src/video/quartz/SDL_QuartzEvents.m
author Ryan C. Gordon <icculus@icculus.org>
Thu, 22 May 2003 06:28:40 +0000
changeset 619 bf816ce70144
parent 615 7ec821f3cbd0
child 624 fb78cadbfeb8
permissions -rw-r--r--
Disable MacOS X screensaver for duration of application run by triggering a
"UsrActivity" alert every five seconds in the Quartz PumpEvents implementation.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002    Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Library General Public
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    License as published by the Free Software Foundation; either
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    version 2 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Library General Public License for more details.
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    You should have received a copy of the GNU Library General Public
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    License along with this library; if not, write to the Free
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    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#include <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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static void     QZ_InitOSKeymap (_THIS) {
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    const void *KCHRPtr;
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    UInt32 state;
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    UInt32 value;
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    int i;
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    int world = SDLK_WORLD_0;
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    for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
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        keymap[i] = SDLK_UNKNOWN;
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    /* This keymap is almost exactly the same as the OS 9 one */
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    keymap[QZ_ESCAPE] = SDLK_ESCAPE;
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    keymap[QZ_F1] = SDLK_F1;
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    keymap[QZ_F2] = SDLK_F2;
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    keymap[QZ_F3] = SDLK_F3;
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    keymap[QZ_F4] = SDLK_F4;
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    keymap[QZ_F5] = SDLK_F5;
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    keymap[QZ_F6] = SDLK_F6;
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    keymap[QZ_F7] = SDLK_F7;
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    keymap[QZ_F8] = SDLK_F8;
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    keymap[QZ_F9] = SDLK_F9;
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    keymap[QZ_F10] = SDLK_F10;
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    keymap[QZ_F11] = SDLK_F11;
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    keymap[QZ_F12] = SDLK_F12;
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    keymap[QZ_PRINT] = SDLK_PRINT;
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    keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
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    keymap[QZ_PAUSE] = SDLK_PAUSE;
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    keymap[QZ_POWER] = SDLK_POWER;
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    keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
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    keymap[QZ_1] = SDLK_1;
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    keymap[QZ_2] = SDLK_2;
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    keymap[QZ_3] = SDLK_3;
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    keymap[QZ_4] = SDLK_4;
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    keymap[QZ_5] = SDLK_5;
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    keymap[QZ_6] = SDLK_6;
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    keymap[QZ_7] = SDLK_7;
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    keymap[QZ_8] = SDLK_8;
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    keymap[QZ_9] = SDLK_9;
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    keymap[QZ_0] = SDLK_0;
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    keymap[QZ_MINUS] = SDLK_MINUS;
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    keymap[QZ_EQUALS] = SDLK_EQUALS;
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    keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
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    keymap[QZ_INSERT] = SDLK_INSERT;
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    keymap[QZ_HOME] = SDLK_HOME;
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    keymap[QZ_PAGEUP] = SDLK_PAGEUP;
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    keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
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    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
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    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
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    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
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    keymap[QZ_TAB] = SDLK_TAB;
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    keymap[QZ_q] = SDLK_q;
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    keymap[QZ_w] = SDLK_w;
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    keymap[QZ_e] = SDLK_e;
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    keymap[QZ_r] = SDLK_r;
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    keymap[QZ_t] = SDLK_t;
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    keymap[QZ_y] = SDLK_y;
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    keymap[QZ_u] = SDLK_u;
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    keymap[QZ_i] = SDLK_i;
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    keymap[QZ_o] = SDLK_o;
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    keymap[QZ_p] = SDLK_p;
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    keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
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    keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
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    keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
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    keymap[QZ_DELETE] = SDLK_DELETE;
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    keymap[QZ_END] = SDLK_END;
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    keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
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    keymap[QZ_KP7] = SDLK_KP7;
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    keymap[QZ_KP8] = SDLK_KP8;
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    keymap[QZ_KP9] = SDLK_KP9;
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    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
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    keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
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    keymap[QZ_a] = SDLK_a;
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    keymap[QZ_s] = SDLK_s;
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    keymap[QZ_d] = SDLK_d;
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    keymap[QZ_f] = SDLK_f;
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    keymap[QZ_g] = SDLK_g;
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    keymap[QZ_h] = SDLK_h;
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    keymap[QZ_j] = SDLK_j;
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    keymap[QZ_k] = SDLK_k;
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    keymap[QZ_l] = SDLK_l;
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    keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
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    keymap[QZ_QUOTE] = SDLK_QUOTE;
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    keymap[QZ_RETURN] = SDLK_RETURN;
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    keymap[QZ_KP4] = SDLK_KP4;
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    keymap[QZ_KP5] = SDLK_KP5;
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    keymap[QZ_KP6] = SDLK_KP6;
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    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
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    keymap[QZ_LSHIFT] = SDLK_LSHIFT;
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    keymap[QZ_z] = SDLK_z;
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    keymap[QZ_x] = SDLK_x;
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    keymap[QZ_c] = SDLK_c;
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    keymap[QZ_v] = SDLK_v;
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    keymap[QZ_b] = SDLK_b;
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    keymap[QZ_n] = SDLK_n;
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    keymap[QZ_m] = SDLK_m;
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    keymap[QZ_COMMA] = SDLK_COMMA;
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    keymap[QZ_PERIOD] = SDLK_PERIOD;
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    keymap[QZ_SLASH] = SDLK_SLASH;
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    keymap[QZ_UP] = SDLK_UP;
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    keymap[QZ_KP1] = SDLK_KP1;
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    keymap[QZ_KP2] = SDLK_KP2;
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    keymap[QZ_KP3] = SDLK_KP3;
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    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
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    keymap[QZ_LCTRL] = SDLK_LCTRL;
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    keymap[QZ_LALT] = SDLK_LALT;
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    keymap[QZ_LMETA] = SDLK_LMETA;
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    keymap[QZ_SPACE] = SDLK_SPACE;
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    keymap[QZ_LEFT] = SDLK_LEFT;
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    keymap[QZ_DOWN] = SDLK_DOWN;
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    keymap[QZ_RIGHT] = SDLK_RIGHT;
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    keymap[QZ_KP0] = SDLK_KP0;
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    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
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    keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
