src/video/quartz/SDL_QuartzEvents.m
author Ryan C. Gordon <icculus@icculus.org>
Mon, 02 Jan 2006 07:09:52 +0000
changeset 1213 8eb191652834
parent 1212 7663bb0f52c7
child 1338 604d73db6802
permissions -rw-r--r--
Quartz target shouldn't crash if an event thread is used.

(SDL_INIT_EVENTTHREAD still doesn't work, but the crash is gone...)
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2003  Sam Lantinga
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    This library is free software; you can redistribute it and/or
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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_QuartzVideo.h"
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#include <stdlib.h> // For getenv()
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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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 * 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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    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_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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    /* 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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    unsigned int numChars;
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    SDL_keysym key;
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    /* 
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        A key event can contain multiple characters,
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        or no characters at all. In most cases, it
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        will contain a single character. If it contains
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        0 characters, we'll use 0 as the unicode. If it
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        contains multiple characters, we'll use 0 as
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        the scancode/keysym.
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    */
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    chars = [ event characters ];
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    numChars = [ chars length ];
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    if (numChars == 1) {
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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:0 ];
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        key.mod      = KMOD_NONE;
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        SDL_PrivateKeyboard (state, &key);
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    }
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    else if (numChars == 0) {
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        key.scancode = [ event keyCode ];
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        key.sym      = keymap [ key.scancode ];
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        key.unicode  = 0;
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        key.mod      = KMOD_NONE;
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        SDL_PrivateKeyboard (state, &key);
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    }
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    else /* (numChars > 1) */ {
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        int i;
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        for (i = 0; i < numChars; i++) {
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            key.scancode = 0;
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            key.sym      = 0;
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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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    if (getenv ("SDL_ENABLEAPPEVENTS"))
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        [ NSApp sendEvent:event ];
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}
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/* This is the original behavior, before support was added for 
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 * differentiating between left and right versions of the keys.
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 */
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static void QZ_DoUnsidedModifiers (_THIS, unsigned int newMods) {
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    const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
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    int i;
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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;
slouken@390
   315
    key.unicode     = 0;
slouken@390
   316
    key.mod         = KMOD_NONE;
slouken@172
   317
slouken@390
   318
    /* Iterate through the bits, testing each against the current modifiers */
slouken@390
   319
    for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
slouken@390
   320
slouken@390
   321
        unsigned int currentMask, newMask;
slouken@390
   322
slouken@501
   323
        currentMask = current_mods & bit;
slouken@501
   324
        newMask     = newMods & bit;
slouken@390
   325
slouken@390
   326
        if ( currentMask &&
slouken@390
   327
             currentMask != newMask ) {     /* modifier up event */
slouken@390
   328
slouken@390
   329
             key.sym = mapping[i];
slouken@390
   330
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@390
   331
             if (bit == NSAlphaShiftKeyMask)
slouken@761
   332
                  SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@390
   333
             SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@390
   334
        }
slouken@390
   335
        else if ( newMask &&
slouken@390
   336
                  currentMask != newMask ) {     /* modifier down event */
slouken@390
   337
        
slouken@390
   338
             key.sym = mapping[i];
slouken@390
   339
             SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@390
   340
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@390
   341
             if (bit == NSAlphaShiftKeyMask)
slouken@390
   342
                  SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@390
   343
        }
slouken@390
   344
    }
slouken@934
   345
}
slouken@390
   346
slouken@934
   347
/* This is a helper function for QZ_HandleModifierSide. This 
slouken@934
   348
 * function reverts back to behavior before the distinction between
slouken@934
   349
 * sides was made.
slouken@934
   350
 */
slouken@934
   351
static void QZ_HandleNonDeviceModifier ( _THIS, unsigned int device_independent_mask, unsigned int newMods, unsigned int key_sym) {
slouken@934
   352
    unsigned int currentMask, newMask;
slouken@934
   353
    SDL_keysym key;
slouken@934
   354
    
slouken@934
   355
    key.scancode    = 0;
slouken@934
   356
    key.sym         = key_sym;
slouken@934
   357
    key.unicode     = 0;
slouken@934
   358
    key.mod         = KMOD_NONE;
slouken@934
   359
    
slouken@934
   360
    /* Isolate just the bits we care about in the depedent bits so we can 
slouken@934
   361
     * figure out what changed
slouken@934
   362
     */ 
slouken@934
   363
    currentMask = current_mods & device_independent_mask;
slouken@934
   364
    newMask     = newMods & device_independent_mask;
slouken@934
   365
    
