src/video/quartz/SDL_QuartzEvents.m
author Sam Lantinga <slouken@libsdl.org>
Sat, 05 Oct 2002 05:11:20 +0000
changeset 502 80a3d09bab29
parent 501 74262d2647ca
child 511 79c189f5bd76
permissions -rw-r--r--
Fixed mouse wheel events on MacOS X
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002    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_QuartzKeys.h"
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static void     QZ_InitOSKeymap (_THIS) {
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    const void *KCHRPtr;
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    UInt32 state;
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    UInt32 value;
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    int 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_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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    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_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_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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    /* Get a pointer to the systems cached KCHR */
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    KCHRPtr = (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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                keymap[i] = world++;
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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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        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;
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    keymap[QZ_KP3] = SDLK_KP3;
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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_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_KP_PLUS] = SDLK_KP_PLUS;
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    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
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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_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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    int i;
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    SDL_keysym key;
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    /* 
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        An event can contain multiple characters
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        I'll ignore this fact for now, since there 
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        is only one virtual key code per event, so
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        no good way to handle this.
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    */
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    chars = [ event characters ];
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    for (i =0; i < 1 /*[ chars length ] */; i++) {
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        key.scancode = [ event keyCode ];
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        key.sym         = keymap [ key.scancode ];
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        key.unicode     = [ chars characterAtIndex:i];
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        key.mod         = KMOD_NONE;
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        SDL_PrivateKeyboard (state, &key);
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    }
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}
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static void QZ_DoModifiers (_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;
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    int bit;
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    SDL_keysym key;
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    key.scancode = 0;
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    key.sym         = SDLK_UNKNOWN;
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    key.unicode     = 0;
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    key.mod         = KMOD_NONE;
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    /* Iterate through the bits, testing each against the current modifiers */
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    for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
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        unsigned int currentMask, newMask;
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        currentMask = current_mods & bit;
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        newMask     = newMods & bit;
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        if ( currentMask &&
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             currentMask != newMask ) {     /* modifier up event */
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             key.sym = mapping[i];
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             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
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             if (bit == NSAlphaShiftKeyMask)
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             SDL_PrivateKeyboard (SDL_PRESSED, &key);
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             SDL_PrivateKeyboard (SDL_RELEASED, &key);
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        }
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        else if ( newMask &&
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                  currentMask != newMask ) {     /* modifier down event */
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             key.sym = mapping[i];
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             SDL_PrivateKeyboard (SDL_PRESSED, &key);
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             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
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             if (bit == NSAlphaShiftKeyMask)
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                  SDL_PrivateKeyboard (SDL_RELEASED, &key);
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        }
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    }
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    current_mods = newMods;
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}
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static void QZ_DoActivate (_THIS)
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{
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    in_foreground = YES;
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    /* Regrab the mouse, only if it was previously grabbed */
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    if ( current_grab_mode == SDL_GRAB_ON ) {
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        QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
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        CGAssociateMouseAndMouseCursorPosition (0);
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    }
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    /* Hide the mouse cursor if inside the app window */
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    if (!QZ_cursor_visible) {
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        HideCursor ();
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    }
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    SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
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}
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static void QZ_DoDeactivate (_THIS) {
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    in_foreground = NO;
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    /* Ungrab mouse if it is grabbed */
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    if ( current_grab_mode == SDL_GRAB_ON ) {
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        CGAssociateMouseAndMouseCursorPosition (1);
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    }
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    /* Show the mouse cursor */
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    if (!QZ_cursor_visible) {
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        ShowCursor ();
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    }
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    SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
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}
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static void QZ_PumpEvents (_THIS)
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{
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    int firstMouseEvent;
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    CGMouseDelta dx, dy;
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    NSDate *distantPast;
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    NSEvent *event;
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    NSRect winRect;
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    NSRect titleBarRect;
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    NSAutoreleasePool *pool;
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    pool = [ [ NSAutoreleasePool alloc ] init ];
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    distantPast = [ NSDate distantPast ];
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    winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
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    titleBarRect = NSMakeRect (0, SDL_VideoSurface->h, SDL_VideoSurface->w,
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                                SDL_VideoSurface->h + 22);
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   323
    
slouken@435
   324
    /* send the first mouse event in absolute coordinates */
slouken@435
   325
    firstMouseEvent = 1;
slouken@435
   326
    
slouken@435
   327
    /* accumulate any additional mouse moved events into one SDL mouse event */
slouken@390
   328
    dx = 0;
slouken@390
   329
    dy = 0;
slouken@390
   330
    
slouken@390
   331
    do {
slouken@390
   332
    
slouken@390
   333
        /* Poll for an event. This will not block */
slouken@390
   334
        event = [ NSApp nextEventMatchingMask:NSAnyEventMask
slouken@390
   335
                                    untilDate:distantPast
slouken@390
   336
                                    inMode: NSDefaultRunLoopMode dequeue:YES ];
slouken@390
   337
    