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    keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
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    keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
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    keymap[QZ_IBOOK_UP]      = SDLK_UP;
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    keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;
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    /* 
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        Up there we setup a static scancode->keysym map. However, it will not
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        work very well on international keyboard. Hence we now query MacOS
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        for its own keymap to adjust our own mapping table. However, this is
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        basically only useful for ascii char keys. This is also the reason
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        why we keep the static table, too.
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     */
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    /* Get a pointer to the systems cached KCHR */
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    KCHRPtr = (void *)GetScriptManagerVariable(smKCHRCache);
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    if (KCHRPtr)
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    {
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        /* Loop over all 127 possible scan codes */
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        for (i = 0; i < 0x7F; i++)
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        {
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            /* We pretend a clean start to begin with (i.e. no dead keys active */
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            state = 0;
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            /* Now translate the key code to a key value */
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            value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
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            /* If the state become 0, it was a dead key. We need to translate again,
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                passing in the new state, to get the actual key value */
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            if (state != 0)
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                value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
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            /* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */
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            if (value >= 128)     /* Some non-ASCII char, map it to SDLK_WORLD_* */
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                keymap[i] = world++;
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            else if (value >= 32)     /* non-control ASCII char */
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                keymap[i] = value;
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        }
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    }
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    /* 
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        The keypad codes are re-setup here, because the loop above cannot
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        distinguish between a key on the keypad and a regular key. We maybe
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        could get around this problem in another fashion: NSEvent's flags
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        include a "NSNumericPadKeyMask" bit; we could check that and modify
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        the symbol we return on the fly. However, this flag seems to exhibit
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        some weird behaviour related to the num lock key
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    */
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    keymap[QZ_KP0] = SDLK_KP0;
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    keymap[QZ_KP1] = SDLK_KP1;
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    keymap[QZ_KP2] = SDLK_KP2;
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    keymap[QZ_KP3] = SDLK_KP3;
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    keymap[QZ_KP4] = SDLK_KP4;
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    keymap[QZ_KP5] = SDLK_KP5;
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    keymap[QZ_KP6] = SDLK_KP6;
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    keymap[QZ_KP7] = SDLK_KP7;
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    keymap[QZ_KP8] = SDLK_KP8;
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    keymap[QZ_KP9] = SDLK_KP9;
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    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
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    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
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    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
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    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
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    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
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    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
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    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
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}
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static void QZ_DoKey (_THIS, int state, NSEvent *event) {
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    NSString *chars;
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    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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}
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static void QZ_DoModifiers (_THIS, unsigned int newMods) {
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    const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA } ;
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    int i;
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    int bit;
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    SDL_keysym key;
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    key.scancode = 0;
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    key.sym         = SDLK_UNKNOWN;
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    key.unicode     = 0;
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    key.mod         = KMOD_NONE;
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    /* Iterate through the bits, testing each against the current modifiers */
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    for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
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        unsigned int currentMask, newMask;
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        currentMask = current_mods & bit;
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        newMask     = newMods & bit;
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        if ( currentMask &&
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             currentMask != newMask ) {     /* modifier up event */
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             key.sym = mapping[i];
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             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
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             if (bit == NSAlphaShiftKeyMask)
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             SDL_PrivateKeyboard (SDL_PRESSED, &key);
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             SDL_PrivateKeyboard (SDL_RELEASED, &key);
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        }
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        else if ( newMask &&
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                  currentMask != newMask ) {     /* modifier down event */
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             key.sym = mapping[i];
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             SDL_PrivateKeyboard (SDL_PRESSED, &key);
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             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
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             if (bit == NSAlphaShiftKeyMask)
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                  SDL_PrivateKeyboard (SDL_RELEASED, &key);
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        }
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    }
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    current_mods = newMods;
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}
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static void QZ_DoActivate (_THIS)
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{
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    in_foreground = YES;
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    /* Hide the cursor if it was hidden by SDL_ShowCursor() */
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    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 */
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    if ( current_grab_mode == SDL_GRAB_ON ) {
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        /* Restore cursor location if input was grabbed */
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        QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
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        QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
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    }
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    SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
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}
slouken@47
   320
slouken@47
   321
static void QZ_DoDeactivate (_THIS) {
slouken@47
   322
slouken@501
   323
    in_foreground = NO;
slouken@168
   324
icculus@563
   325
    /* Get the current cursor location, for restore on activate */
icculus@563
   326
    cursor_loc = [ NSEvent mouseLocation ]; /* global coordinates */
icculus@563
   327
    if (qz_window)
icculus@563
   328
        QZ_PrivateGlobalToLocal (this, &cursor_loc);
icculus@563
   329
    QZ_PrivateCocoaToSDL (this, &cursor_loc);
icculus@563
   330
    
