapping[i];
slouken@390
   427
             SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@390
   428
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@390
   429
             if (bit == NSAlphaShiftKeyMask)
slouken@390
   430
                  SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@390
   431
        }
slouken@390
   432
    }
slouken@934
   433
}
slouken@390
   434
slouken@934
   435
/* This is a helper function for QZ_HandleModifierSide. This 
slouken@934
   436
 * function reverts back to behavior before the distinction between
slouken@934
   437
 * sides was made.
slouken@934
   438
 */
slouken@934
   439
static void QZ_HandleNonDeviceModifier ( _THIS, unsigned int device_independent_mask, unsigned int newMods, unsigned int key_sym) {
slouken@934
   440
    unsigned int currentMask, newMask;
slouken@934
   441
    SDL_keysym key;
slouken@934
   442
    
slouken@934
   443
    key.scancode    = 0;
slouken@934
   444
    key.sym         = key_sym;
slouken@934
   445
    key.unicode     = 0;
slouken@934
   446
    key.mod         = KMOD_NONE;
slouken@934
   447
    
slouken@934
   448
    /* Isolate just the bits we care about in the depedent bits so we can 
slouken@934
   449
     * figure out what changed
slouken@934
   450
     */ 
slouken@934
   451
    currentMask = current_mods & device_independent_mask;
slouken@934
   452
    newMask     = newMods & device_independent_mask;
slouken@934
   453
    
slouken@934
   454
    if ( currentMask &&
slouken@934
   455
         currentMask != newMask ) {     /* modifier up event */
slouken@934
   456
         SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   457
    }
slouken@934
   458
    else if ( newMask &&
slouken@934
   459
          currentMask != newMask ) {     /* modifier down event */
slouken@934
   460
          SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   461
    }
slouken@934
   462
}
slouken@934
   463
slouken@934
   464
/* This is a helper function for QZ_HandleModifierSide. 
slouken@934
   465
 * This function sets the actual SDL_PrivateKeyboard event.
slouken@934
   466
 */
slouken@934
   467
static void QZ_HandleModifierOneSide ( _THIS, unsigned int newMods,
slouken@934
   468
                                       unsigned int key_sym, 
slouken@934
   469
                                       unsigned int sided_device_dependent_mask ) {
slouken@934
   470
    
slouken@934
   471
    SDL_keysym key;
slouken@934
   472
    unsigned int current_dep_mask, new_dep_mask;
slouken@934
   473
    
slouken@934
   474
    key.scancode    = 0;
slouken@934
   475
    key.sym         = key_sym;
slouken@934
   476
    key.unicode     = 0;
slouken@934
   477
    key.mod         = KMOD_NONE;
slouken@934
   478
    
slouken@934
   479
    /* Isolate just the bits we care about in the depedent bits so we can 
slouken@934
   480
     * figure out what changed
slouken@934
   481
     */ 
slouken@934
   482
    current_dep_mask = current_mods & sided_device_dependent_mask;
slouken@934
   483
    new_dep_mask     = newMods & sided_device_dependent_mask;
slouken@934
   484
    
slouken@934
   485
    /* We now know that this side bit flipped. But we don't know if
slouken@934
   486
     * it went pressed to released or released to pressed, so we must 
slouken@934
   487
     * find out which it is.
slouken@934
   488
     */
slouken@934
   489
    if( new_dep_mask &&
slouken@934
   490
        current_dep_mask != new_dep_mask ) { 
slouken@934
   491
        /* Modifier down event */
slouken@934
   492
        SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   493
    }
slouken@934
   494
    else /* Modifier up event */ {
slouken@934
   495
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   496
    }
slouken@934
   497
}
slouken@934
   498
slouken@934
   499
/* This is a helper function for QZ_DoSidedModifiers.
slouken@934
   500
 * This function will figure out if the modifier key is the left or right side, 
slouken@934
   501
 * e.g. left-shift vs right-shift. 
slouken@934
   502
 */
slouken@934
   503
static void QZ_HandleModifierSide ( _THIS, int device_independent_mask, 
slouken@934
   504
                                    unsigned int newMods, 
slouken@934
   505
                                    unsigned int left_key_sym, 
slouken@934
   506
                                    unsigned int right_key_sym,
slouken@934
   507
                                    unsigned int left_device_dependent_mask, 
slouken@934
   508
                                    unsigned int right_device_dependent_mask ) {
slouken@934
   509
    unsigned int device_dependent_mask = 0;
slouken@934
   510
    unsigned int diff_mod = 0;
slouken@934
   511
    
