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SDL_QuartzEvents.m

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SDL - Simple DirectMedia Layer
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
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
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You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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Sam Lantinga
slouken@libsdl.org
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#include <stdlib.h> // For getenv()
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#include <IOKit/IOMessage.h> // For wake from sleep detection
#include <IOKit/pwr_mgt/IOPMLib.h> // For wake from sleep detection
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#include "SDL_QuartzKeys.h"
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static void QZ_InitOSKeymap (_THIS) {
const void *KCHRPtr;
UInt32 state;
UInt32 value;
int i;
int world = SDLK_WORLD_0;
for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
keymap[i] = SDLK_UNKNOWN;
/* This keymap is almost exactly the same as the OS 9 one */
keymap[QZ_ESCAPE] = SDLK_ESCAPE;
keymap[QZ_F1] = SDLK_F1;
keymap[QZ_F2] = SDLK_F2;
keymap[QZ_F3] = SDLK_F3;
keymap[QZ_F4] = SDLK_F4;
keymap[QZ_F5] = SDLK_F5;
keymap[QZ_F6] = SDLK_F6;
keymap[QZ_F7] = SDLK_F7;
keymap[QZ_F8] = SDLK_F8;
keymap[QZ_F9] = SDLK_F9;
keymap[QZ_F10] = SDLK_F10;
keymap[QZ_F11] = SDLK_F11;
keymap[QZ_F12] = SDLK_F12;
keymap[QZ_PRINT] = SDLK_PRINT;
keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
keymap[QZ_PAUSE] = SDLK_PAUSE;
keymap[QZ_POWER] = SDLK_POWER;
keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
keymap[QZ_1] = SDLK_1;
keymap[QZ_2] = SDLK_2;
keymap[QZ_3] = SDLK_3;
keymap[QZ_4] = SDLK_4;
keymap[QZ_5] = SDLK_5;
keymap[QZ_6] = SDLK_6;
keymap[QZ_7] = SDLK_7;
keymap[QZ_8] = SDLK_8;
keymap[QZ_9] = SDLK_9;
keymap[QZ_0] = SDLK_0;
keymap[QZ_MINUS] = SDLK_MINUS;
keymap[QZ_EQUALS] = SDLK_EQUALS;
keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
keymap[QZ_INSERT] = SDLK_INSERT;
keymap[QZ_HOME] = SDLK_HOME;
keymap[QZ_PAGEUP] = SDLK_PAGEUP;
keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
keymap[QZ_TAB] = SDLK_TAB;
keymap[QZ_q] = SDLK_q;
keymap[QZ_w] = SDLK_w;
keymap[QZ_e] = SDLK_e;
keymap[QZ_r] = SDLK_r;
keymap[QZ_t] = SDLK_t;
keymap[QZ_y] = SDLK_y;
keymap[QZ_u] = SDLK_u;
keymap[QZ_i] = SDLK_i;
keymap[QZ_o] = SDLK_o;
keymap[QZ_p] = SDLK_p;
keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
keymap[QZ_DELETE] = SDLK_DELETE;
keymap[QZ_END] = SDLK_END;
keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
keymap[QZ_KP7] = SDLK_KP7;
keymap[QZ_KP8] = SDLK_KP8;
keymap[QZ_KP9] = SDLK_KP9;
keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
keymap[QZ_a] = SDLK_a;
keymap[QZ_s] = SDLK_s;
keymap[QZ_d] = SDLK_d;
keymap[QZ_f] = SDLK_f;
keymap[QZ_g] = SDLK_g;
keymap[QZ_h] = SDLK_h;
keymap[QZ_j] = SDLK_j;
keymap[QZ_k] = SDLK_k;
keymap[QZ_l] = SDLK_l;
keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
keymap[QZ_QUOTE] = SDLK_QUOTE;
keymap[QZ_RETURN] = SDLK_RETURN;
keymap[QZ_KP4] = SDLK_KP4;
keymap[QZ_KP5] = SDLK_KP5;
keymap[QZ_KP6] = SDLK_KP6;
keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