slouken@934
   366
    if ( currentMask &&
slouken@934
   367
         currentMask != newMask ) {     /* modifier up event */
slouken@934
   368
         SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   369
    }
slouken@934
   370
    else if ( newMask &&
slouken@934
   371
          currentMask != newMask ) {     /* modifier down event */
slouken@934
   372
          SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   373
    }
slouken@934
   374
}
slouken@934
   375
slouken@934
   376
/* This is a helper function for QZ_HandleModifierSide. 
slouken@934
   377
 * This function sets the actual SDL_PrivateKeyboard event.
slouken@934
   378
 */
slouken@934
   379
static void QZ_HandleModifierOneSide ( _THIS, unsigned int newMods,
slouken@934
   380
                                       unsigned int key_sym, 
slouken@934
   381
                                       unsigned int sided_device_dependent_mask ) {
slouken@934
   382
    
slouken@934
   383
    SDL_keysym key;
slouken@934
   384
    unsigned int current_dep_mask, new_dep_mask;
slouken@934
   385
    
slouken@934
   386
    key.scancode    = 0;
slouken@934
   387
    key.sym         = key_sym;
slouken@934
   388
    key.unicode     = 0;
slouken@934
   389
    key.mod         = KMOD_NONE;
slouken@934
   390
    
slouken@934
   391
    /* Isolate just the bits we care about in the depedent bits so we can 
slouken@934
   392
     * figure out what changed
slouken@934
   393
     */ 
slouken@934
   394
    current_dep_mask = current_mods & sided_device_dependent_mask;
slouken@934
   395
    new_dep_mask     = newMods & sided_device_dependent_mask;
slouken@934
   396
    
slouken@934
   397
    /* We now know that this side bit flipped. But we don't know if
slouken@934
   398
     * it went pressed to released or released to pressed, so we must 
slouken@934
   399
     * find out which it is.
slouken@934
   400
     */
slouken@934
   401
    if( new_dep_mask &&
slouken@934
   402
        current_dep_mask != new_dep_mask ) { 
slouken@934
   403
        /* Modifier down event */
slouken@934
   404
        SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   405
    }
slouken@934
   406
    else /* Modifier up event */ {
slouken@934
   407
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   408
    }
slouken@934
   409
}
slouken@934
   410
slouken@934
   411
/* This is a helper function for QZ_DoSidedModifiers.
slouken@934
   412
 * This function will figure out if the modifier key is the left or right side, 
slouken@934
   413
 * e.g. left-shift vs right-shift. 
slouken@934
   414
 */
slouken@934
   415
static void QZ_HandleModifierSide ( _THIS, int device_independent_mask, 
slouken@934
   416
                                    unsigned int newMods, 
slouken@934
   417
                                    unsigned int left_key_sym, 
slouken@934
   418
                                    unsigned int right_key_sym,
slouken@934
   419
                                    unsigned int left_device_dependent_mask, 
slouken@934
   420
                                    unsigned int right_device_dependent_mask ) {
slouken@934
   421
    unsigned int device_dependent_mask = 0;
slouken@934
   422
    unsigned int diff_mod = 0;
slouken@934
   423
    
slouken@934
   424
    device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
slouken@934
   425
    /* On the basis that the device independent mask is set, but there are 
slouken@934
   426
     * no device dependent flags set, we'll assume that we can't detect this 
slouken@934
   427
     * keyboard and revert to the unsided behavior.
slouken@934
   428
     */
slouken@934
   429
    if ( (device_dependent_mask & newMods) == 0 ) {
slouken@934
   430
        /* Revert to the old behavior */
slouken@934
   431
        QZ_HandleNonDeviceModifier ( this, device_independent_mask, newMods, left_key_sym );
slouken@934
   432
        return;
slouken@934
   433
    }
slouken@934
   434
        
slouken@934
   435
    /* XOR the previous state against the new state to see if there's a change */
slouken@934
   436
    diff_mod = (device_dependent_mask & current_mods)
slouken@934
   437
        ^ (device_dependent_mask & newMods);
slouken@934
   438
slouken@934
   439
    if ( diff_mod ) {
slouken@934
   440
        /* A change in state was found. Isolate the left and right bits 
slouken@934
   441
         * to handle them separately just in case the values can simulataneously
slouken@934
   442
         * change or if the bits don't both exist.
slouken@934
   443
         */
slouken@934
   444
        if ( left_device_dependent_mask & diff_mod ) {
slouken@934
   445
            QZ_HandleModifierOneSide ( this, newMods, left_key_sym, left_device_dependent_mask );
slouken@934
   446
        }
slouken@934
   447
        if ( right_device_dependent_mask & diff_mod ) {
slouken@934
   448
            QZ_HandleModifierOneSide ( this, newMods, right_key_sym, right_device_dependent_mask );
slouken@934
   449
        }
slouken@934
   450
    }
slouken@934
   451
}
slouken@934
   452
   