slouken@390
   338
        if (event != nil) {
slouken@390
   339
slouken@390
   340
            unsigned int type;
slouken@390
   341
            BOOL isForGameWin;
slouken@390
   342
    
slouken@390
   343
            #define DO_MOUSE_DOWN(button, sendToWindow) do {                                 \
slouken@501
   344
                            if ( in_foreground ) {                                           \
slouken@390
   345
                                if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) ||           \
slouken@390
   346
                                    NSPointInRect([event locationInWindow], winRect) )       \
slouken@390
   347
                                        SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);  \
slouken@390
   348
                            }                                                                \
slouken@390
   349
                            else {                                                           \
slouken@390
   350
                                QZ_DoActivate (this);                                        \
slouken@390
   351
                            }                                                                \
slouken@390
   352
                            [ NSApp sendEvent:event ];                                       \
slouken@390
   353
            } while(0)
slouken@272
   354
            
slouken@390
   355
            #define DO_MOUSE_UP(button, sendToWindow) do {                      \
slouken@390
   356
                            if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) ||  \
slouken@390
   357
                    !NSPointInRect([event locationInWindow], titleBarRect) )    \
slouken@390
   358
                        SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);    \
slouken@390
   359
                            [ NSApp sendEvent:event ];                          \
slouken@390
   360
            } while(0)
slouken@390
   361
            
slouken@390
   362
            type = [ event type ];
slouken@390
   363
            isForGameWin = (qz_window == [ event window ]);
slouken@390
   364
            switch (type) {
slouken@390
   365
            
slouken@390
   366
                case NSLeftMouseDown:
slouken@501
   367
                    if ( NSCommandKeyMask & current_mods ) {
slouken@390
   368
                        last_virtual_button = 3;
slouken@390
   369
                        DO_MOUSE_DOWN (3, 0);
slouken@390
   370
                    }
slouken@501
   371
                    else if ( NSAlternateKeyMask & current_mods ) {
slouken@390
   372
                        last_virtual_button = 2;
slouken@390
   373
                        DO_MOUSE_DOWN (2, 0);
slouken@390
   374
                    }
slouken@390
   375
                    else {
slouken@390
   376
                        DO_MOUSE_DOWN (1, 1);
slouken@390
   377
                    }
slouken@390
   378
                    break;
slouken@390
   379
                case NSOtherMouseDown: DO_MOUSE_DOWN (2, 0); break;
slouken@390
   380
                case NSRightMouseDown: DO_MOUSE_DOWN (3, 0); break;
slouken@390
   381
                case NSLeftMouseUp:
slouken@390
   382
                    if ( last_virtual_button != 0 ) {
slouken@390
   383
                        DO_MOUSE_UP (last_virtual_button, 0);
slouken@390
   384
                        last_virtual_button = 0;
slouken@390
   385
                    }
slouken@390
   386
                    else {
slouken@390
   387
                        DO_MOUSE_UP (1, 1);
slouken@390
   388
                    }
slouken@390
   389
                    break;
slouken@390
   390
                case NSOtherMouseUp:   DO_MOUSE_UP (2, 0);     break;
slouken@390
   391
                case NSRightMouseUp:   DO_MOUSE_UP (3, 0);     break;
slouken@390
   392
                case NSSystemDefined:
slouken@501
   393
                    /*
slouken@501
   394
                        Future: up to 32 "mouse" buttons can be handled.
slouken@501
   395
                        if ([event subtype] == 7) {
slouken@501
   396
                            unsigned int buttons;
slouken@501
   397
                            buttons = [ event data2 ];
slouken@501
   398
                    */
slouken@390
   399
                    break;
slouken@390
   400
                case NSLeftMouseDragged:
slouken@390
   401
                case NSRightMouseDragged:
slouken@435
   402
                case NSOtherMouseDragged: /* usually middle mouse dragged */
slouken@390
   403
                case NSMouseMoved:
slouken@501
   404
                    if (current_grab_mode == SDL_GRAB_ON) {
slouken@272
   405
                
slouken@501
   406
                        /*
slouken@501
   407
                            If input is grabbed, the cursor doesn't move,
slouken@501
   408
                            so we have to call the lowlevel window server
slouken@501
   409
                            function. This is less accurate but works OK.                         
slouken@501
   410
                        */
slouken@390
   411
                        CGMouseDelta dx1, dy1;
slouken@390
   412
                        CGGetLastMouseDelta (&dx1, &dy1);
slouken@390
   413
                        dx += dx1;
slouken@390
   414
                        dy += dy1;
slouken@390
   415
                    }
slouken@390
   416
                    else if (warp_flag) {
slouken@272
   417
                
slouken@501
   418
                        /*
slouken@501
   419
                            If we just warped the mouse, the cursor is frozen for a while.
slouken@501
   420
                            So we have to use the lowlevel function until it
slouken@501
   421
                            unfreezes. This really helps apps that continuously
slouken@501
   422
                            warp the mouse to keep it in the game window. Developers should
slouken@501
   423
                            really use GrabInput, but our GrabInput freezes the HW cursor,
slouken@501
   424
                            which doesn't cut it for some apps.
slouken@501
   425
                        */
slouken@390
   426
                        Uint32 ticks;
slouken@390
   427
                