icculus@563
   331
    /* Reassociate mouse and cursor */
icculus@563
   332
    CGAssociateMouseAndMouseCursorPosition (1);
slouken@390
   333
slouken@615
   334
    /* Show the cursor if it was hidden by SDL_ShowCursor() */
slouken@615
   335
    if (!cursor_visible && cursor_hidden) {
slouken@615
   336
        ShowCursor ();
slouken@615
   337
        cursor_hidden = NO;
slouken@615
   338
    }
slouken@390
   339
slouken@390
   340
    SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
slouken@47
   341
}
slouken@47
   342
slouken@555
   343
void QZ_SleepNotificationHandler (void * refcon,
slouken@555
   344
                                  io_service_t service,
slouken@555
   345
                                  natural_t messageType,
slouken@555
   346
                                  void * messageArgument )
slouken@555
   347
{
slouken@555
   348
     SDL_VideoDevice *this = (SDL_VideoDevice*)refcon;
slouken@555
   349
     
slouken@555
   350
     switch(messageType)
slouken@555
   351
     {
slouken@555
   352
         case kIOMessageSystemWillSleep:
icculus@563
   353
             IOAllowPowerChange(power_connection, (long) messageArgument);
slouken@555
   354
             break;
slouken@555
   355
         case kIOMessageCanSystemSleep:
icculus@563
   356
             IOAllowPowerChange(power_connection, (long) messageArgument);
slouken@555
   357
             break;
slouken@555
   358
         case kIOMessageSystemHasPoweredOn:
slouken@555
   359
			/* awake */
slouken@555
   360
            SDL_PrivateExpose();
slouken@555
   361
            break;
slouken@555
   362
     }
slouken@555
   363
}
slouken@555
   364
slouken@555
   365
static void QZ_RegisterForSleepNotifications (_THIS)
slouken@555
   366
{
slouken@555
   367
     CFRunLoopSourceRef rls;
slouken@555
   368
     IONotificationPortRef thePortRef;
slouken@555
   369
     io_object_t notifier;
slouken@555
   370
icculus@563
   371
     power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier);
slouken@555
   372
icculus@563
   373
     if (power_connection == 0)
slouken@555
   374
         NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
slouken@555
   375
slouken@555
   376
     rls = IONotificationPortGetRunLoopSource (thePortRef);
slouken@555
   377
     CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
slouken@555
   378
     CFRelease (rls);
slouken@555
   379
}
slouken@555
   380
slouken@117
   381
static void QZ_PumpEvents (_THIS)
slouken@158
   382
{
slouken@435
   383
    int firstMouseEvent;
slouken@390
   384
    CGMouseDelta dx, dy;
slouken@390
   385
slouken@390
   386
    NSDate *distantPast;
slouken@390
   387
    NSEvent *event;
slouken@390
   388
    NSRect winRect;
slouken@390
   389
    NSRect titleBarRect;
slouken@390
   390
    NSAutoreleasePool *pool;
slouken@390
   391
icculus@619
   392
    /* Update activity every five seconds to prevent screensaver. --ryan. */
icculus@619
   393
    static Uint32 screensaverTicks = 0;
icculus@619
   394
    Uint32 nowTicks = SDL_GetTicks();
icculus@619
   395
    if ((nowTicks - screensaverTicks) > 5000)
icculus@619
   396
    {
icculus@619
   397
        UpdateSystemActivity(UsrActivity);
icculus@619
   398
        screensaverTicks = nowTicks;
icculus@619
   399
    }
icculus@619
   400
slouken@390
   401
    pool = [ [ NSAutoreleasePool alloc ] init ];
slouken@390
   402
    distantPast = [ NSDate distantPast ];
slouken@390
   403
slouken@390
   404
    winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
slouken@435
   405
    titleBarRect = NSMakeRect (0, SDL_VideoSurface->h, SDL_VideoSurface->w,
slouken@435
   406
                                SDL_VideoSurface->h + 22);
slouken@435
   407
    