slouken@934
   453
/* This is a helper function for QZ_DoSidedModifiers.
slouken@934
   454
 * This function will release a key press in the case that 
slouken@934
   455
 * it is clear that the modifier has been released (i.e. one side 
slouken@934
   456
 * can't still be down).
slouken@934
   457
 */
slouken@934
   458
static void QZ_ReleaseModifierSide ( _THIS, 
slouken@934
   459
                                     unsigned int device_independent_mask, 
slouken@934
   460
                                     unsigned int newMods,
slouken@934
   461
                                     unsigned int left_key_sym, 
slouken@934
   462
                                     unsigned int right_key_sym,
slouken@934
   463
                                     unsigned int left_device_dependent_mask, 
slouken@934
   464
                                     unsigned int right_device_dependent_mask ) {
slouken@934
   465
    unsigned int device_dependent_mask = 0;
slouken@934
   466
    SDL_keysym key;
slouken@934
   467
    
slouken@934
   468
    key.scancode    = 0;
slouken@934
   469
    key.sym         = SDLK_UNKNOWN;
slouken@934
   470
    key.unicode     = 0;
slouken@934
   471
    key.mod         = KMOD_NONE;
slouken@934
   472
    
slouken@934
   473
    device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
slouken@934
   474
    /* On the basis that the device independent mask is set, but there are 
slouken@934
   475
     * no device dependent flags set, we'll assume that we can't detect this 
slouken@934
   476
     * keyboard and revert to the unsided behavior.
slouken@934
   477
     */
slouken@934
   478
    if ( (device_dependent_mask & current_mods) == 0 ) {
slouken@934
   479
        /* In this case, we can't detect the keyboard, so use the left side 
slouken@934
   480
         * to represent both, and release it. 
slouken@934
   481
         */
slouken@934
   482
        key.sym = left_key_sym;
slouken@934
   483
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   484
slouken@934
   485
        return;
slouken@934
   486
    }
slouken@934
   487
        
slouken@934
   488
        
slouken@934
   489
    /* 
slouken@934
   490
     * This could have been done in an if-else case because at this point,
slouken@934
   491
     * we know that all keys have been released when calling this function. 
slouken@934
   492
     * But I'm being paranoid so I want to handle each separately,
slouken@934
   493
     * so I hope this doesn't cause other problems.
slouken@934
   494
     */
slouken@934
   495
    if ( left_device_dependent_mask & current_mods ) {
slouken@934
   496
        key.sym = left_key_sym;
slouken@934
   497
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   498
    }
slouken@934
   499
    if ( right_device_dependent_mask & current_mods ) {
slouken@934
   500
        key.sym = right_key_sym;
slouken@934
   501
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   502
    }
slouken@934
   503
}
slouken@934
   504
slouken@934
   505
/* This is a helper function for QZ_DoSidedModifiers.
slouken@934
   506
 * This function handles the CapsLock case.
slouken@934
   507
 */
slouken@934
   508
static void QZ_HandleCapsLock (_THIS, unsigned int newMods) {
slouken@934
   509
    unsigned int currentMask, newMask;
slouken@934
   510
    SDL_keysym key;
slouken@934
   511
    
slouken@934
   512
    key.scancode    = 0;
slouken@934
   513
    key.sym         = SDLK_CAPSLOCK;
slouken@934
   514
    key.unicode     = 0;
slouken@934
   515
    key.mod         = KMOD_NONE;
slouken@934
   516
    
slouken@934
   517
    currentMask = current_mods & NSAlphaShiftKeyMask;
slouken@934
   518
    newMask     = newMods & NSAlphaShiftKeyMask;
slouken@934
   519
slouken@934
   520
    if ( currentMask &&
slouken@934
   521
         currentMask != newMask ) {     /* modifier up event */
slouken@934
   522
         /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@934
   523
         SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   524
         SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   525
    }
slouken@934
   526
    else if ( newMask &&
slouken@934
   527
              currentMask != newMask ) {     /* modifier down event */
slouken@934
   528
        /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@934
   529
        SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   530
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   531
    }
slouken@934
   532
}
slouken@934
   533
slouken@934
   534
/* This function will handle the modifier keys and also determine the 
slouken@934
   535
 * correct side of the key.
slouken@934
   536
 */
slouken@934
   537
static void QZ_DoSidedModifiers (_THIS, unsigned int newMods) {
slouken@934
   538
	/* Set up arrays for the key syms for the left and right side. */
slouken@934
   539
    const unsigned int left_mapping[]  = { SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
slouken@934
   540
    const unsigned int right_mapping[] = { SDLK_RSHIFT, SDLK_RCTRL, SDLK_RALT, SDLK_RMETA };
slouken@934
   541
	/* Set up arrays for the device dependent masks with indices that 
slouken@934
   542
     * correspond to the _mapping arrays 
slouken@934
   543
     */
slouken@934
   544
    const unsigned int left_device_mapping[]  = { NX_DEVICELSHIFTKEYMASK, NX_DEVICELCTLKEYMASK, NX_DEVICELALTKEYMASK, NX_DEVICELCMDKEYMASK };
slouken@934
   545
    const unsigned int right_device_mapping[] = { NX_DEVICERSHIFTKEYMASK, NX_DEVICERCTLKEYMASK, NX_DEVICERALTKEYMASK, NX_DEVICERCMDKEYMASK };
slouken@934
   546
slouken@934
   547
    unsigned int i;
slouken@934
   548
    unsigned int bit;
slouken@934
   549
    
