src/video/quartz/SDL_QuartzEvents.m
author Sam Lantinga <slouken@libsdl.org>
Sun, 15 Jul 2007 15:58:00 +0000
branchSDL-1.2
changeset 4070 b8f2db95145e
parent 4066 58a5055da431
child 4072 6930cd5ab933
permissions -rw-r--r--
Patch from Christian Walther

Yes, the idea to use a cursor rectangle instead of [NSCursor set] has occurred
to me too, and it does seem to be the most elegant way. Here's my attempt at an
implementation
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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_config.h"
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#include "SDL_QuartzVideo.h"
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#include "SDL_QuartzWM.h"
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#include <IOKit/IOMessage.h> /* For wake from sleep detection */
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#include <IOKit/pwr_mgt/IOPMLib.h> /* For wake from sleep detection */
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#include "SDL_QuartzKeys.h"
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/* 
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 * 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_F13] = SDLK_F13;
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    keymap[QZ_F14] = SDLK_F14;
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    keymap[QZ_F15] = SDLK_F15;
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/*
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    keymap[QZ_PRINT] = SDLK_PRINT;
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    keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
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    keymap[QZ_PAUSE] = SDLK_PAUSE;
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*/
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    keymap[QZ_POWER] = SDLK_POWER;
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    keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
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    keymap[QZ_1] = SDLK_1;
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    keymap[QZ_2] = SDLK_2;
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    keymap[QZ_3] = SDLK_3;
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    keymap[QZ_4] = SDLK_4;
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    keymap[QZ_5] = SDLK_5;
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    keymap[QZ_6] = SDLK_6;
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    keymap[QZ_7] = SDLK_7;
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    keymap[QZ_8] = SDLK_8;
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    keymap[QZ_9] = SDLK_9;
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    keymap[QZ_0] = SDLK_0;
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    keymap[QZ_MINUS] = SDLK_MINUS;
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    keymap[QZ_EQUALS] = SDLK_EQUALS;
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    keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
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    keymap[QZ_INSERT] = SDLK_INSERT;
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    keymap[QZ_HOME] = SDLK_HOME;
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    keymap[QZ_PAGEUP] = SDLK_PAGEUP;
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    keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
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    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
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    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
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    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
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    keymap[QZ_TAB] = SDLK_TAB;
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    keymap[QZ_q] = SDLK_q;
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    keymap[QZ_w] = SDLK_w;
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    keymap[QZ_e] = SDLK_e;
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    keymap[QZ_r] = SDLK_r;
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    keymap[QZ_t] = SDLK_t;
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    keymap[QZ_y] = SDLK_y;
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    keymap[QZ_u] = SDLK_u;
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    keymap[QZ_i] = SDLK_i;
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    keymap[QZ_o] = SDLK_o;
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    keymap[QZ_p] = SDLK_p;
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    keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
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    keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
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    keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
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    keymap[QZ_DELETE] = SDLK_DELETE;
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    keymap[QZ_END] = SDLK_END;
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    keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
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    keymap[QZ_KP7] = SDLK_KP7;
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    keymap[QZ_KP8] = SDLK_KP8;
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    keymap[QZ_KP9] = SDLK_KP9;
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    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
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    keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
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    keymap[QZ_a] = SDLK_a;
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    keymap[QZ_s] = SDLK_s;
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    keymap[QZ_d] = SDLK_d;
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    keymap[QZ_f] = SDLK_f;
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    keymap[QZ_g] = SDLK_g;
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    keymap[QZ_h] = SDLK_h;
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    keymap[QZ_j] = SDLK_j;
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    keymap[QZ_k] = SDLK_k;
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    keymap[QZ_l] = SDLK_l;
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    keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
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    keymap[QZ_QUOTE] = SDLK_QUOTE;
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    keymap[QZ_RETURN] = SDLK_RETURN;
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    keymap[QZ_KP4] = SDLK_KP4;
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    keymap[QZ_KP5] = SDLK_KP5;
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    keymap[QZ_KP6] = SDLK_KP6;
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    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
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    keymap[QZ_LSHIFT] = SDLK_LSHIFT;
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    keymap[QZ_RSHIFT] = SDLK_RSHIFT;
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    keymap[QZ_z] = SDLK_z;
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    keymap[QZ_x] = SDLK_x;
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    keymap[QZ_c] = SDLK_c;
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    keymap[QZ_v] = SDLK_v;
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    keymap[QZ_b] = SDLK_b;
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    keymap[QZ_n] = SDLK_n;
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    keymap[QZ_m] = SDLK_m;
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    keymap[QZ_COMMA] = SDLK_COMMA;
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    keymap[QZ_PERIOD] = SDLK_PERIOD;
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    keymap[QZ_SLASH] = SDLK_SLASH;
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    keymap[QZ_UP] = SDLK_UP;
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    keymap[QZ_KP1] = SDLK_KP1;
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    keymap[QZ_KP2] = SDLK_KP2;
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    keymap[QZ_KP3] = SDLK_KP3;
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    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
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    keymap[QZ_LCTRL] = SDLK_LCTRL;
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    keymap[QZ_LALT] = SDLK_LALT;
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    keymap[QZ_LMETA] = SDLK_LMETA;
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    keymap[QZ_RCTRL] = SDLK_RCTRL;
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    keymap[QZ_RALT] = SDLK_RALT;
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    keymap[QZ_RMETA] = SDLK_RMETA;
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    keymap[QZ_SPACE] = SDLK_SPACE;
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    keymap[QZ_LEFT] = SDLK_LEFT;
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    keymap[QZ_DOWN] = SDLK_DOWN;
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    keymap[QZ_RIGHT] = SDLK_RIGHT;
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    keymap[QZ_KP0] = SDLK_KP0;
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    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
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    keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
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    keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
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    keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
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    keymap[QZ_IBOOK_UP]      = SDLK_UP;
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    keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;
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    /* 
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        Up there we setup a static scancode->keysym map. However, it will not
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        work very well on international keyboard. Hence we now query MacOS
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        for its own keymap to adjust our own mapping table. However, this is
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        basically only useful for ascii char keys. This is also the reason
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        why we keep the static table, too.
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     */
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    /* 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 i, 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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    if (SDL_TranslateUNICODE && state == SDL_PRESSED) {
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        [field_edit interpretKeyEvents:[NSArray arrayWithObject:event]];
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        chars = [ event characters ];
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        numChars = [ chars length ];
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    } else {
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        numChars = 0;
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    }
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    if (numChars == 0) {
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        key.scancode = [ event keyCode ];
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        key.sym      = keymap [ key.scancode ];
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        key.unicode  = 0;
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        key.mod      = KMOD_NONE;
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        SDL_PrivateKeyboard (state, &key);
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    }
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    else 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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        for (i = 1; 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 (SDL_getenv ("SDL_ENABLEAPPEVENTS"))
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        [ NSApp sendEvent:event ];
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}
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/* This is the original behavior, before support was added for 
slouken@934
   311
 * differentiating between left and right versions of the keys.
slouken@934
   312
 */
slouken@934
   313
static void QZ_DoUnsidedModifiers (_THIS, unsigned int newMods) {
slouken@47
   314
slouken@664
   315
    const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
slouken@47
   316
slouken@390
   317
    int i;
slouken@390
   318
    int bit;
slouken@390
   319
    SDL_keysym key;
slouken@816
   320
    