slouken@934
   512
    device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
slouken@934
   513
    /* On the basis that the device independent mask is set, but there are 
slouken@934
   514
     * no device dependent flags set, we'll assume that we can't detect this 
slouken@934
   515
     * keyboard and revert to the unsided behavior.
slouken@934
   516
     */
slouken@934
   517
    if ( (device_dependent_mask & newMods) == 0 ) {
slouken@934
   518
        /* Revert to the old behavior */
slouken@934
   519
        QZ_HandleNonDeviceModifier ( this, device_independent_mask, newMods, left_key_sym );
slouken@934
   520
        return;
slouken@934
   521
    }
slouken@934
   522
        
slouken@934
   523
    /* XOR the previous state against the new state to see if there's a change */
slouken@934
   524
    diff_mod = (device_dependent_mask & current_mods)
slouken@934
   525
        ^ (device_dependent_mask & newMods);
slouken@934
   526
slouken@934
   527
    if ( diff_mod ) {
slouken@934
   528
        /* A change in state was found. Isolate the left and right bits 
slouken@934
   529
         * to handle them separately just in case the values can simulataneously
slouken@934
   530
         * change or if the bits don't both exist.
slouken@934
   531
         */
slouken@934
   532
        if ( left_device_dependent_mask & diff_mod ) {
slouken@934
   533
            QZ_HandleModifierOneSide ( this, newMods, left_key_sym, left_device_dependent_mask );
slouken@934
   534
        }
slouken@934
   535
        if ( right_device_dependent_mask & diff_mod ) {
slouken@934
   536
            QZ_HandleModifierOneSide ( this, newMods, right_key_sym, right_device_dependent_mask );
slouken@934
   537
        }
slouken@934
   538
    }
slouken@934
   539
}
slouken@934
   540
   
slouken@934
   541
/* This is a helper function for QZ_DoSidedModifiers.
slouken@934
   542
 * This function will release a key press in the case that 
slouken@934
   543
 * it is clear that the modifier has been released (i.e. one side 
slouken@934
   544
 * can't still be down).
slouken@934
   545
 */
slouken@934
   546
static void QZ_ReleaseModifierSide ( _THIS, 
slouken@934
   547
                                     unsigned int device_independent_mask, 
slouken@934
   548
                                     unsigned int newMods,
slouken@934
   549
                                     unsigned int left_key_sym, 
slouken@934
   550
                                     unsigned int right_key_sym,
slouken@934
   551
                                     unsigned int left_device_dependent_mask, 
slouken@934
   552
                                     unsigned int right_device_dependent_mask ) {
slouken@934
   553
    unsigned int device_dependent_mask = 0;
slouken@934
   554
    SDL_keysym key;
slouken@934
   555
    
slouken@934
   556
    key.scancode    = 0;
slouken@934
   557
    key.sym         = SDLK_UNKNOWN;
slouken@934
   558
    key.unicode     = 0;
slouken@934
   559
    key.mod         = KMOD_NONE;
slouken@934
   560
    
slouken@934
   561
    device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
slouken@934
   562
    /* On the basis that the device independent mask is set, but there are 
slouken@934
   563
     * no device dependent flags set, we'll assume that we can't detect this 
slouken@934
   564
     * keyboard and revert to the unsided behavior.
slouken@934
   565
     */
slouken@934
   566
    if ( (device_dependent_mask & current_mods) == 0 ) {
slouken@934
   567
        /* In this case, we can't detect the keyboard, so use the left side 
slouken@934
   568
         * to represent both, and release it. 
slouken@934
   569
         */
slouken@934
   570
        key.sym = left_key_sym;
slouken@934
   571
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   572
slouken@934
   573
        return;
slouken@934
   574
    }
slouken@934
   575
        