slouken@934
   550
    /* Handle CAPSLOCK separately because it doesn't have a left/right side */
slouken@934
   551
    QZ_HandleCapsLock ( this, newMods );
slouken@934
   552
        
slouken@934
   553
    /* Iterate through the bits, testing each against the current modifiers */
slouken@934
   554
    for (i = 0, bit = NSShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
slouken@934
   555
		
slouken@934
   556
        unsigned int currentMask, newMask;
slouken@934
   557
		
slouken@934
   558
        currentMask = current_mods & bit;
slouken@934
   559
        newMask     = newMods & bit;
slouken@934
   560
		
slouken@934
   561
        /* If the bit is set, we must always examine it because the left
slouken@934
   562
         * and right side keys may alternate or both may be pressed.
slouken@934
   563
         */
slouken@934
   564
        if ( newMask ) {
slouken@934
   565
            QZ_HandleModifierSide ( this, bit, newMods, 
slouken@934
   566
                                       left_mapping[i],
slouken@934
   567
                                       right_mapping[i],
slouken@934
   568
                                       left_device_mapping[i],
slouken@934
   569
                                       right_device_mapping[i] );
slouken@934
   570
        }
slouken@934
   571
        /* If the state changed from pressed to unpressed, we must examine
slouken@934
   572
            * the device dependent bits to release the correct keys.
slouken@934
   573
            */
slouken@934
   574
        else if ( currentMask &&
slouken@934
   575
                  currentMask != newMask ) { /* modifier up event */
slouken@934
   576
                  QZ_ReleaseModifierSide ( this, bit, newMods,
slouken@934
   577
                                           left_mapping[i],
slouken@934
   578
                                           right_mapping[i],
slouken@934
   579
                                           left_device_mapping[i],
slouken@934
   580
                                           right_device_mapping[i] );
slouken@934
   581
        }
slouken@934
   582
    }
slouken@934
   583
}
slouken@934
   584
slouken@934
   585
/* This function is called to handle the modifiers.
slouken@934
   586
 * It will try to distinguish between the left side and right side 
slouken@934
   587
 * of the keyboard for those modifiers that qualify if the 
slouken@934
   588
 * operating system version supports it. Otherwise, the code 
slouken@934
   589
 * will not try to make the distinction.
slouken@934
   590
 */
slouken@934
   591
static void QZ_DoModifiers (_THIS, unsigned int newMods) {
slouken@934
   592
	
slouken@934
   593
    if (current_mods == newMods)
slouken@934
   594
    	return;
slouken@934
   595
    
slouken@934
   596
    /* 
slouken@934
   597
     * Starting with Panther (10.3.0), the ability to distinguish between 
slouken@934
   598
     * left side and right side modifiers is available.
slouken@934
   599
     */
slouken@934
   600
    if( system_version >= 0x1030 ) {
slouken@934
   601
        QZ_DoSidedModifiers (this, newMods);
slouken@934
   602
    }
slouken@934
   603
    else {
slouken@934
   604
        QZ_DoUnsidedModifiers (this, newMods);
slouken@934
   605
    }
slouken@934
   606
    
slouken@501
   607
    current_mods = newMods;
slouken@47
   608
}
slouken@47
   609
slouken@782
   610
static void QZ_GetMouseLocation (_THIS, NSPoint *p) {
slouken@782
   611
    *p = [ NSEvent mouseLocation ]; /* global coordinates */
slouken@782
   612
    if (qz_window)
slouken@782
   613
        QZ_PrivateGlobalToLocal (this, p);
slouken@782
   614
    QZ_PrivateCocoaToSDL (this, p);
slouken@782
   615
}
slouken@782
   616
slouken@117
   617
static void QZ_DoActivate (_THIS)
slouken@117
   618
{
slouken@615
   619
    /* Hide the cursor if it was hidden by SDL_ShowCursor() */
slouken@761
   620
    if (!cursor_should_be_visible)
slouken@761
   621
        QZ_HideMouse (this);
slouken@168
   622
icculus@563
   623
    /* Regrab input, only if it was previously grabbed */
icculus@563
   624
    if ( current_grab_mode == SDL_GRAB_ON ) {
icculus@563
   625
        