slouken@664
   321
    key.scancode    = 0;
slouken@390
   322
    key.sym         = SDLK_UNKNOWN;
slouken@390
   323
    key.unicode     = 0;
slouken@390
   324
    key.mod         = KMOD_NONE;
slouken@172
   325
slouken@390
   326
    /* Iterate through the bits, testing each against the current modifiers */
slouken@390
   327
    for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
slouken@390
   328
slouken@390
   329
        unsigned int currentMask, newMask;
slouken@390
   330
slouken@501
   331
        currentMask = current_mods & bit;
slouken@501
   332
        newMask     = newMods & bit;
slouken@390
   333
slouken@390
   334
        if ( currentMask &&
slouken@390
   335
             currentMask != newMask ) {     /* modifier up event */
slouken@390
   336
slouken@390
   337
             key.sym = mapping[i];
slouken@390
   338
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@390
   339
             if (bit == NSAlphaShiftKeyMask)
slouken@761
   340
                  SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@390
   341
             SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@390
   342
        }
slouken@390
   343
        else if ( newMask &&
slouken@390
   344
                  currentMask != newMask ) {     /* modifier down event */
slouken@390
   345
        
slouken@390
   346
             key.sym = mapping[i];
slouken@390
   347
             SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@390
   348
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@390
   349
             if (bit == NSAlphaShiftKeyMask)
slouken@390
   350
                  SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@390
   351
        }
slouken@390
   352
    }
slouken@934
   353
}
slouken@390
   354
slouken@934
   355
/* This is a helper function for QZ_HandleModifierSide. This 
slouken@934
   356
 * function reverts back to behavior before the distinction between
slouken@934
   357
 * sides was made.
slouken@934
   358
 */
slouken@934
   359
static void QZ_HandleNonDeviceModifier ( _THIS, unsigned int device_independent_mask, unsigned int newMods, unsigned int key_sym) {
slouken@934
   360
    unsigned int currentMask, newMask;
slouken@934
   361
    SDL_keysym key;
slouken@934
   362
    
slouken@934
   363
    key.scancode    = 0;
slouken@934
   364
    key.sym         = key_sym;
slouken@934
   365
    key.unicode     = 0;
slouken@934
   366
    key.mod         = KMOD_NONE;
slouken@934
   367
    
slouken@934
   368
    /* Isolate just the bits we care about in the depedent bits so we can 
slouken@934
   369
     * figure out what changed
slouken@934
   370
     */ 
slouken@934
   371
    currentMask = current_mods & device_independent_mask;
slouken@934
   372
    newMask     = newMods & device_independent_mask;
slouken@934
   373
    