slouken@934
   576
        
slouken@934
   577
    /* 
slouken@934
   578
     * This could have been done in an if-else case because at this point,
slouken@934
   579
     * we know that all keys have been released when calling this function. 
slouken@934
   580
     * But I'm being paranoid so I want to handle each separately,
slouken@934
   581
     * so I hope this doesn't cause other problems.
slouken@934
   582
     */
slouken@934
   583
    if ( left_device_dependent_mask & current_mods ) {
slouken@934
   584
        key.sym = left_key_sym;
slouken@934
   585
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   586
    }
slouken@934
   587
    if ( right_device_dependent_mask & current_mods ) {
slouken@934
   588
        key.sym = right_key_sym;
slouken@934
   589
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   590
    }
slouken@934
   591
}
slouken@934
   592
slouken@934
   593
/* This is a helper function for QZ_DoSidedModifiers.
slouken@934
   594
 * This function handles the CapsLock case.
slouken@934
   595
 */
slouken@934
   596
static void QZ_HandleCapsLock (_THIS, unsigned int newMods) {
slouken@934
   597
    unsigned int currentMask, newMask;
slouken@934
   598
    SDL_keysym key;
slouken@934
   599
    
slouken@934
   600
    key.scancode    = 0;
slouken@934
   601
    key.sym         = SDLK_CAPSLOCK;
slouken@934
   602
    key.unicode     = 0;
slouken@934
   603
    key.mod         = KMOD_NONE;
slouken@934
   604
    
slouken@934
   605
    currentMask = current_mods & NSAlphaShiftKeyMask;
slouken@934
   606
    newMask     = newMods & NSAlphaShiftKeyMask;
slouken@934
   607
slouken@934
   608
    if ( currentMask &&
slouken@934
   609
         currentMask != newMask ) {     /* modifier up event */
slouken@934
   610
         /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@934
   611
         SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   612
         SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   613
    }
slouken@934
   614
    else if ( newMask &&
slouken@934
   615
              currentMask != newMask ) {     /* modifier down event */
slouken@934
   616
        /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@934
   617
        SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   618
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   619
    }
slouken@934
   620
}
slouken@934
   621
slouken@934
   622
/* This function will handle the modifier keys and also determine the 
slouken@934
   623
 * correct side of the key.
slouken@934
   624
 */
slouken@934
   625
static void QZ_DoSidedModifiers (_THIS, unsigned int newMods) {
slouken@934
   626
	/* Set up arrays for the key syms for the left and right side. */
slouken@934
   627
    const unsigned int left_mapping[]  = { SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
slouken@934
   628
    const unsigned int right_mapping[] = { SDLK_RSHIFT, SDLK_RCTRL, SDLK_RALT, SDLK_RMETA };
slouken@934
   629
	/* Set up arrays for the device dependent masks with indices that 
slouken@934
   630
     * correspond to the _mapping arrays 
slouken@934
   631
     */
slouken@934
   632
    const unsigned int left_device_mapping[]  = { NX_DEVICELSHIFTKEYMASK, NX_DEVICELCTLKEYMASK, NX_DEVICELALTKEYMASK, NX_DEVICELCMDKEYMASK };
slouken@934
   633
    const unsigned int right_device_mapping[] = { NX_DEVICERSHIFTKEYMASK, NX_DEVICERCTLKEYMASK, NX_DEVICERALTKEYMASK, NX_DEVICERCMDKEYMASK };
slouken@934
   634
slouken@934
   635
    unsigned int i;
slouken@934
   636
    unsigned int bit;
slouken@934
   637
    
slouken@934
   638
    /* Handle CAPSLOCK separately because it doesn't have a left/right side */
slouken@934
   639
    QZ_HandleCapsLock ( this, newMods );
slouken@934
   640
        
slouken@934
   641
    /* Iterate through the bits, testing each against the current modifiers */
slouken@934
   642
    for (i = 0, bit = NSShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
slouken@934
   643
		
slouken@934
   644
        unsigned int currentMask, newMask;
slouken@934
   645
		
slouken@934
   646
        currentMask = current_mods & bit;
slouken@934
   647
        newMask     = newMods & bit;
slouken@934
   648
		