icculus@563
   626
        /* Restore cursor location if input was grabbed */
icculus@563
   627
        QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
icculus@563
   628
        QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
slouken@390
   629
    }
slouken@47
   630
}
slouken@47
   631
slouken@47
   632
static void QZ_DoDeactivate (_THIS) {
slouken@47
   633
icculus@563
   634
    /* Get the current cursor location, for restore on activate */
slouken@782
   635
    QZ_GetMouseLocation (this, &cursor_loc);
icculus@563
   636
    
icculus@563
   637
    /* Reassociate mouse and cursor */
icculus@563
   638
    CGAssociateMouseAndMouseCursorPosition (1);
slouken@390
   639
slouken@615
   640
    /* Show the cursor if it was hidden by SDL_ShowCursor() */
slouken@761
   641
    if (!cursor_should_be_visible)
slouken@761
   642
        QZ_ShowMouse (this);
slouken@47
   643
}
slouken@47
   644
slouken@555
   645
void QZ_SleepNotificationHandler (void * refcon,
slouken@555
   646
                                  io_service_t service,
slouken@555
   647
                                  natural_t messageType,
slouken@555
   648
                                  void * messageArgument )
slouken@555
   649
{
slouken@555
   650
     SDL_VideoDevice *this = (SDL_VideoDevice*)refcon;
slouken@555
   651
     
slouken@555
   652
     switch(messageType)
slouken@555
   653
     {
slouken@555
   654
         case kIOMessageSystemWillSleep:
icculus@563
   655
             IOAllowPowerChange(power_connection, (long) messageArgument);
slouken@555
   656
             break;
slouken@555
   657
         case kIOMessageCanSystemSleep:
icculus@563
   658
             IOAllowPowerChange(power_connection, (long) messageArgument);
slouken@555
   659
             break;
slouken@555
   660
         case kIOMessageSystemHasPoweredOn:
slouken@761
   661
            /* awake */
slouken@555
   662
            SDL_PrivateExpose();
slouken@555
   663
            break;
slouken@555
   664
     }
slouken@555
   665
}
slouken@555
   666
slouken@761
   667
void QZ_RegisterForSleepNotifications (_THIS)
slouken@555
   668
{
slouken@555
   669
     CFRunLoopSourceRef rls;
slouken@555
   670
     IONotificationPortRef thePortRef;
slouken@555
   671
     io_object_t notifier;
slouken@555
   672
icculus@563
   673
     power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier);
slouken@555
   674
icculus@563
   675
     if (power_connection == 0)
slouken@555
   676
         NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
slouken@555
   677
slouken@555
   678
     rls = IONotificationPortGetRunLoopSource (thePortRef);
slouken@555
   679
     CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
slouken@555
   680
     CFRelease (rls);
slouken@555
   681
}
slouken@555
   682
icculus@624
   683
icculus@624
   684
// Try to map Quartz mouse buttons to SDL's lingo...
icculus@624
   685
static int QZ_OtherMouseButtonToSDL(int button)
icculus@624
   686
{
icculus@624
   687
    switch (button)
icculus@624
   688
    {
icculus@624
   689
        case 0:
icculus@624
   690
            return(SDL_BUTTON_LEFT);   // 1
icculus@624
   691
        case 1:
icculus@624
   692
            return(SDL_BUTTON_RIGHT);  // 3
icculus@624
   693
        case 2:
icculus@624
   694
            return(SDL_BUTTON_MIDDLE); // 2
icculus@624
   695
    }
icculus@624
   696
icculus@624
   697
    // >= 3: skip 4 & 5, since those are the SDL mousewheel buttons.
icculus@624
   698
    return(button + 3);
icculus@624
   699
}
icculus@624
   700
icculus@624
   701
slouken@761
   702
void QZ_PumpEvents (_THIS)
slouken@158
   703
{
slouken@435
   704
    int firstMouseEvent;
slouken@390
   705
    CGMouseDelta dx, dy;
slouken@390
   706
slouken@390
   707
    NSDate *distantPast;
slouken@390
   708
    NSEvent *event;
slouken@390
   709
    NSRect winRect;
slouken@390
   710
    NSAutoreleasePool *pool;
slouken@390
   711
icculus@1213
   712
    if (!SDL_VideoSurface)
icculus@1213
   713
        return;  /* don't do anything if there's no screen surface. */
icculus@1213
   714
icculus@619
   715
    /* Update activity every five seconds to prevent screensaver. --ryan. */
icculus@619
   716
    static Uint32 screensaverTicks = 0;
icculus@619
   717
    Uint32 nowTicks = SDL_GetTicks();
icculus@619
   718
    if ((nowTicks - screensaverTicks) > 5000)
icculus@619
   719
    {
icculus@619
   720
        UpdateSystemActivity(UsrActivity);
icculus@619
   721
        screensaverTicks = nowTicks;
icculus@619
   722
    }
icculus@619
   723
slouken@390
   724
    pool = [ [ NSAutoreleasePool alloc ] init ];
slouken@390
   725
    distantPast = [ NSDate distantPast ];
slouken@390
   726
slouken@390
   727
    winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
slouken@435
   728
    