keymap[QZ_LSHIFT] = SDLK_LSHIFT;
keymap[QZ_z] = SDLK_z;
keymap[QZ_x] = SDLK_x;
keymap[QZ_c] = SDLK_c;
keymap[QZ_v] = SDLK_v;
keymap[QZ_b] = SDLK_b;
keymap[QZ_n] = SDLK_n;
keymap[QZ_m] = SDLK_m;
keymap[QZ_COMMA] = SDLK_COMMA;
keymap[QZ_PERIOD] = SDLK_PERIOD;
keymap[QZ_SLASH] = SDLK_SLASH;
keymap[QZ_UP] = SDLK_UP;
keymap[QZ_KP1] = SDLK_KP1;
keymap[QZ_KP2] = SDLK_KP2;
keymap[QZ_KP3] = SDLK_KP3;
keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
keymap[QZ_LCTRL] = SDLK_LCTRL;
keymap[QZ_LALT] = SDLK_LALT;
keymap[QZ_LMETA] = SDLK_LMETA;
keymap[QZ_SPACE] = SDLK_SPACE;
keymap[QZ_LEFT] = SDLK_LEFT;
keymap[QZ_DOWN] = SDLK_DOWN;
keymap[QZ_RIGHT] = SDLK_RIGHT;
keymap[QZ_KP0] = SDLK_KP0;
keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
keymap[QZ_IBOOK_UP] = SDLK_UP;
keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;
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/*
Up there we setup a static scancode->keysym map. However, it will not
work very well on international keyboard. Hence we now query MacOS
for its own keymap to adjust our own mapping table. However, this is
basically only useful for ascii char keys. This is also the reason
why we keep the static table, too.
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*/
/* Get a pointer to the systems cached KCHR */
KCHRPtr = (void *)GetScriptManagerVariable(smKCHRCache);
if (KCHRPtr)
{
/* Loop over all 127 possible scan codes */
for (i = 0; i < 0x7F; i++)
{
/* We pretend a clean start to begin with (i.e. no dead keys active */
state = 0;
/* Now translate the key code to a key value */
value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
/* If the state become 0, it was a dead key. We need to translate again,
passing in the new state, to get the actual key value */
if (state != 0)
value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
/* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */
if (value >= 128) /* Some non-ASCII char, map it to SDLK_WORLD_* */
keymap[i] = world++;
else if (value >= 32) /* non-control ASCII char */
keymap[i] = value;
}
}
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/*
The keypad codes are re-setup here, because the loop above cannot
distinguish between a key on the keypad and a regular key. We maybe
could get around this problem in another fashion: NSEvent's flags
include a "NSNumericPadKeyMask" bit; we could check that and modify
the symbol we return on the fly. However, this flag seems to exhibit
some weird behaviour related to the num lock key
*/
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keymap[QZ_KP0] = SDLK_KP0;
keymap[QZ_KP1] = SDLK_KP1;
keymap[QZ_KP2] = SDLK_KP2;
keymap[QZ_KP3] = SDLK_KP3;
keymap[QZ_KP4] = SDLK_KP4;
keymap[QZ_KP5] = SDLK_KP5;
keymap[QZ_KP6] = SDLK_KP6;
keymap[QZ_KP7] = SDLK_KP7;
keymap[QZ_KP8] = SDLK_KP8;
keymap[QZ_KP9] = SDLK_KP9;
keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
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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,
or no characters at all. In most cases, it
will contain a single character. If it contains
0 characters, we'll use 0 as the unicode. If it
contains multiple characters, we'll use 0 as
the scancode/keysym.