slouken@934
   374
    if ( currentMask &&
slouken@934
   375
         currentMask != newMask ) {     /* modifier up event */
slouken@934
   376
         SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   377
    }
slouken@934
   378
    else if ( newMask &&
slouken@934
   379
          currentMask != newMask ) {     /* modifier down event */
slouken@934
   380
          SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   381
    }
slouken@934
   382
}
slouken@934
   383
slouken@934
   384
/* This is a helper function for QZ_HandleModifierSide. 
slouken@934
   385
 * This function sets the actual SDL_PrivateKeyboard event.
slouken@934
   386
 */
slouken@934
   387
static void QZ_HandleModifierOneSide ( _THIS, unsigned int newMods,
slouken@934
   388
                                       unsigned int key_sym, 
slouken@934
   389
                                       unsigned int sided_device_dependent_mask ) {
slouken@934
   390
    
slouken@934
   391
    SDL_keysym key;
slouken@934
   392
    unsigned int current_dep_mask, new_dep_mask;
slouken@934
   393
    
slouken@934
   394
    key.scancode    = 0;
slouken@934
   395
    key.sym         = key_sym;
slouken@934
   396
    key.unicode     = 0;
slouken@934
   397
    key.mod         = KMOD_NONE;
slouken@934
   398
    
slouken@934
   399
    /* Isolate just the bits we care about in the depedent bits so we can 
slouken@934
   400
     * figure out what changed
slouken@934
   401
     */ 
slouken@934
   402
    current_dep_mask = current_mods & sided_device_dependent_mask;
slouken@934
   403
    new_dep_mask     = newMods & sided_device_dependent_mask;
slouken@934
   404
    
slouken@934
   405
    /* We now know that this side bit flipped. But we don't know if
slouken@934
   406
     * it went pressed to released or released to pressed, so we must 
slouken@934
   407
     * find out which it is.
slouken@934
   408
     */
slouken@934
   409
    if( new_dep_mask &&
slouken@934
   410
        current_dep_mask != new_dep_mask ) { 
slouken@934
   411
        /* Modifier down event */
slouken@934
   412
        SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   413
    }
slouken@934
   414
    else /* Modifier up event */ {
slouken@934
   415
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   416
    }
slouken@934
   417
}
slouken@934
   418
slouken@934
   419
/* This is a helper function for QZ_DoSidedModifiers.
slouken@934
   420
 * This function will figure out if the modifier key is the left or right side, 
slouken@934
   421
 * e.g. left-shift vs right-shift. 
slouken@934
   422
 */
slouken@934
   423
static void QZ_HandleModifierSide ( _THIS, int device_independent_mask, 
slouken@934
   424
                                    unsigned int newMods, 
slouken@934
   425
                                    unsigned int left_key_sym, 
slouken@934
   426
                                    unsigned int right_key_sym,
slouken@934
   427
                                    unsigned int left_device_dependent_mask, 
slouken@934
   428
                                    unsigned int right_device_dependent_mask ) {
slouken@934
   429
    unsigned int device_dependent_mask = 0;
slouken@934
   430
    unsigned int diff_mod = 0;
slouken@934
   431
    
slouken@934
   432
    device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
slouken@934
   433
    /* On the basis that the device independent mask is set, but there are 
slouken@934
   434
     * no device dependent flags set, we'll assume that we can't detect this 
slouken@934
   435
     * keyboard and revert to the unsided behavior.
slouken@934
   436
     */
slouken@934
   437
    if ( (device_dependent_mask & newMods) == 0 ) {
slouken@934
   438
        /* Revert to the old behavior */
slouken@934
   439
        QZ_HandleNonDeviceModifier ( this, device_independent_mask, newMods, left_key_sym );
slouken@934
   440
        return;
slouken@934
   441
    }
slouken@934
   442
        
slouken@934
   443
    /* XOR the previous state against the new state to see if there's a change */
slouken@934
   444
    diff_mod = (device_dependent_mask & current_mods)
slouken@934
   445
        ^ (device_dependent_mask & newMods);
slouken@934
   446
slouken@934
   447
    if ( diff_mod ) {
slouken@934
   448
        /* A change in state was found. Isolate the left and right bits 
slouken@934
   449
         * to handle them separately just in case the values can simulataneously
slouken@934
   450
         * change or if the bits don't both exist.
slouken@934
   451
         */
slouken@934
   452
        if ( left_device_dependent_mask & diff_mod ) {
slouken@934
   453
            QZ_HandleModifierOneSide ( this, newMods, left_key_sym, left_device_dependent_mask );
slouken@934
   454
        }
slouken@934
   455
        if ( right_device_dependent_mask & diff_mod ) {
slouken@934
   456
            QZ_HandleModifierOneSide ( this, newMods, right_key_sym, right_device_dependent_mask );
slouken@934
   457
        }
slouken@934
   458
    }
slouken@934
   459
}
slouken@934
   460
   
slouken@934
   461
/* This is a helper function for QZ_DoSidedModifiers.
slouken@934
   462
 * This function will release a key press in the case that 
slouken@934
   463
 * it is clear that the modifier has been released (i.e. one side 
slouken@934
   464
 * can't still be down).
slouken@934
   465
 */
slouken@934
   466
static void QZ_ReleaseModifierSide ( _THIS, 
slouken@934
   467
                                     unsigned int device_independent_mask, 
slouken@934
   468
                                     unsigned int newMods,
slouken@934
   469
                                     unsigned int left_key_sym, 
slouken@934
   470
                                     unsigned int right_key_sym,
slouken@934
   471
                                     unsigned int left_device_dependent_mask, 
slouken@934
   472
                                     unsigned int right_device_dependent_mask ) {
slouken@934
   473
    unsigned int device_dependent_mask = 0;
slouken@934
   474
    SDL_keysym key;
slouken@934
   475
    