slouken@435
   408
    /* send the first mouse event in absolute coordinates */
slouken@435
   409
    firstMouseEvent = 1;
slouken@435
   410
    
slouken@435
   411
    /* accumulate any additional mouse moved events into one SDL mouse event */
slouken@390
   412
    dx = 0;
slouken@390
   413
    dy = 0;
slouken@390
   414
    
slouken@390
   415
    do {
slouken@390
   416
    
slouken@390
   417
        /* Poll for an event. This will not block */
slouken@390
   418
        event = [ NSApp nextEventMatchingMask:NSAnyEventMask
slouken@390
   419
                                    untilDate:distantPast
slouken@390
   420
                                    inMode: NSDefaultRunLoopMode dequeue:YES ];
slouken@390
   421
        if (event != nil) {
slouken@390
   422
slouken@390
   423
            unsigned int type;
slouken@390
   424
            BOOL isForGameWin;
icculus@563
   425
            BOOL isInGameWin;
icculus@563
   426
            
icculus@563
   427
            #define DO_MOUSE_DOWN(button) do {                                               \
slouken@501
   428
                            if ( in_foreground ) {                                           \
icculus@563
   429
                                if ( isInGameWin ) {                                         \
icculus@563
   430
                                    SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);      \
icculus@563
   431
                                    expect_mouse_up |= 1<<button;                            \
icculus@563
   432
                                }                                                            \
slouken@390
   433
                            }                                                                \
slouken@390
   434
                            else {                                                           \
slouken@390
   435
                                QZ_DoActivate (this);                                        \
slouken@390
   436
                            }                                                                \
slouken@390
   437
                            [ NSApp sendEvent:event ];                                       \
slouken@390
   438
            } while(0)
slouken@272
   439
            
icculus@563
   440
            #define DO_MOUSE_UP(button) do {                                            \
icculus@563
   441
                            if ( expect_mouse_up & (1<<button) ) {                      \
icculus@563
   442
                                SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);    \
icculus@563
   443
                                expect_mouse_up &= ~(1<<button);                        \
icculus@563
   444
                            }                                                           \
icculus@563
   445
                            [ NSApp sendEvent:event ];                                  \
slouken@390
   446
            } while(0)
slouken@390
   447
            