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*/
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chars = [ event characters ];
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numChars = [ chars length ];
if (numChars == 1) {
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key.scancode = [ event keyCode ];
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key.sym = keymap [ key.scancode ];
key.unicode = [ chars characterAtIndex:0 ];
key.mod = KMOD_NONE;
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SDL_PrivateKeyboard (state, &key);
}
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else if (numChars == 0) {
key.scancode = [ event keyCode ];
key.sym = keymap [ key.scancode ];
key.unicode = 0;
key.mod = KMOD_NONE;
SDL_PrivateKeyboard (state, &key);
}
else /* (numChars > 1) */ {
int i;
for (i = 0; i < numChars; i++) {
key.scancode = 0;
key.sym = 0;
key.unicode = [ chars characterAtIndex:i];
key.mod = KMOD_NONE;
SDL_PrivateKeyboard (state, &key);
}
}
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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;
int bit;
SDL_keysym key;
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key.scancode = 0;
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key.sym = SDLK_UNKNOWN;
key.unicode = 0;
key.mod = KMOD_NONE;
/* Iterate through the bits, testing each against the current modifiers */
for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
unsigned int currentMask, newMask;
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currentMask = current_mods & bit;
newMask = newMods & bit;
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if ( currentMask &&
currentMask != newMask ) { /* modifier up event */
key.sym = mapping[i];
/* If this was Caps Lock, we need some additional voodoo to make SDL happy */
if (bit == NSAlphaShiftKeyMask)
SDL_PrivateKeyboard (SDL_PRESSED, &key);
SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
else if ( newMask &&
currentMask != newMask ) { /* modifier down event */
key.sym = mapping[i];
SDL_PrivateKeyboard (SDL_PRESSED, &key);
/* If this was Caps Lock, we need some additional voodoo to make SDL happy */
if (bit == NSAlphaShiftKeyMask)
SDL_PrivateKeyboard (SDL_RELEASED, &key);
}
}
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current_mods = newMods;
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static void QZ_DoActivate (_THIS)
{
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in_foreground = YES;
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/* Hide the cursor if it was hidden by SDL_ShowCursor() */
if (!cursor_visible && !cursor_hidden) {
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HideCursor ();
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cursor_hidden = YES;
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}
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/* Regrab input, only if it was previously grabbed */
if ( current_grab_mode == SDL_GRAB_ON ) {
/* Restore cursor location if input was grabbed */
QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
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}
SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
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}
static void QZ_DoDeactivate (_THIS) {
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in_foreground = NO;
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/* Get the current cursor location, for restore on activate */
cursor_loc = [ NSEvent mouseLocation ]; /* global coordinates */
if (qz_window)
QZ_PrivateGlobalToLocal (this, &cursor_loc);
QZ_PrivateCocoaToSDL (this, &cursor_loc);
/* Reassociate mouse and cursor */
CGAssociateMouseAndMouseCursorPosition (1);
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/* Show the cursor if it was hidden by SDL_ShowCursor() */
if (!cursor_visible && cursor_hidden) {
ShowCursor ();
cursor_hidden = NO;
}
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SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
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void QZ_SleepNotificationHandler (void * refcon,
io_service_t service,
natural_t messageType,
void * messageArgument )
{
SDL_VideoDevice *this = (SDL_VideoDevice*)refcon;
switch(messageType)
{
case kIOMessageSystemWillSleep:
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IOAllowPowerChange(power_connection, (long) messageArgument);
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break;
case kIOMessageCanSystemSleep:
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IOAllowPowerChange(power_connection, (long) messageArgument);
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break;
case kIOMessageSystemHasPoweredOn:
/* awake */
SDL_PrivateExpose();
break;
}
}
static void QZ_RegisterForSleepNotifications (_THIS)
{
CFRunLoopSourceRef rls;
IONotificationPortRef thePortRef;
io_object_t notifier;
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power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier);
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if (power_connection == 0)
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NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
rls = IONotificationPortGetRunLoopSource (thePortRef);
CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
CFRelease (rls);
}
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// Try to map Quartz mouse buttons to SDL's lingo...
static int QZ_OtherMouseButtonToSDL(int button)
{
switch (button)
{
case 0:
return(SDL_BUTTON_LEFT); // 1
case 1:
return(SDL_BUTTON_RIGHT); // 3
case 2:
return(SDL_BUTTON_MIDDLE); // 2
}
// >= 3: skip 4 & 5, since those are the SDL mousewheel buttons.