slouken@934
   476
    key.scancode    = 0;
slouken@934
   477
    key.sym         = SDLK_UNKNOWN;
slouken@934
   478
    key.unicode     = 0;
slouken@934
   479
    key.mod         = KMOD_NONE;
slouken@934
   480
    
slouken@934
   481
    device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
slouken@934
   482
    /* On the basis that the device independent mask is set, but there are 
slouken@934
   483
     * no device dependent flags set, we'll assume that we can't detect this 
slouken@934
   484
     * keyboard and revert to the unsided behavior.
slouken@934
   485
     */
slouken@934
   486
    if ( (device_dependent_mask & current_mods) == 0 ) {
slouken@934
   487
        /* In this case, we can't detect the keyboard, so use the left side 
slouken@934
   488
         * to represent both, and release it. 
slouken@934
   489
         */
slouken@934
   490
        key.sym = left_key_sym;
slouken@934
   491
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   492
slouken@934
   493
        return;
slouken@934
   494
    }
slouken@934
   495
        
slouken@934
   496
        
slouken@934
   497
    /* 
slouken@934
   498
     * This could have been done in an if-else case because at this point,
slouken@934
   499
     * we know that all keys have been released when calling this function. 
slouken@934
   500
     * But I'm being paranoid so I want to handle each separately,
slouken@934
   501
     * so I hope this doesn't cause other problems.
slouken@934
   502
     */
slouken@934
   503
    if ( left_device_dependent_mask & current_mods ) {
slouken@934
   504
        key.sym = left_key_sym;
slouken@934
   505
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   506
    }
slouken@934
   507
    if ( right_device_dependent_mask & current_mods ) {
slouken@934
   508
        key.sym = right_key_sym;
slouken@934
   509
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   510
    }
slouken@934
   511
}
slouken@934
   512
slouken@934
   513
/* This is a helper function for QZ_DoSidedModifiers.
slouken@934
   514
 * This function handles the CapsLock case.
slouken@934
   515
 */
slouken@934
   516
static void QZ_HandleCapsLock (_THIS, unsigned int newMods) {
slouken@934
   517
    unsigned int currentMask, newMask;
slouken@934
   518
    SDL_keysym key;
slouken@934
   519
    
slouken@934
   520
    key.scancode    = 0;
slouken@934
   521
    key.sym         = SDLK_CAPSLOCK;
slouken@934
   522
    key.unicode     = 0;
slouken@934
   523
    key.mod         = KMOD_NONE;
slouken@934
   524
    
slouken@934
   525
    currentMask = current_mods & NSAlphaShiftKeyMask;
slouken@934
   526
    newMask     = newMods & NSAlphaShiftKeyMask;
slouken@934
   527
slouken@934
   528
    if ( currentMask &&
slouken@934
   529
         currentMask != newMask ) {     /* modifier up event */
slouken@934
   530
         /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@934
   531
         SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   532
         SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   533
    }
slouken@934
   534
    else if ( newMask &&
slouken@934
   535
              currentMask != newMask ) {     /* modifier down event */
slouken@934
   536
        /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
slouken@934
   537
        SDL_PrivateKeyboard (SDL_PRESSED, &key);
slouken@934
   538
        SDL_PrivateKeyboard (SDL_RELEASED, &key);
slouken@934
   539
    }
slouken@934
   540
}
slouken@934
   541
slouken@934
   542
/* This function will handle the modifier keys and also determine the 
slouken@934
   543
 * correct side of the key.
slouken@934
   544
 */
slouken@934
   545
static void QZ_DoSidedModifiers (_THIS, unsigned int newMods) {
slouken@934
   546
	/* Set up arrays for the key syms for the left and right side. */
slouken@934
   547
    const unsigned int left_mapping[]  = { SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
slouken@934
   548
    const unsigned int right_mapping[] = { SDLK_RSHIFT, SDLK_RCTRL, SDLK_RALT, SDLK_RMETA };
slouken@934
   549
	/* Set up arrays for the device dependent masks with indices that 
slouken@934
   550
     * correspond to the _mapping arrays 
slouken@934
   551
     */
slouken@934
   552
    const unsigned int left_device_mapping[]  = { NX_DEVICELSHIFTKEYMASK, NX_DEVICELCTLKEYMASK, NX_DEVICELALTKEYMASK, NX_DEVICELCMDKEYMASK };
slouken@934
   553
    const unsigned int right_device_mapping[] = { NX_DEVICERSHIFTKEYMASK, NX_DEVICERCTLKEYMASK, NX_DEVICERALTKEYMASK, NX_DEVICERCMDKEYMASK };
slouken@934
   554
slouken@934
   555
    unsigned int i;
slouken@934
   556
    unsigned int bit;
slouken@934
   557
    
slouken@934
   558
    /* Handle CAPSLOCK separately because it doesn't have a left/right side */
slouken@934
   559
    QZ_HandleCapsLock ( this, newMods );
slouken@934
   560
        