slouken@390
   428
                        ticks = SDL_GetTicks();
slouken@390
   429
                        if (ticks - warp_ticks < 150) {
slouken@390
   430
                
slouken@390
   431
                            CGMouseDelta dx1, dy1;
slouken@390
   432
                            CGGetLastMouseDelta (&dx1, &dy1);
slouken@390
   433
                            dx += dx1;
slouken@390
   434
                            dy += dy1;
slouken@390
   435
                        }
slouken@390
   436
                        else {
slouken@390
   437
                
slouken@390
   438
                            warp_flag = 0;
slouken@390
   439
                        }
slouken@272
   440
                    }
slouken@435
   441
                    else if (firstMouseEvent) {
slouken@435
   442
                        
slouken@501
   443
                        /*
slouken@501
   444
                            Get the first mouse event in a possible
slouken@501
   445
                            sequence of mouse moved events. Since we
slouken@501
   446
                            use absolute coordinates, this serves to
slouken@501
   447
                            compensate any inaccuracy in deltas, and
slouken@501
   448
                            provides the first known mouse position,
slouken@501
   449
                            since everything after this uses deltas
slouken@501
   450
                        */
slouken@435
   451
                        NSPoint p = [ event locationInWindow ];
slouken@435
   452
                        QZ_PrivateCocoaToSDL(this, &p);
slouken@435
   453
                        
slouken@454
   454
                        SDL_PrivateMouseMotion (0, 0, p.x, p.y);
slouken@454
   455
slouken@435
   456
                        firstMouseEvent = 0;
slouken@435
   457
                    }
slouken@435
   458
                    else {
slouken@435
   459
                    
slouken@501
   460
                        /*
slouken@501
   461
                            Get the amount moved since the last drag or move event,
slouken@501
   462
                            add it on for one big move event at the end.
slouken@501
   463
                        */
slouken@501
   464
                        dx += [ event deltaX ];
slouken@501
   465
                        dy += [ event deltaY ];
slouken@435
   466
                    }
slouken@390
   467
                    break;
slouken@390
   468
                case NSScrollWheel:
slouken@390
   469
                    if (NSPointInRect([ event locationInWindow ], winRect)) {
slouken@390
   470
                        float dy;
slouken@502
   471
                        Uint8 button;
slouken@390
   472
                        dy = [ event deltaY ];
slouken@390
   473
                        if ( dy > 0.0 ) /* Scroll up */
slouken@502
   474
                            button = SDL_BUTTON_WHEELUP;
slouken@390
   475
                        else /* Scroll down */
slouken@502
   476
                            button = SDL_BUTTON_WHEELDOWN;
slouken@502
   477
			/* For now, wheel is sent as a quick down+up */
slouken@502
   478
                        SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
slouken@502
   479
                        SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
slouken@390
   480
                    }
slouken@390
   481
                    break;
slouken@390
   482
                case NSKeyUp:
slouken@501
   483
                    QZ_DoKey (this, SDL_RELEASED, event);
slouken@390
   484
                    break;
slouken@390
   485
                case NSKeyDown:
slouken@501
   486
                    QZ_DoKey (this, SDL_PRESSED, event);
slouken@390
   487
                    break;
slouken@390
   488
                case NSFlagsChanged:
slouken@501
   489
                    QZ_DoModifiers(this, [ event modifierFlags ] );
slouken@390
   490
                    break;
slouken@390
   491
                case NSAppKitDefined:
slouken@390
   492
                    switch ( [ event subtype ] ) {
slouken@390
   493
                        case NSApplicationActivatedEventType:
slouken@390
   494
                            QZ_DoActivate (this);
slouken@390
   495
                            break;
slouken@390
   496
                        case NSApplicationDeactivatedEventType:
slouken@390
   497
                            QZ_DoDeactivate (this);
slouken@390
   498
                            break;
slouken@390
   499
                    }
slouken@390
   500
                    [ NSApp sendEvent:event ];
slouken@390
   501
                    break;
slouken@390
   502
                    /* case NSApplicationDefined: break; */
slouken@390
   503
                    /* case NSPeriodic: break; */
slouken@390
   504
                    /* case NSCursorUpdate: break; */
slouken@390
   505
                default:
slouken@390
   506
                    [ NSApp sendEvent:event ];
slouken@272
   507
            }
slouken@272
   508
        }
slouken@390
   509
    } while (event != nil);
slouken@390
   510
    
slouken@435
   511
    /* handle accumulated mouse moved events */
slouken@390
   512
    if (dx != 0 || dy != 0)
slouken@435
   513
        SDL_PrivateMouseMotion (0, 1, dx, dy);
slouken@390
   514
    
slouken@390
   515
    [ pool release ];
slouken@502
   516
}