slouken@435
   729
    /* send the first mouse event in absolute coordinates */
slouken@435
   730
    firstMouseEvent = 1;
slouken@435
   731
    
slouken@435
   732
    /* accumulate any additional mouse moved events into one SDL mouse event */
slouken@390
   733
    dx = 0;
slouken@390
   734
    dy = 0;
slouken@390
   735
    
slouken@390
   736
    do {
slouken@390
   737
    
slouken@390
   738
        /* Poll for an event. This will not block */
slouken@390
   739
        event = [ NSApp nextEventMatchingMask:NSAnyEventMask
slouken@390
   740
                                    untilDate:distantPast
slouken@390
   741
                                    inMode: NSDefaultRunLoopMode dequeue:YES ];
slouken@390
   742
        if (event != nil) {
slouken@390
   743
icculus@624
   744
            int button;
slouken@390
   745
            unsigned int type;
icculus@563
   746
            BOOL isInGameWin;
icculus@563
   747
            
icculus@563
   748
            #define DO_MOUSE_DOWN(button) do {                                               \
slouken@761
   749
                            if ( [ NSApp isActive ] ) {                                      \
icculus@563
   750
                                if ( isInGameWin ) {                                         \
icculus@563
   751
                                    SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);      \
icculus@563
   752
                                    expect_mouse_up |= 1<<button;                            \
icculus@563
   753
                                }                                                            \
slouken@390
   754
                            }                                                                \
slouken@390
   755
                            else {                                                           \
slouken@390
   756
                                QZ_DoActivate (this);                                        \
slouken@390
   757
                            }                                                                \
slouken@390
   758
                            [ NSApp sendEvent:event ];                                       \
slouken@390
   759
            } while(0)
slouken@272
   760
            
icculus@563
   761
            #define DO_MOUSE_UP(button) do {                                            \
icculus@563
   762
                            if ( expect_mouse_up & (1<<button) ) {                      \
icculus@563
   763
                                SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);    \
icculus@563
   764
                                expect_mouse_up &= ~(1<<button);                        \
icculus@563
   765
                            }                                                           \
icculus@563
   766
                            [ NSApp sendEvent:event ];                                  \
slouken@390
   767
            } while(0)
slouken@390
   768
            
slouken@390
   769
            type = [ event type ];
slouken@779
   770
            isInGameWin = QZ_IsMouseInWindow (this);
slouken@782
   771
slouken@816
   772
            QZ_DoModifiers(this, [ event modifierFlags ] );
slouken@816
   773
slouken@390
   774
            switch (type) {
slouken@390
   775
                case NSLeftMouseDown:
slouken@511
   776
                    if ( getenv("SDL_HAS3BUTTONMOUSE") ) {
icculus@563
   777
                        DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
slouken@511
   778
                    } else {
slouken@898
   779
                        if ( NSCommandKeyMask & current_mods ) {
icculus@563
   780
                            last_virtual_button = SDL_BUTTON_RIGHT;
icculus@563
   781
                            DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
slouken@511
   782
                        }
slouken@511
   783
                        else if ( NSAlternateKeyMask & current_mods ) {
icculus@563
   784
                            last_virtual_button = SDL_BUTTON_MIDDLE;
icculus@563
   785
                            DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
slouken@511
   786
                        }
slouken@511
   787
                        else {
icculus@563
   788
                            DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
slouken@511
   789
                        }
slouken@390
   790
                    }
slouken@390
   791
                    break;
icculus@624
   792
slouken@390
   793
                case NSLeftMouseUp:
slouken@390
   794
                    if ( last_virtual_button != 0 ) {
icculus@563
   795
                        DO_MOUSE_UP (last_virtual_button);
slouken@390
   796
                        last_virtual_button = 0;
slouken@390
   797
                    }
slouken@390
   798
                    else {
icculus@563
   799
                        DO_MOUSE_UP (SDL_BUTTON_LEFT);
slouken@390
   800
                    }
slouken@390
   801
                    break;
icculus@624
   802
icculus@624
   803
                case NSOtherMouseDown:
icculus@624
   804
                case NSRightMouseDown:
icculus@624
   805
                    button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
icculus@624
   806
                    DO_MOUSE_DOWN (button);
icculus@624
   807
                    break;
icculus@624
   808
icculus@624
   809
                case NSOtherMouseUp:
icculus@624
   810
                case NSRightMouseUp:
icculus@624
   811
                    button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
icculus@624
   812
                    DO_MOUSE_UP (button);
icculus@624
   813
                    break;
icculus@624
   814
slouken@390
   815
                case NSSystemDefined:
slouken@501
   816
                    /*
slouken@501
   817
                        Future: up to 32 "mouse" buttons can be handled.
slouken@501
   818
                        if ([event subtype] == 7) {
slouken@501
   819
                            unsigned int buttons;
slouken@501
   820
                            buttons = [ event data2 ];
slouken@501
   821
                    */
slouken@390
   822
                    break;
slouken@390
   823
                case NSLeftMouseDragged:
slouken@390
   824
                case NSRightMouseDragged:
slouken@435
   825
                case NSOtherMouseDragged: /* usually middle mouse dragged */
slouken@898
   826
                case NSMouseMoved:
icculus@563
   827
                    if ( grab_state == QZ_INVISIBLE_GRAB ) {
slouken@272
   828
                