slouken@934
   561
    /* Iterate through the bits, testing each against the current modifiers */
slouken@934
   562
    for (i = 0, bit = NSShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
slouken@934
   563
		
slouken@934
   564
        unsigned int currentMask, newMask;
slouken@934
   565
		
slouken@934
   566
        currentMask = current_mods & bit;
slouken@934
   567
        newMask     = newMods & bit;
slouken@934
   568
		
slouken@934
   569
        /* If the bit is set, we must always examine it because the left
slouken@934
   570
         * and right side keys may alternate or both may be pressed.
slouken@934
   571
         */
slouken@934
   572
        if ( newMask ) {
slouken@934
   573
            QZ_HandleModifierSide ( this, bit, newMods, 
slouken@934
   574
                                       left_mapping[i],
slouken@934
   575
                                       right_mapping[i],
slouken@934
   576
                                       left_device_mapping[i],
slouken@934
   577
                                       right_device_mapping[i] );
slouken@934
   578
        }
slouken@934
   579
        /* If the state changed from pressed to unpressed, we must examine
slouken@934
   580
            * the device dependent bits to release the correct keys.
slouken@934
   581
            */
slouken@934
   582
        else if ( currentMask &&
slouken@934
   583
                  currentMask != newMask ) { /* modifier up event */
slouken@934
   584
                  QZ_ReleaseModifierSide ( this, bit, newMods,
slouken@934
   585
                                           left_mapping[i],
slouken@934
   586
                                           right_mapping[i],
slouken@934
   587
                                           left_device_mapping[i],
slouken@934
   588
                                           right_device_mapping[i] );
slouken@934
   589
        }
slouken@934
   590
    }
slouken@934
   591
}
slouken@934
   592
slouken@934
   593
/* This function is called to handle the modifiers.
slouken@934
   594
 * It will try to distinguish between the left side and right side 
slouken@934
   595
 * of the keyboard for those modifiers that qualify if the 
slouken@934
   596
 * operating system version supports it. Otherwise, the code 
slouken@934
   597
 * will not try to make the distinction.
slouken@934
   598
 */
slouken@934
   599
static void QZ_DoModifiers (_THIS, unsigned int newMods) {
slouken@934
   600
	
slouken@934
   601
    if (current_mods == newMods)
slouken@934
   602
    	return;
slouken@934
   603
    
slouken@934
   604
    /* 
slouken@934
   605
     * Starting with Panther (10.3.0), the ability to distinguish between 
slouken@934
   606
     * left side and right side modifiers is available.
slouken@934
   607
     */
slouken@934
   608
    if( system_version >= 0x1030 ) {
slouken@934
   609
        QZ_DoSidedModifiers (this, newMods);
slouken@934
   610
    }
slouken@934
   611
    else {
slouken@934
   612
        QZ_DoUnsidedModifiers (this, newMods);
slouken@934
   613
    }
slouken@934
   614
    
slouken@501
   615
    current_mods = newMods;
slouken@47
   616
}
slouken@47
   617
slouken@782
   618
static void QZ_GetMouseLocation (_THIS, NSPoint *p) {
slouken@782
   619
    *p = [ NSEvent mouseLocation ]; /* global coordinates */
slouken@782
   620
    if (qz_window)
slouken@782
   621
        QZ_PrivateGlobalToLocal (this, p);
slouken@782
   622
    QZ_PrivateCocoaToSDL (this, p);
slouken@782
   623
}
slouken@782
   624
slouken@1629
   625
void QZ_DoActivate (_THIS) {
slouken@1629
   626
slouken@4070
   627
    SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (QZ_IsMouseInWindow (this) ? SDL_APPMOUSEFOCUS : 0));
slouken@4066
   628
slouken@4070
   629
    QZ_UpdateCursor(this);
slouken@168
   630
icculus@563
   631
    /* Regrab input, only if it was previously grabbed */
icculus@563
   632
    if ( current_grab_mode == SDL_GRAB_ON ) {
icculus@563
   633
        
icculus@563
   634
        /* Restore cursor location if input was grabbed */
icculus@563
   635
        QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
icculus@563
   636
        QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
slouken@390
   637
    }
icculus@1560
   638
    else {
icculus@1560
   639
        /* Update SDL's mouse location */
icculus@1560
   640
        NSPoint p;
icculus@1560
   641
        QZ_GetMouseLocation (this, &p);
icculus@1560
   642
        SDL_PrivateMouseMotion (0, 0, p.x, p.y);
icculus@1560
   643
    }
slouken@47
   644
}
slouken@47
   645
slouken@1629
   646
void QZ_DoDeactivate (_THIS) {
slouken@1629
   647
    
slouken@1629
   648
    SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS | SDL_APPMOUSEFOCUS);
slouken@47
   649
icculus@563
   650
    /* Get the current cursor location, for restore on activate */
slouken@782
   651
    QZ_GetMouseLocation (this, &cursor_loc);
icculus@563
   652
    