slouken@390
   448
            type = [ event type ];
slouken@390
   449
            isForGameWin = (qz_window == [ event window ]);
icculus@563
   450
            isInGameWin = NSPointInRect([event locationInWindow], winRect);
slouken@390
   451
            switch (type) {
slouken@390
   452
                case NSLeftMouseDown:
slouken@511
   453
                    if ( getenv("SDL_HAS3BUTTONMOUSE") ) {
icculus@563
   454
                        DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
slouken@511
   455
                    } else {
slouken@511
   456
                        if ( NSCommandKeyMask & current_mods ) {
icculus@563
   457
                            last_virtual_button = SDL_BUTTON_RIGHT;
icculus@563
   458
                            DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
slouken@511
   459
                        }
slouken@511
   460
                        else if ( NSAlternateKeyMask & current_mods ) {
icculus@563
   461
                            last_virtual_button = SDL_BUTTON_MIDDLE;
icculus@563
   462
                            DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
slouken@511
   463
                        }
slouken@511
   464
                        else {
icculus@563
   465
                            DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
slouken@511
   466
                        }
slouken@390
   467
                    }
slouken@390
   468
                    break;
icculus@563
   469
                case NSOtherMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE); break;
icculus@563
   470
                case NSRightMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);  break;
slouken@390
   471
                case NSLeftMouseUp:
slouken@390
   472
                    if ( last_virtual_button != 0 ) {
icculus@563
   473
                        DO_MOUSE_UP (last_virtual_button);
slouken@390
   474
                        last_virtual_button = 0;
slouken@390
   475
                    }
slouken@390
   476
                    else {
icculus@563
   477
                        DO_MOUSE_UP (SDL_BUTTON_LEFT);
slouken@390
   478
                    }
slouken@390
   479
                    break;
icculus@563
   480
                case NSOtherMouseUp:   DO_MOUSE_UP (SDL_BUTTON_MIDDLE); break;
icculus@563
   481
                case NSRightMouseUp:   DO_MOUSE_UP (SDL_BUTTON_RIGHT);  break;
slouken@390
   482
                case NSSystemDefined:
slouken@501
   483
                    /*
slouken@501
   484
                        Future: up to 32 "mouse" buttons can be handled.
slouken@501
   485
                        if ([event subtype] == 7) {
slouken@501
   486
                            unsigned int buttons;
slouken@501
   487
                            buttons = [ event data2 ];
slouken@501
   488
                    */
slouken@390
   489
                    break;
slouken@390
   490
                case NSLeftMouseDragged:
slouken@390
   491
                case NSRightMouseDragged:
slouken@435
   492
                case NSOtherMouseDragged: /* usually middle mouse dragged */
slouken@390
   493
                case NSMouseMoved:
icculus@563
   494
                    if ( grab_state == QZ_INVISIBLE_GRAB ) {
slouken@272
   495
                
slouken@501
   496
                        /*
icculus@563
   497
                            If input is grabbed+hidden, the cursor doesn't move,
slouken@501
   498
                            so we have to call the lowlevel window server
slouken@501
   499
                            function. This is less accurate but works OK.                         
slouken@501
   500
                        */
slouken@390
   501
                        CGMouseDelta dx1, dy1;
slouken@390
   502
                        CGGetLastMouseDelta (&dx1, &dy1);
slouken@390
   503
                        dx += dx1;
slouken@390
   504
                        dy += dy1;
slouken@390
   505
                    }
slouken@435
   506
                    else if (firstMouseEvent) {
slouken@435
   507
                        
slouken@501
   508
                        /*
slouken@501
   509
                            Get the first mouse event in a possible
slouken@501
   510
                            sequence of mouse moved events. Since we
slouken@501
   511
                            use absolute coordinates, this serves to
slouken@501
   512
                            compensate any inaccuracy in deltas, and
slouken@501
   513
                            provides the first known mouse position,
slouken@501
   514
                            since everything after this uses deltas
slouken@501
   515
                        */
slouken@435
   516
                        NSPoint p = [ event locationInWindow ];
icculus@563
   517
                        QZ_PrivateCocoaToSDL (this, &p);
slouken@454
   518
                        SDL_PrivateMouseMotion (0, 0, p.x, p.y);
slouken@435
   519
                        firstMouseEvent = 0;
slouken@435
   520
                    }
slouken@435
   521
                    else {
slouken@435
   522
                    