slouken@501
   829
                        /*
icculus@563
   830
                            If input is grabbed+hidden, the cursor doesn't move,
slouken@501
   831
                            so we have to call the lowlevel window server
slouken@501
   832
                            function. This is less accurate but works OK.                         
slouken@501
   833
                        */
slouken@390
   834
                        CGMouseDelta dx1, dy1;
slouken@390
   835
                        CGGetLastMouseDelta (&dx1, &dy1);
slouken@390
   836
                        dx += dx1;
slouken@390
   837
                        dy += dy1;
slouken@390
   838
                    }
slouken@435
   839
                    else if (firstMouseEvent) {
slouken@435
   840
                        
slouken@501
   841
                        /*
slouken@501
   842
                            Get the first mouse event in a possible
slouken@501
   843
                            sequence of mouse moved events. Since we
slouken@501
   844
                            use absolute coordinates, this serves to
slouken@501
   845
                            compensate any inaccuracy in deltas, and
slouken@501
   846
                            provides the first known mouse position,
slouken@501
   847
                            since everything after this uses deltas
slouken@501
   848
                        */
slouken@782
   849
                        NSPoint p;
slouken@782
   850
                        QZ_GetMouseLocation (this, &p);
slouken@454
   851
                        SDL_PrivateMouseMotion (0, 0, p.x, p.y);
slouken@435
   852
                        firstMouseEvent = 0;
slouken@782
   853
                   }
slouken@435
   854
                    else {
slouken@435
   855
                    
slouken@501
   856
                        /*
slouken@501
   857
                            Get the amount moved since the last drag or move event,
slouken@501
   858
                            add it on for one big move event at the end.
slouken@501
   859
                        */
slouken@501
   860
                        dx += [ event deltaX ];
slouken@501
   861
                        dy += [ event deltaY ];
slouken@435
   862
                    }
icculus@563
   863
                    
icculus@563
   864
                    /* 
icculus@563
   865
                        Handle grab input+cursor visible by warping the cursor back
icculus@563
   866
                        into the game window. This still generates a mouse moved event,
icculus@563
   867
                        but not as a result of the warp (so it's in the right direction).
icculus@563
   868
                    */
icculus@563
   869
                    if ( grab_state == QZ_VISIBLE_GRAB &&
icculus@563
   870
                         !isInGameWin ) {
icculus@563
   871
                       
slouken@782
   872
                        NSPoint p;
slouken@782
   873
                        QZ_GetMouseLocation (this, &p);
icculus@563
   874
icculus@563
   875
                        if ( p.x < 0.0 ) 
icculus@563
   876
                            p.x = 0.0;
icculus@563
   877
                        
icculus@563
   878
                        if ( p.y < 0.0 ) 
icculus@563
   879
                            p.y = 0.0;
icculus@563
   880
                        
icculus@563
   881
                        if ( p.x >= winRect.size.width ) 
icculus@563
   882
                            p.x = winRect.size.width-1;
icculus@563
   883
                        
icculus@563
   884
                        if ( p.y >= winRect.size.height ) 
icculus@563
   885
                            p.y = winRect.size.height-1;
icculus@563
   886
                        
icculus@563
   887
                        QZ_PrivateWarpCursor (this, p.x, p.y);
icculus@563
   888
                    }
slouken@631
   889
                    else
slouken@631
   890
                    if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
slouken@631
   891
                    