return(button + 3);
}
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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;
NSDate *distantPast;
NSEvent *event;
NSRect winRect;
NSAutoreleasePool *pool;
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/* Update activity every five seconds to prevent screensaver. --ryan. */
static Uint32 screensaverTicks = 0;
Uint32 nowTicks = SDL_GetTicks();
if ((nowTicks - screensaverTicks) > 5000)
{
UpdateSystemActivity(UsrActivity);
screensaverTicks = nowTicks;
}
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pool = [ [ NSAutoreleasePool alloc ] init ];
distantPast = [ NSDate distantPast ];
winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
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/* send the first mouse event in absolute coordinates */
firstMouseEvent = 1;
/* accumulate any additional mouse moved events into one SDL mouse event */
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dx = 0;
dy = 0;
do {
/* Poll for an event. This will not block */
event = [ NSApp nextEventMatchingMask:NSAnyEventMask
untilDate:distantPast
inMode: NSDefaultRunLoopMode dequeue:YES ];
if (event != nil) {
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int button;
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unsigned int type;
BOOL isForGameWin;
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BOOL isInGameWin;
#define DO_MOUSE_DOWN(button) do { \
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if ( in_foreground ) { \
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if ( isInGameWin ) { \
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \
expect_mouse_up |= 1<<button; \
} \
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} \
else { \
QZ_DoActivate (this); \
} \
[ NSApp sendEvent:event ]; \
} while(0)
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#define DO_MOUSE_UP(button) do { \
if ( expect_mouse_up & (1<<button) ) { \
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \
expect_mouse_up &= ~(1<<button); \
} \
[ NSApp sendEvent:event ]; \
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} while(0)
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type = [ event type ];
isForGameWin = (qz_window == [ event window ]);
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isInGameWin = (mode_flags & SDL_FULLSCREEN) ? true : NSPointInRect([event locationInWindow], winRect);
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switch (type) {
case NSLeftMouseDown:
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if ( getenv("SDL_HAS3BUTTONMOUSE") ) {
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DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
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} else {
if ( NSCommandKeyMask & current_mods ) {
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last_virtual_button = SDL_BUTTON_RIGHT;
DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
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}
else if ( NSAlternateKeyMask & current_mods ) {
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last_virtual_button = SDL_BUTTON_MIDDLE;
DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
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}
else {
Dec 27, 2002
Dec 27, 2002
482
DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
Oct 5, 2002
Oct 5, 2002
483
}
Jun 1, 2002
Jun 1, 2002
484
485
}
break;
May 27, 2003
May 27, 2003
486
Jun 1, 2002
Jun 1, 2002
487
488
case NSLeftMouseUp:
if ( last_virtual_button != 0 ) {
Dec 27, 2002
Dec 27, 2002
489
DO_MOUSE_UP (last_virtual_button);
Jun 1, 2002
Jun 1, 2002
490
491
492
last_virtual_button = 0;
}
else {
Dec 27, 2002
Dec 27, 2002
493
DO_MOUSE_UP (SDL_BUTTON_LEFT);
Jun 1, 2002
Jun 1, 2002
494
495
}
break;
May 27, 2003
May 27, 2003
496
497
498
499
500
501
502
503
504
505
506
507
508
case NSOtherMouseDown:
case NSRightMouseDown:
button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
DO_MOUSE_DOWN (button);
break;
case NSOtherMouseUp:
case NSRightMouseUp:
button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
DO_MOUSE_UP (button);
break;
Jun 1, 2002
Jun 1, 2002
509
case NSSystemDefined:
Oct 5, 2002
Oct 5, 2002
510
511
512
513
514
515
/*
Future: up to 32 "mouse" buttons can be handled.
if ([event subtype] == 7) {
unsigned int buttons;
buttons = [ event data2 ];
*/
Jun 1, 2002
Jun 1, 2002
516
517
518
break;
case NSLeftMouseDragged:
case NSRightMouseDragged:
Aug 12, 2002
Aug 12, 2002
519
case NSOtherMouseDragged: /* usually middle mouse dragged */
Jun 1, 2002
Jun 1, 2002
520
case NSMouseMoved:
Dec 27, 2002
Dec 27, 2002
521
if ( grab_state == QZ_INVISIBLE_GRAB ) {
Jun 1, 2002
Jun 1, 2002
522
Oct 5, 2002
Oct 5, 2002
523
/*
Dec 27, 2002
Dec 27, 2002
524
If input is grabbed+hidden, the cursor doesn't move,
Oct 5, 2002
Oct 5, 2002
525
526
527
so we have to call the lowlevel window server
function. This is less accurate but works OK.
*/
Jun 1, 2002
Jun 1, 2002
528
529
530
531
532
CGMouseDelta dx1, dy1;
CGGetLastMouseDelta (&dx1, &dy1);
dx += dx1;
dy += dy1;
}
Aug 12, 2002
Aug 12, 2002
533
534
else if (firstMouseEvent) {
Oct 5, 2002
Oct 5, 2002
535
536
537
538
539
540
541
542
/*
Get the first mouse event in a possible
sequence of mouse moved events. Since we
use absolute coordinates, this serves to
compensate any inaccuracy in deltas, and
provides the first known mouse position,
since everything after this uses deltas
*/
Aug 12, 2002
Aug 12, 2002
543
NSPoint p = [ event locationInWindow ];
Dec 27, 2002
Dec 27, 2002
544
QZ_PrivateCocoaToSDL (this, &p);
Aug 20, 2002
Aug 20, 2002
545
SDL_PrivateMouseMotion (0, 0, p.x, p.y);
Aug 12, 2002
Aug 12, 2002
546
547
548
549
firstMouseEvent = 0;
}
else {
Oct 5, 2002
Oct 5, 2002
550
551
552
553
554
555
/*
Get the amount moved since the last drag or move event,
add it on for one big move event at the end.