slouken@934
   649
        /* If the bit is set, we must always examine it because the left
slouken@934
   650
         * and right side keys may alternate or both may be pressed.
slouken@934
   651
         */
slouken@934
   652
        if ( newMask ) {
slouken@934
   653
            QZ_HandleModifierSide ( this, bit, newMods, 
slouken@934
   654
                                       left_mapping[i],
slouken@934
   655
                                       right_mapping[i],
slouken@934
   656
                                       left_device_mapping[i],
slouken@934
   657
                                       right_device_mapping[i] );
slouken@934
   658
        }
slouken@934
   659
        /* If the state changed from pressed to unpressed, we must examine
slouken@934
   660
            * the device dependent bits to release the correct keys.
slouken@934
   661
            */
slouken@934
   662
        else if ( currentMask &&
slouken@934
   663
                  currentMask != newMask ) { /* modifier up event */
slouken@934
   664
                  QZ_ReleaseModifierSide ( this, bit, newMods,
slouken@934
   665
                                           left_mapping[i],
slouken@934
   666
                                           right_mapping[i],
slouken@934
   667
                                           left_device_mapping[i],
slouken@934
   668
                                           right_device_mapping[i] );
slouken@934
   669
        }
slouken@934
   670
    }
slouken@934
   671
}
slouken@934
   672
slouken@934
   673
/* This function is called to handle the modifiers.
slouken@934
   674
 * It will try to distinguish between the left side and right side 
slouken@934
   675
 * of the keyboard for those modifiers that qualify if the 
slouken@934
   676
 * operating system version supports it. Otherwise, the code 
slouken@934
   677
 * will not try to make the distinction.
slouken@934
   678
 */
slouken@934
   679
static void QZ_DoModifiers (_THIS, unsigned int newMods) {
slouken@934
   680
	
slouken@934
   681
    if (current_mods == newMods)
slouken@934
   682
    	return;
slouken@934
   683
    
slouken@934
   684
    /* 
slouken@934
   685
     * Starting with Panther (10.3.0), the ability to distinguish between 
slouken@934
   686
     * left side and right side modifiers is available.
slouken@934
   687
     */
slouken@934
   688
    if( system_version >= 0x1030 ) {
slouken@934
   689
        QZ_DoSidedModifiers (this, newMods);
slouken@934
   690
    }
slouken@934
   691
    else {
slouken@934
   692
        QZ_DoUnsidedModifiers (this, newMods);
slouken@934
   693
    }
slouken@934
   694
    
slouken@501
   695
    current_mods = newMods;
slouken@47
   696
}
slouken@47
   697
slouken@782
   698
static void QZ_GetMouseLocation (_THIS, NSPoint *p) {
slouken@782
   699
    *p = [ NSEvent mouseLocation ]; /* global coordinates */
slouken@782
   700
    if (qz_window)
slouken@782
   701
        QZ_PrivateGlobalToLocal (this, p);
slouken@782
   702
    QZ_PrivateCocoaToSDL (this, p);
slouken@782
   703
}
slouken@782
   704
slouken@1629
   705
void QZ_DoActivate (_THIS) {
slouken@1629
   706
slouken@4070
   707
    SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (QZ_IsMouseInWindow (this) ? SDL_APPMOUSEFOCUS : 0));
slouken@4066
   708
slouken@4070
   709
    QZ_UpdateCursor(this);
slouken@172
   710
icculus@563
   711
    /* Regrab input, only if it was previously grabbed */
icculus@563
   712
    if ( current_grab_mode == SDL_GRAB_ON ) {
icculus@563
   713
        
icculus@563
   714
        /* Restore cursor location if input was grabbed */
icculus@563
   715
        QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
icculus@563
   716
        QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
slouken@390
   717
    }
icculus@1560
   718
    else {
icculus@1560
   719
        /* Update SDL's mouse location */
icculus@1560
   720
        NSPoint p;
icculus@1560
   721
        QZ_GetMouseLocation (this, &p);
icculus@1560
   722
        SDL_PrivateMouseMotion (0, 0, p.x, p.y);
icculus@1560
   723
    }
icculus@6150
   724
icculus@6150
   725
    QZ_UpdateCursor(this);
slouken@47
   726
}
slouken@47
   727
slouken@1629
   728
void QZ_DoDeactivate (_THIS) {
slouken@1629
   729
    
slouken@1629
   730
    SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS | SDL_APPMOUSEFOCUS);
slouken@390
   731
icculus@563
   732
    /* Get the current cursor location, for restore on activate */
slouken@782
   733
    QZ_GetMouseLocation (this, &cursor_loc);
icculus@563
   734
    
icculus@563
   735
    /* Reassociate mouse and cursor */
icculus@563
   736
    CGAssociateMouseAndMouseCursorPosition (1);
slouken@172
   737
slouken@4070
   738
    QZ_UpdateCursor(this);
slouken@47
   739
}
slouken@47
   740
slouken@555
   741
void QZ_SleepNotificationHandler (void * refcon,
slouken@555
   742
                                  io_service_t service,
slouken@555
   743
                                  natural_t messageType,
slouken@555
   744
                                  void * messageArgument )
slouken@555
   745
{
slouken@555
   746
     SDL_VideoDevice *this = (SDL_VideoDevice*)refcon;
slouken@555
   747
     