slouken@631
   892
                        SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
icculus@1212
   893
                        if (grab_state == QZ_INVISIBLE_GRAB)
icculus@1212
   894
                            /*The cursor has left the window even though it is
icculus@1212
   895
                              disassociated from the mouse (and therefore
icculus@1212
   896
                              shouldn't move): this can happen with Wacom
icculus@1212
   897
                              tablets, and it effectively breaks the grab, since
icculus@1212
   898
                              mouse down events now go to background
icculus@1212
   899
                              applications. The only possibility to avoid this
icculus@1212
   900
                              seems to be talking to the tablet driver
icculus@1212
   901
                              (AppleEvents) to constrain its mapped area to the
icculus@1212
   902
                              window, which may not be worth the effort. For
icculus@1212
   903
                              now, handle the condition more gracefully than
icculus@1212
   904
                              before by reassociating cursor and mouse until the
icculus@1212
   905
                              cursor enters the window again, making it obvious
icculus@1212
   906
                              to the user that the grab is broken.*/
icculus@1212
   907
                            CGAssociateMouseAndMouseCursorPosition (1);
slouken@779
   908
                        if (!cursor_should_be_visible)
slouken@779
   909
                            QZ_ShowMouse (this);
slouken@631
   910
                    }
slouken@631
   911
                    else
slouken@631
   912
                    if ( isInGameWin && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
slouken@631
   913
                    
slouken@631
   914
                        SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
slouken@779
   915
                        if (!cursor_should_be_visible)
slouken@779
   916
                            QZ_HideMouse (this);
icculus@1212
   917
                        if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/
icculus@1212
   918
                            QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
icculus@1212
   919
                            CGAssociateMouseAndMouseCursorPosition (0);
icculus@1212
   920
                        }
slouken@631
   921
                    }
slouken@390
   922
                    break;
slouken@390
   923
                case NSScrollWheel:
icculus@563
   924
                    if ( isInGameWin ) {
icculus@1050
   925
                        float dy, dx;
slouken@502
   926
                        Uint8 button;
slouken@390
   927
                        dy = [ event deltaY ];
icculus@1050
   928
                        dx = [ event deltaX ];
icculus@1050
   929
                        if ( dy > 0.0 || dx > 0.0 ) /* Scroll up */
slouken@502
   930
                            button = SDL_BUTTON_WHEELUP;
slouken@390
   931
                        else /* Scroll down */
slouken@502
   932
                            button = SDL_BUTTON_WHEELDOWN;
icculus@563
   933
                        /* For now, wheel is sent as a quick down+up */
slouken@502
   934
                        SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
slouken@502
   935
                        SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
slouken@390
   936
                    }
slouken@390
   937
                    break;
slouken@390
   938
                case NSKeyUp:
slouken@501
   939
                    QZ_DoKey (this, SDL_RELEASED, event);
slouken@390
   940
                    break;
slouken@390
   941
                case NSKeyDown:
slouken@501
   942
                    QZ_DoKey (this, SDL_PRESSED, event);
slouken@390
   943
                    break;
slouken@390
   944
                case NSFlagsChanged:
slouken@390
   945
                    break;
slouken@390
   946
                case NSAppKitDefined:
slouken@390
   947
                    switch ( [ event subtype ] ) {
slouken@390
   948
                        case NSApplicationActivatedEventType:
slouken@390
   949
                            QZ_DoActivate (this);
slouken@390
   950
                            break;
slouken@390
   951
                        case NSApplicationDeactivatedEventType:
slouken@390
   952
                            QZ_DoDeactivate (this);
slouken@390
   953
                            break;
slouken@390
   954
                    }
slouken@390
   955
                    [ NSApp sendEvent:event ];
slouken@390
   956
                    break;
slouken@390
   957
                    /* case NSApplicationDefined: break; */
slouken@390
   958
                    /* case NSPeriodic: break; */
slouken@390
   959
                    /* case NSCursorUpdate: break; */
slouken@390
   960
                default:
slouken@390
   961
                    [ NSApp sendEvent:event ];
slouken@272
   962
            }
slouken@272
   963
        }
slouken@390
   964
    } while (event != nil);
slouken@390
   965
    
slouken@435
   966
    /* handle accumulated mouse moved events */
slouken@390
   967
    if (dx != 0 || dy != 0)
slouken@435
   968
        SDL_PrivateMouseMotion (0, 1, dx, dy);
slouken@898
   969
    
slouken@390
   970
    [ pool release ];
slouken@502
   971
}
icculus@1212
   972
icculus@1212
   973
void QZ_UpdateMouse (_THIS)
icculus@1212
   974
{
icculus@1212
   975
    NSPoint p;
icculus@1212
   976
    QZ_GetMouseLocation (this, &p);
icculus@1212
   977
    SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS);
icculus@1212
   978
    SDL_PrivateMouseMotion (0, 0, p.x, p.y);
icculus@1212
   979
}