icculus@563
   653
    /* Reassociate mouse and cursor */
icculus@563
   654
    CGAssociateMouseAndMouseCursorPosition (1);
slouken@390
   655
slouken@4070
   656
    QZ_UpdateCursor(this);
slouken@47
   657
}
slouken@47
   658
slouken@555
   659
void QZ_SleepNotificationHandler (void * refcon,
slouken@555
   660
                                  io_service_t service,
slouken@555
   661
                                  natural_t messageType,
slouken@555
   662
                                  void * messageArgument )
slouken@555
   663
{
slouken@555
   664
     SDL_VideoDevice *this = (SDL_VideoDevice*)refcon;
slouken@555
   665
     
slouken@555
   666
     switch(messageType)
slouken@555
   667
     {
slouken@555
   668
         case kIOMessageSystemWillSleep:
icculus@563
   669
             IOAllowPowerChange(power_connection, (long) messageArgument);
slouken@555
   670
             break;
slouken@555
   671
         case kIOMessageCanSystemSleep:
icculus@563
   672
             IOAllowPowerChange(power_connection, (long) messageArgument);
slouken@555
   673
             break;
slouken@555
   674
         case kIOMessageSystemHasPoweredOn:
slouken@761
   675
            /* awake */
slouken@555
   676
            SDL_PrivateExpose();
slouken@555
   677
            break;
slouken@555
   678
     }
slouken@555
   679
}
slouken@555
   680
slouken@761
   681
void QZ_RegisterForSleepNotifications (_THIS)
slouken@555
   682
{
slouken@555
   683
     CFRunLoopSourceRef rls;
slouken@555
   684
     IONotificationPortRef thePortRef;
slouken@555
   685
     io_object_t notifier;
slouken@555
   686
icculus@563
   687
     power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier);
slouken@555
   688
icculus@563
   689
     if (power_connection == 0)
slouken@555
   690
         NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
slouken@555
   691
slouken@555
   692
     rls = IONotificationPortGetRunLoopSource (thePortRef);
slouken@555
   693
     CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
slouken@555
   694
     CFRelease (rls);
slouken@555
   695
}
slouken@555
   696
icculus@624
   697
slouken@1487
   698
/* Try to map Quartz mouse buttons to SDL's lingo... */
icculus@624
   699
static int QZ_OtherMouseButtonToSDL(int button)
icculus@624
   700
{
icculus@624
   701
    switch (button)
icculus@624
   702
    {
icculus@624
   703
        case 0:
slouken@1487
   704
            return(SDL_BUTTON_LEFT);   /* 1 */
icculus@624
   705
        case 1:
slouken@1487
   706
            return(SDL_BUTTON_RIGHT);  /* 3 */
icculus@624
   707
        case 2:
slouken@1487
   708
            return(SDL_BUTTON_MIDDLE); /* 2 */
icculus@624
   709
    }
icculus@624
   710
slouken@1487
   711
    /* >= 3: skip 4 & 5, since those are the SDL mousewheel buttons. */
icculus@624
   712
    return(button + 3);
icculus@624
   713
}
icculus@624
   714
icculus@624
   715
slouken@761
   716
void QZ_PumpEvents (_THIS)
slouken@158
   717
{
slouken@1487
   718
    static Uint32 screensaverTicks = 0;
slouken@1487
   719
    Uint32 nowTicks;
slouken@390
   720
    CGMouseDelta dx, dy;
slouken@390
   721
slouken@390
   722
    NSDate *distantPast;
slouken@390
   723
    NSEvent *event;
slouken@390
   724
    NSRect winRect;
slouken@390
   725
    NSAutoreleasePool *pool;
slouken@390
   726
icculus@1213
   727
    if (!SDL_VideoSurface)
icculus@1213
   728
        return;  /* don't do anything if there's no screen surface. */
icculus@1213
   729
icculus@619
   730
    /* Update activity every five seconds to prevent screensaver. --ryan. */
icculus@3936
   731
    if (!allow_screensaver) {
icculus@3936
   732
        nowTicks = SDL_GetTicks();
icculus@3936
   733
        if ((nowTicks - screensaverTicks) > 5000)
icculus@3936
   734
        {
icculus@3936
   735
            UpdateSystemActivity(UsrActivity);
icculus@3936
   736
            screensaverTicks = nowTicks;
icculus@3936
   737
        }
icculus@619
   738
    }
icculus@619
   739
slouken@390
   740
    pool = [ [ NSAutoreleasePool alloc ] init ];
slouken@390
   741
    distantPast = [ NSDate distantPast ];
slouken@390
   742
slouken@390
   743
    winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
slouken@435
   744
    
icculus@3952
   745
    /* while grabbed, accumulate all mouse moved events into one SDL mouse event */
slouken@390
   746
    dx = 0;
slouken@390
   747
    dy = 0;
slouken@390
   748
    
slouken@390
   749
    do {
slouken@390
   750
    
slouken@390
   751
        /* Poll for an event. This will not block */
slouken@390
   752
        event = [ NSApp nextEventMatchingMask:NSAnyEventMask
slouken@390
   753
                                    untilDate:distantPast
slouken@390
   754
                                    inMode: NSDefaultRunLoopMode dequeue:YES ];
slouken@390
   755
        if (event != nil) {
slouken@390
   756
icculus@624
   757
            int button;
slouken@390
   758
            unsigned int type;
icculus@563
   759
            BOOL isInGameWin;
icculus@563
   760
            