slouken@555
   748
     switch(messageType)
slouken@555
   749
     {
slouken@555
   750
         case kIOMessageSystemWillSleep:
icculus@563
   751
             IOAllowPowerChange(power_connection, (long) messageArgument);
slouken@555
   752
             break;
slouken@555
   753
         case kIOMessageCanSystemSleep:
icculus@563
   754
             IOAllowPowerChange(power_connection, (long) messageArgument);
slouken@555
   755
             break;
slouken@555
   756
         case kIOMessageSystemHasPoweredOn:
slouken@761
   757
            /* awake */
slouken@555
   758
            SDL_PrivateExpose();
slouken@555
   759
            break;
slouken@555
   760
     }
slouken@555
   761
}
slouken@555
   762
slouken@761
   763
void QZ_RegisterForSleepNotifications (_THIS)
slouken@555
   764
{
slouken@555
   765
     CFRunLoopSourceRef rls;
slouken@555
   766
     IONotificationPortRef thePortRef;
slouken@555
   767
     io_object_t notifier;
slouken@555
   768
icculus@563
   769
     power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier);
slouken@555
   770
icculus@563
   771
     if (power_connection == 0)
slouken@555
   772
         NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
slouken@555
   773
slouken@555
   774
     rls = IONotificationPortGetRunLoopSource (thePortRef);
slouken@555
   775
     CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
slouken@555
   776
     CFRelease (rls);
slouken@555
   777
}
slouken@555
   778
icculus@624
   779
slouken@1487
   780
/* Try to map Quartz mouse buttons to SDL's lingo... */
icculus@624
   781
static int QZ_OtherMouseButtonToSDL(int button)
icculus@624
   782
{
icculus@624
   783
    switch (button)
icculus@624
   784
    {
icculus@624
   785
        case 0:
slouken@1487
   786
            return(SDL_BUTTON_LEFT);   /* 1 */
icculus@624
   787
        case 1:
slouken@1487
   788
            return(SDL_BUTTON_RIGHT);  /* 3 */
icculus@624
   789
        case 2:
slouken@1487
   790
            return(SDL_BUTTON_MIDDLE); /* 2 */
icculus@624
   791
    }
icculus@624
   792
slouken@1487
   793
    /* >= 3: skip 4 & 5, since those are the SDL mousewheel buttons. */
icculus@624
   794
    return(button + 3);
icculus@624
   795
}
icculus@624
   796
icculus@624
   797
slouken@761
   798
void QZ_PumpEvents (_THIS)
slouken@158
   799
{
icculus@5628
   800
    int32_t dx, dy;
slouken@390
   801
slouken@390
   802
    NSDate *distantPast;
slouken@390
   803
    NSEvent *event;
slouken@390
   804
    NSRect winRect;
slouken@390
   805
    NSAutoreleasePool *pool;
slouken@390
   806
icculus@1213
   807
    if (!SDL_VideoSurface)
icculus@1213
   808
        return;  /* don't do anything if there's no screen surface. */
icculus@1213
   809
icculus@619
   810
    /* Update activity every five seconds to prevent screensaver. --ryan. */
icculus@3936
   811
    if (!allow_screensaver) {
slouken@4139
   812
        static Uint32 screensaverTicks;
slouken@4139
   813
        Uint32 nowTicks = SDL_GetTicks();
icculus@3936
   814
        if ((nowTicks - screensaverTicks) > 5000)
icculus@3936
   815
        {
icculus@3936
   816
            UpdateSystemActivity(UsrActivity);
icculus@3936
   817
            screensaverTicks = nowTicks;
icculus@3936
   818
        }
icculus@619
   819
    }
icculus@619
   820
slouken@390
   821
    pool = [ [ NSAutoreleasePool alloc ] init ];
slouken@390
   822
    distantPast = [ NSDate distantPast ];
slouken@390
   823
slouken@390
   824
    winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
slouken@435
   825
    
icculus@3952
   826
    /* while grabbed, accumulate all mouse moved events into one SDL mouse event */
slouken@390
   827
    dx = 0;
slouken@390
   828
    dy = 0;
slouken@390
   829
    