*/
dx += [ event deltaX ];
dy += [ event deltaY ];
Aug 12, 2002
Aug 12, 2002
556
}
Dec 27, 2002
Dec 27, 2002
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
/*
Handle grab input+cursor visible by warping the cursor back
into the game window. This still generates a mouse moved event,
but not as a result of the warp (so it's in the right direction).
*/
if ( grab_state == QZ_VISIBLE_GRAB &&
!isInGameWin ) {
NSPoint p = [ event locationInWindow ];
QZ_PrivateCocoaToSDL (this, &p);
if ( p.x < 0.0 )
p.x = 0.0;
if ( p.y < 0.0 )
p.y = 0.0;
if ( p.x >= winRect.size.width )
p.x = winRect.size.width-1;
if ( p.y >= winRect.size.height )
p.y = winRect.size.height-1;
QZ_PrivateWarpCursor (this, p.x, p.y);
}
May 29, 2003
May 29, 2003
583
584
585
586
587
588
589
590
591
592
else
if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
}
else
if ( isInGameWin && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
}
Jun 1, 2002
Jun 1, 2002
593
594
break;
case NSScrollWheel:
Dec 27, 2002
Dec 27, 2002
595
if ( isInGameWin ) {
Jun 1, 2002
Jun 1, 2002
596
float dy;
Oct 5, 2002
Oct 5, 2002
597
Uint8 button;
Jun 1, 2002
Jun 1, 2002
598
599
dy = [ event deltaY ];
if ( dy > 0.0 ) /* Scroll up */
Oct 5, 2002
Oct 5, 2002
600
button = SDL_BUTTON_WHEELUP;
Jun 1, 2002
Jun 1, 2002
601
else /* Scroll down */
Oct 5, 2002
Oct 5, 2002
602
button = SDL_BUTTON_WHEELDOWN;
Dec 27, 2002
Dec 27, 2002
603
/* For now, wheel is sent as a quick down+up */
Oct 5, 2002
Oct 5, 2002
604
605
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
Jun 1, 2002
Jun 1, 2002
606
607
608
}
break;
case NSKeyUp:
Oct 5, 2002
Oct 5, 2002
609
QZ_DoKey (this, SDL_RELEASED, event);
Jun 1, 2002
Jun 1, 2002
610
611
break;
case NSKeyDown:
Oct 5, 2002
Oct 5, 2002
612
QZ_DoKey (this, SDL_PRESSED, event);
Jun 1, 2002
Jun 1, 2002
613
614
break;
case NSFlagsChanged:
Oct 5, 2002
Oct 5, 2002
615
QZ_DoModifiers(this, [ event modifierFlags ] );
Jun 1, 2002
Jun 1, 2002
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
break;
case NSAppKitDefined:
switch ( [ event subtype ] ) {
case NSApplicationActivatedEventType:
QZ_DoActivate (this);
break;
case NSApplicationDeactivatedEventType:
QZ_DoDeactivate (this);
break;
}
[ NSApp sendEvent:event ];
break;
/* case NSApplicationDefined: break; */
/* case NSPeriodic: break; */
/* case NSCursorUpdate: break; */
default:
[ NSApp sendEvent:event ];
Jan 22, 2002
Jan 22, 2002
633
634
}
}
Jun 1, 2002
Jun 1, 2002
635
636
} while (event != nil);
Aug 12, 2002
Aug 12, 2002
637
/* handle accumulated mouse moved events */
Jun 1, 2002
Jun 1, 2002
638
if (dx != 0 || dy != 0)
Aug 12, 2002
Aug 12, 2002
639
SDL_PrivateMouseMotion (0, 1, dx, dy);
Jun 1, 2002
Jun 1, 2002
640
641
[ pool release ];
Oct 5, 2002
Oct 5, 2002
642
}