icculus@563
   761
            #define DO_MOUSE_DOWN(button) do {                                               \
slouken@1629
   762
                            if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) {                   \
slouken@1629
   763
                                SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);          \
slouken@1629
   764
                                expect_mouse_up |= 1<<button;                                \
slouken@390
   765
                            }                                                                \
slouken@390
   766
                            [ NSApp sendEvent:event ];                                       \
slouken@390
   767
            } while(0)
slouken@272
   768
            
icculus@563
   769
            #define DO_MOUSE_UP(button) do {                                            \
icculus@563
   770
                            if ( expect_mouse_up & (1<<button) ) {                      \
icculus@563
   771
                                SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);    \
icculus@563
   772
                                expect_mouse_up &= ~(1<<button);                        \
icculus@563
   773
                            }                                                           \
icculus@563
   774
                            [ NSApp sendEvent:event ];                                  \
slouken@390
   775
            } while(0)
slouken@390
   776
            
slouken@390
   777
            type = [ event type ];
slouken@779
   778
            isInGameWin = QZ_IsMouseInWindow (this);
slouken@782
   779
slouken@816
   780
            QZ_DoModifiers(this, [ event modifierFlags ] );
slouken@816
   781
slouken@390
   782
            switch (type) {
slouken@390
   783
                case NSLeftMouseDown:
slouken@1338
   784
                    if ( SDL_getenv("SDL_HAS3BUTTONMOUSE") ) {
icculus@563
   785
                        DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
slouken@511
   786
                    } else {
slouken@898
   787
                        if ( NSCommandKeyMask & current_mods ) {
icculus@563
   788
                            last_virtual_button = SDL_BUTTON_RIGHT;
icculus@563
   789
                            DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
slouken@511
   790
                        }
slouken@511
   791
                        else if ( NSAlternateKeyMask & current_mods ) {
icculus@563
   792
                            last_virtual_button = SDL_BUTTON_MIDDLE;
icculus@563
   793
                            DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
slouken@511
   794
                        }
slouken@511
   795
                        else {
icculus@563
   796
                            DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
slouken@511
   797
                        }
slouken@390
   798
                    }
slouken@390
   799
                    break;
icculus@624
   800
slouken@390
   801
                case NSLeftMouseUp:
slouken@390
   802
                    if ( last_virtual_button != 0 ) {
icculus@563
   803
                        DO_MOUSE_UP (last_virtual_button);
slouken@390
   804
                        last_virtual_button = 0;
slouken@390
   805
                    }
slouken@390
   806
                    else {
icculus@563
   807
                        DO_MOUSE_UP (SDL_BUTTON_LEFT);
slouken@390
   808
                    }
slouken@390
   809
                    break;
icculus@624
   810
icculus@624
   811
                case NSOtherMouseDown:
icculus@624
   812
                case NSRightMouseDown:
icculus@624
   813
                    button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
icculus@624
   814
                    DO_MOUSE_DOWN (button);
icculus@624
   815
                    break;
icculus@624
   816
icculus@624
   817
                case NSOtherMouseUp:
icculus@624
   818
                case NSRightMouseUp:
icculus@624
   819
                    button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
icculus@624
   820
                    DO_MOUSE_UP (button);
icculus@624
   821
                    break;
icculus@624
   822
slouken@390
   823
                case NSSystemDefined:
slouken@501
   824
                    /*
slouken@501
   825
                        Future: up to 32 "mouse" buttons can be handled.
slouken@501
   826
                        if ([event subtype] == 7) {
slouken@501
   827
                            unsigned int buttons;
slouken@501
   828
                            buttons = [ event data2 ];
slouken@501
   829
                    */
slouken@390
   830
                    break;
slouken@390
   831
                case NSLeftMouseDragged:
slouken@390
   832
                case NSRightMouseDragged:
slouken@435
   833
                case NSOtherMouseDragged: /* usually middle mouse dragged */
slouken@898
   834
                case NSMouseMoved:
icculus@563
   835
                    if ( grab_state == QZ_INVISIBLE_GRAB ) {
slouken@272
   836
                
slouken@501
   837
                        /*
icculus@563
   838
                            If input is grabbed+hidden, the cursor doesn't move,
slouken@501
   839
                            so we have to call the lowlevel window server
slouken@501
   840
                            function. This is less accurate but works OK.                         
slouken@501
   841
                        */
slouken@390
   842
                        CGMouseDelta dx1, dy1;
slouken@390
   843
                        CGGetLastMouseDelta (&dx1, &dy1);
slouken@390
   844
                        dx += dx1;
slouken@390
   845
                        dy += dy1;
slouken@390
   846
                    }
icculus@3952
   847
                    else {
slouken@435
   848
                        
slouken@501
   849
                        /*
icculus@3952
   850
                            Get the absolute mouse location. This is not the
icculus@3952
   851
                            mouse location after the currently processed event,
icculus@3952
   852
                            but the *current* mouse location, i.e. after all
icculus@3952
   853
                            pending events. This means that if there are
icculus@3952
   854
                            multiple mouse moved events in the queue, we make
icculus@3952
   855
                            multiple identical calls to SDL_PrivateMouseMotion(),
icculus@3952
   856
                            but that's no problem since the latter only
icculus@3952
   857
                            generates SDL events for nonzero movements. In my
icculus@3952
   858
                            experience on PBG4/10.4.8, this rarely happens anyway.
slouken@501
   859
                        */
slouken@782
   860
                        NSPoint p;
slouken@782
   861
                        QZ_GetMouseLocation (this, &p);
slouken@454
   862
                        SDL_PrivateMouseMotion (0, 0, p.x, p.y);
slouken@435
   863
                    }
icculus@563
   864
                    