slouken@390
   830
    do {
slouken@390
   831
    
slouken@390
   832
        /* Poll for an event. This will not block */
slouken@390
   833
        event = [ NSApp nextEventMatchingMask:NSAnyEventMask
slouken@390
   834
                                    untilDate:distantPast
slouken@390
   835
                                    inMode: NSDefaultRunLoopMode dequeue:YES ];
slouken@390
   836
        if (event != nil) {
slouken@390
   837
icculus@624
   838
            int button;
slouken@390
   839
            unsigned int type;
icculus@563
   840
            BOOL isInGameWin;
icculus@563
   841
            
icculus@563
   842
            #define DO_MOUSE_DOWN(button) do {                                               \
slouken@1629
   843
                            if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) {                   \
slouken@1629
   844
                                SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);          \
slouken@1629
   845
                                expect_mouse_up |= 1<<button;                                \
slouken@390
   846
                            }                                                                \
slouken@390
   847
                            [ NSApp sendEvent:event ];                                       \
slouken@390
   848
            } while(0)
slouken@390
   849
            
icculus@563
   850
            #define DO_MOUSE_UP(button) do {                                            \
icculus@563
   851
                            if ( expect_mouse_up & (1<<button) ) {                      \
icculus@563
   852
                                SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);    \
icculus@563
   853
                                expect_mouse_up &= ~(1<<button);                        \
icculus@563
   854
                            }                                                           \
icculus@563
   855
                            [ NSApp sendEvent:event ];                                  \
slouken@390
   856
            } while(0)
slouken@390
   857
            
slouken@390
   858
            type = [ event type ];
slouken@779
   859
            isInGameWin = QZ_IsMouseInWindow (this);
slouken@782
   860
slouken@816
   861
            QZ_DoModifiers(this, [ event modifierFlags ] );
slouken@816
   862
slouken@390
   863
            switch (type) {
slouken@390
   864
                case NSLeftMouseDown:
slouken@1338
   865
                    if ( SDL_getenv("SDL_HAS3BUTTONMOUSE") ) {
icculus@563
   866
                        DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
slouken@511
   867
                    } else {
slouken@4230
   868
                        if ( NSCommandKeyMask & current_mods ) {
icculus@563
   869
                            last_virtual_button = SDL_BUTTON_RIGHT;
icculus@563
   870
                            DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
slouken@511
   871
                        }
slouken@511
   872
                        else if ( NSAlternateKeyMask & current_mods ) {
icculus@563
   873
                            last_virtual_button = SDL_BUTTON_MIDDLE;
icculus@563
   874
                            DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
slouken@511
   875
                        }
slouken@511
   876
                        else {
icculus@563
   877
                            DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
slouken@511
   878
                        }
slouken@390
   879
                    }
slouken@390
   880
                    break;
icculus@624
   881
slouken@390
   882
                case NSLeftMouseUp:
slouken@390
   883
                    if ( last_virtual_button != 0 ) {
icculus@563
   884
                        DO_MOUSE_UP (last_virtual_button);
slouken@390
   885
                        last_virtual_button = 0;
slouken@390
   886
                    }
slouken@390
   887
                    else {
icculus@563
   888
                        DO_MOUSE_UP (SDL_BUTTON_LEFT);
slouken@390
   889
                    }
slouken@390
   890
                    break;
icculus@624
   891
icculus@624
   892
                case NSOtherMouseDown:
icculus@624
   893
                case NSRightMouseDown:
icculus@624
   894
                    button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
icculus@624
   895
                    DO_MOUSE_DOWN (button);
icculus@624
   896
                    break;
icculus@624
   897
icculus@624
   898
                case NSOtherMouseUp:
icculus@624
   899
                case NSRightMouseUp:
icculus@624
   900
                    button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
icculus@624
   901
                    DO_MOUSE_UP (button);
icculus@624
   902
                    break;
icculus@624
   903
slouken@390
   904
                case NSSystemDefined:
slouken@501
   905
                    /*
slouken@501
   906
                        Future: up to 32 "mouse" buttons can be handled.
slouken@501
   907
                        if ([event subtype] == 7) {
slouken@501
   908
                            unsigned int buttons;
slouken@501
   909
                            buttons = [ event data2 ];
slouken@501
   910
                    */
slouken@390
   911
                    break;
slouken@390
   912
                case NSLeftMouseDragged:
slouken@390
   913
                case NSRightMouseDragged:
slouken@435
   914
                case NSOtherMouseDragged: /* usually middle mouse dragged */
slouken@898
   915
                case NSMouseMoved:
icculus@563
   916
                    if ( grab_state == QZ_INVISIBLE_GRAB ) {
slouken@272
   917
                