slouken@501
   523
                        /*
slouken@501
   524
                            Get the amount moved since the last drag or move event,
slouken@501
   525
                            add it on for one big move event at the end.
slouken@501
   526
                        */
slouken@501
   527
                        dx += [ event deltaX ];
slouken@501
   528
                        dy += [ event deltaY ];
slouken@435
   529
                    }
icculus@563
   530
                    
icculus@563
   531
                    /* 
icculus@563
   532
                        Handle grab input+cursor visible by warping the cursor back
icculus@563
   533
                        into the game window. This still generates a mouse moved event,
icculus@563
   534
                        but not as a result of the warp (so it's in the right direction).
icculus@563
   535
                    */
icculus@563
   536
                    if ( grab_state == QZ_VISIBLE_GRAB &&
icculus@563
   537
                         !isInGameWin ) {
icculus@563
   538
                       
icculus@563
   539
                        NSPoint p = [ event locationInWindow ]; 
icculus@563
   540
                        QZ_PrivateCocoaToSDL (this, &p);
icculus@563
   541
icculus@563
   542
                        if ( p.x < 0.0 ) 
icculus@563
   543
                            p.x = 0.0;
icculus@563
   544
                        
icculus@563
   545
                        if ( p.y < 0.0 ) 
icculus@563
   546
                            p.y = 0.0;
icculus@563
   547
                        
icculus@563
   548
                        if ( p.x >= winRect.size.width ) 
icculus@563
   549
                            p.x = winRect.size.width-1;
icculus@563
   550
                        
icculus@563
   551
                        if ( p.y >= winRect.size.height ) 
icculus@563
   552
                            p.y = winRect.size.height-1;
icculus@563
   553
                        
icculus@563
   554
                        QZ_PrivateWarpCursor (this, p.x, p.y);
icculus@563
   555
                    }
slouken@390
   556
                    break;
slouken@390
   557
                case NSScrollWheel:
icculus@563
   558
                    if ( isInGameWin ) {
slouken@390
   559
                        float dy;
slouken@502
   560
                        Uint8 button;
slouken@390
   561
                        dy = [ event deltaY ];
slouken@390
   562
                        if ( dy > 0.0 ) /* Scroll up */
slouken@502
   563
                            button = SDL_BUTTON_WHEELUP;
slouken@390
   564
                        else /* Scroll down */
slouken@502
   565
                            button = SDL_BUTTON_WHEELDOWN;
icculus@563
   566
                        /* For now, wheel is sent as a quick down+up */
slouken@502
   567
                        SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
slouken@502
   568
                        SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
slouken@390
   569
                    }
slouken@390
   570
                    break;
slouken@390
   571
                case NSKeyUp:
slouken@501
   572
                    QZ_DoKey (this, SDL_RELEASED, event);
slouken@390
   573
                    break;
slouken@390
   574
                case NSKeyDown:
slouken@501
   575
                    QZ_DoKey (this, SDL_PRESSED, event);
slouken@390
   576
                    break;
slouken@390
   577
                case NSFlagsChanged:
slouken@501
   578
                    QZ_DoModifiers(this, [ event modifierFlags ] );
slouken@390
   579
                    break;
slouken@390
   580
                case NSAppKitDefined:
slouken@390
   581
                    switch ( [ event subtype ] ) {
slouken@390
   582
                        case NSApplicationActivatedEventType:
slouken@390
   583
                            QZ_DoActivate (this);
slouken@390
   584
                            break;
slouken@390
   585
                        case NSApplicationDeactivatedEventType:
slouken@390
   586
                            QZ_DoDeactivate (this);
slouken@390
   587
                            break;
slouken@390
   588
                    }
slouken@390
   589
                    [ NSApp sendEvent:event ];
slouken@390
   590
                    break;
slouken@390
   591
                    /* case NSApplicationDefined: break; */
slouken@390
   592
                    /* case NSPeriodic: break; */
slouken@390
   593
                    /* case NSCursorUpdate: break; */
slouken@390
   594
                default:
slouken@390
   595
                    [ NSApp sendEvent:event ];
slouken@272
   596
            }
slouken@272
   597
        }
slouken@390
   598
    } while (event != nil);
slouken@390
   599
    
slouken@435
   600
    /* handle accumulated mouse moved events */
slouken@390
   601
    if (dx != 0 || dy != 0)
slouken@435
   602
        SDL_PrivateMouseMotion (0, 1, dx, dy);
slouken@390
   603
    
slouken@390
   604
    [ pool release ];
slouken@502
   605
}