icculus@563
   865
                    /* 
icculus@563
   866
                        Handle grab input+cursor visible by warping the cursor back
icculus@563
   867
                        into the game window. This still generates a mouse moved event,
icculus@563
   868
                        but not as a result of the warp (so it's in the right direction).
icculus@563
   869
                    */
slouken@4066
   870
                    if ( grab_state == QZ_VISIBLE_GRAB && !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);
slouken@4070
   893
icculus@1212
   894
                        if (grab_state == QZ_INVISIBLE_GRAB)
icculus@1212
   895
                            /*The cursor has left the window even though it is
icculus@1212
   896
                              disassociated from the mouse (and therefore
icculus@1212
   897
                              shouldn't move): this can happen with Wacom
icculus@1212
   898
                              tablets, and it effectively breaks the grab, since
icculus@1212
   899
                              mouse down events now go to background
icculus@1212
   900
                              applications. The only possibility to avoid this
icculus@1212
   901
                              seems to be talking to the tablet driver
icculus@1212
   902
                              (AppleEvents) to constrain its mapped area to the
icculus@1212
   903
                              window, which may not be worth the effort. For
icculus@1212
   904
                              now, handle the condition more gracefully than
icculus@1212
   905
                              before by reassociating cursor and mouse until the
icculus@1212
   906
                              cursor enters the window again, making it obvious
icculus@1212
   907
                              to the user that the grab is broken.*/
icculus@1212
   908
                            CGAssociateMouseAndMouseCursorPosition (1);
slouken@4066
   909
slouken@4070
   910
                        QZ_UpdateCursor(this);
slouken@631
   911
                    }
slouken@631
   912
                    else
slouken@1629
   913
                    if ( isInGameWin && (SDL_GetAppState() & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == SDL_APPINPUTFOCUS ) {
slouken@631
   914
                    
slouken@631
   915
                        SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
slouken@4066
   916
slouken@4070
   917
                        QZ_UpdateCursor(this);
slouken@4066
   918
icculus@1212
   919
                        if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/
icculus@1212
   920
                            QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
icculus@1212
   921
                            CGAssociateMouseAndMouseCursorPosition (0);
icculus@1212
   922
                        }
slouken@631
   923
                    }
slouken@390
   924
                    break;
slouken@390
   925
                case NSScrollWheel:
icculus@563
   926
                    if ( isInGameWin ) {
icculus@1050
   927
                        float dy, dx;
slouken@502
   928
                        Uint8 button;
slouken@390
   929
                        dy = [ event deltaY ];
icculus@1050
   930
                        dx = [ event deltaX ];
slouken@4011
   931
                        if ( dy > 0.0 || dx > 0.0 ) /* Scroll up */
slouken@4011
   932
                            button = SDL_BUTTON_WHEELUP;
slouken@4011
   933
                        else /* Scroll down */
slouken@4011
   934
                            button = SDL_BUTTON_WHEELDOWN;
slouken@4011
   935
                        /* For now, wheel is sent as a quick down+up */
slouken@4011
   936
                        SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
slouken@4011
   937
                        SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
slouken@390
   938
                    }
slouken@390
   939
                    break;
slouken@390
   940
                case NSKeyUp:
slouken@501
   941
                    QZ_DoKey (this, SDL_RELEASED, event);
slouken@390
   942
                    break;
slouken@390
   943
                case NSKeyDown:
slouken@501
   944
                    QZ_DoKey (this, SDL_PRESSED, event);
slouken@390
   945
                    break;
slouken@390
   946
                case NSFlagsChanged:
slouken@390
   947
                    break;
slouken@1629
   948
                    /* case NSAppKitDefined: break; */
slouken@390
   949
                    /* case NSApplicationDefined: break; */
slouken@390
   950
                    /* case NSPeriodic: break; */
slouken@390
   951
                    /* case NSCursorUpdate: break; */
slouken@390
   952
                default:
slouken@390
   953
                    [ NSApp sendEvent:event ];
slouken@272
   954
            }
slouken@272
   955
        }
slouken@390
   956
    } while (event != nil);
slouken@390
   957
    
slouken@435
   958
    /* handle accumulated mouse moved events */
slouken@390
   959
    if (dx != 0 || dy != 0)
slouken@435
   960
        SDL_PrivateMouseMotion (0, 1, dx, dy);
slouken@898
   961
    
slouken@390
   962
    [ pool release ];
slouken@502
   963
}
icculus@1212
   964
icculus@1212
   965
void QZ_UpdateMouse (_THIS)
icculus@1212
   966
{
icculus@1212
   967
    NSPoint p;
icculus@1212
   968
    QZ_GetMouseLocation (this, &p);
icculus@1212
   969
    SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS);
icculus@1212
   970
    SDL_PrivateMouseMotion (0, 0, p.x, p.y);
icculus@1212
   971
}