slouken@501
   918
                        /*
icculus@563
   919
                            If input is grabbed+hidden, the cursor doesn't move,
slouken@501
   920
                            so we have to call the lowlevel window server
slouken@501
   921
                            function. This is less accurate but works OK.                         
slouken@501
   922
                        */
icculus@5628
   923
                        int32_t dx1, dy1;
slouken@390
   924
                        CGGetLastMouseDelta (&dx1, &dy1);
slouken@390
   925
                        dx += dx1;
slouken@390
   926
                        dy += dy1;
slouken@390
   927
                    }
icculus@3952
   928
                    else {
slouken@435
   929
                        
slouken@501
   930
                        /*
icculus@3952
   931
                            Get the absolute mouse location. This is not the
icculus@3952
   932
                            mouse location after the currently processed event,
icculus@3952
   933
                            but the *current* mouse location, i.e. after all
icculus@3952
   934
                            pending events. This means that if there are
icculus@3952
   935
                            multiple mouse moved events in the queue, we make
icculus@3952
   936
                            multiple identical calls to SDL_PrivateMouseMotion(),
icculus@3952
   937
                            but that's no problem since the latter only
icculus@3952
   938
                            generates SDL events for nonzero movements. In my
icculus@3952
   939
                            experience on PBG4/10.4.8, this rarely happens anyway.
slouken@501
   940
                        */
slouken@782
   941
                        NSPoint p;
slouken@782
   942
                        QZ_GetMouseLocation (this, &p);
slouken@454
   943
                        SDL_PrivateMouseMotion (0, 0, p.x, p.y);
slouken@435
   944
                    }
icculus@563
   945
                    
icculus@563
   946
                    /* 
icculus@563
   947
                        Handle grab input+cursor visible by warping the cursor back
icculus@563
   948
                        into the game window. This still generates a mouse moved event,
icculus@563
   949
                        but not as a result of the warp (so it's in the right direction).
icculus@563
   950
                    */
slouken@4066
   951
                    if ( grab_state == QZ_VISIBLE_GRAB && !isInGameWin ) {
icculus@563
   952
                       
slouken@782
   953
                        NSPoint p;
slouken@782
   954
                        QZ_GetMouseLocation (this, &p);
icculus@563
   955
icculus@563
   956
                        if ( p.x < 0.0 ) 
icculus@563
   957
                            p.x = 0.0;
icculus@563
   958
                        
icculus@563
   959
                        if ( p.y < 0.0 ) 
icculus@563
   960
                            p.y = 0.0;
icculus@563
   961
                        
icculus@563
   962
                        if ( p.x >= winRect.size.width ) 
icculus@563
   963
                            p.x = winRect.size.width-1;
icculus@563
   964
                        
icculus@563
   965
                        if ( p.y >= winRect.size.height ) 
icculus@563
   966
                            p.y = winRect.size.height-1;
icculus@563
   967
                        
icculus@563
   968
                        QZ_PrivateWarpCursor (this, p.x, p.y);
icculus@563
   969
                    }
slouken@631
   970
                    else
slouken@631
   971
                    if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
slouken@631
   972
                    
slouken@631
   973
                        SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
slouken@4070
   974
icculus@1212
   975
                        if (grab_state == QZ_INVISIBLE_GRAB)
icculus@1212
   976
                            /*The cursor has left the window even though it is
icculus@1212
   977
                              disassociated from the mouse (and therefore
icculus@1212
   978
                              shouldn't move): this can happen with Wacom
icculus@1212
   979
                              tablets, and it effectively breaks the grab, since
icculus@1212
   980
                              mouse down events now go to background
icculus@1212
   981
                              applications. The only possibility to avoid this
icculus@1212
   982
                              seems to be talking to the tablet driver
icculus@1212
   983
                              (AppleEvents) to constrain its mapped area to the
icculus@1212
   984
                              window, which may not be worth the effort. For
icculus@1212
   985
                              now, handle the condition more gracefully than
icculus@1212
   986
                              before by reassociating cursor and mouse until the
icculus@1212
   987
                              cursor enters the window again, making it obvious
icculus@1212
   988
                              to the user that the grab is broken.*/
icculus@1212
   989
                            CGAssociateMouseAndMouseCursorPosition (1);
slouken@4066
   990
slouken@4070
   991
                        QZ_UpdateCursor(this);
slouken@631
   992
                    }
slouken@631
   993
                    else
slouken@1629
   994
                    if ( isInGameWin && (SDL_GetAppState() & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == SDL_APPINPUTFOCUS ) {
slouken@631
   995
                    
slouken@631
   996
                        SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
slouken@4066
   997
slouken@4070
   998
                        QZ_UpdateCursor(this);
slouken@4066
   999
icculus@1212
  1000
                        if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/
icculus@1212
  1001
                            QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
icculus@1212
  1002
                            CGAssociateMouseAndMouseCursorPosition (0);
icculus@1212
  1003
                        }
slouken@631
  1004
                    }
slouken@390
  1005
                    break;
slouken@390
  1006
                case NSScrollWheel:
icculus@563
  1007
                    if ( isInGameWin ) {
icculus@1050
  1008
                        float dy, dx;
slouken@502
  1009
                        Uint8 button;
slouken@390
  1010
                        dy = [ event deltaY ];
icculus@1050
  1011
                        dx = [ event deltaX ];
slouken@4101
  1012
                        if ( dy > 0.0 ) /* Scroll up */
slouken@4011
  1013
                            button = SDL_BUTTON_WHEELUP;
slouken@4101
  1014
                        else if ( dy < 0.0 ) /* Scroll down */
slouken@4011
  1015
                            button = SDL_BUTTON_WHEELDOWN;
slouken@4101
  1016
                        else
slouken@4101
  1017
                            break; /* Horizontal scroll */
slouken@4011
  1018
                        /* For now, wheel is sent as a quick down+up */
slouken@4011
  1019
                        SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
slouken@4011
  1020
                        SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
slouken@272
  1021
                    }
slouken@390
  1022
                    break;
slouken@390
  1023
                case NSKeyUp:
slouken@501
  1024
                    QZ_DoKey (this, SDL_RELEASED, event);
slouken@390
  1025
                    break;
slouken@390
  1026
                case NSKeyDown:
slouken@501
  1027
                    QZ_DoKey (this, SDL_PRESSED, event);
slouken@390
  1028
                    break;
slouken@390
  1029
                case NSFlagsChanged:
slouken@390
  1030
                    break;
slouken@4072
  1031
                case NSAppKitDefined:
slouken@4072
  1032
                    [ NSApp sendEvent:event ];
slouken@4072
  1033
                    if ([ event subtype ] == NSApplicationActivatedEventType && (mode_flags & SDL_FULLSCREEN)) {
slouken@4072
  1034
                        /* the default handling of this event seems to reset any cursor set by [NSCursor set] (used by SDL_SetCursor() in fullscreen mode) to the default system arrow cursor */
slouken@4072
  1035
                        SDL_Cursor *sdlc = SDL_GetCursor();
slouken@4072
  1036
                        if (sdlc != NULL && sdlc->wm_cursor != NULL) {
slouken@4072
  1037
                            [ sdlc->wm_cursor->nscursor set ];
slouken@4072
  1038
                        }
slouken@4072
  1039
                    }
slouken@4072
  1040
                    break;
slouken@390
  1041
                    /* case NSApplicationDefined: break; */
slouken@390
  1042
                    /* case NSPeriodic: break; */
slouken@390
  1043
                    /* case NSCursorUpdate: break; */
slouken@390
  1044
                default:
slouken@390
  1045
                    [ NSApp sendEvent:event ];
slouken@272
  1046
            }
slouken@272
  1047
        }
slouken@390
  1048
    } while (event != nil);
slouken@390
  1049
    
slouken@435
  1050
    /* handle accumulated mouse moved events */
slouken@390
  1051
    if (dx != 0 || dy != 0)
slouken@435
  1052
        SDL_PrivateMouseMotion (0, 1, dx, dy);
slouken@898
  1053
    
slouken@390
  1054
    [ pool release ];
slouken@502
  1055
}
icculus@1212
  1056
icculus@1212
  1057
void QZ_UpdateMouse (_THIS)
icculus@1212
  1058
{
icculus@1212
  1059
    NSPoint p;
icculus@1212
  1060
    QZ_GetMouseLocation (this, &p);
icculus@1212
  1061
    SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS);
icculus@1212
  1062
    SDL_PrivateMouseMotion (0, 0, p.x, p.y);
icculus@1212
  1063
}