/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_QuartzKeys.h" static void QZ_InitOSKeymap (_THIS) { const void *KCHRPtr; UInt32 state; UInt32 value; int i; int world = SDLK_WORLD_0; for ( i=0; ikeysym map. However, it will not work very well on international keyboard. Hence we now query MacOS for its own keymap to adjust our own mapping table. However, this is basically only useful for ascii char keys. This is also the reason why we keep the static table, too. */ /* Get a pointer to the systems cached KCHR */ KCHRPtr = (void *)GetScriptManagerVariable(smKCHRCache); if (KCHRPtr) { /* Loop over all 127 possible scan codes */ for (i = 0; i < 0x7F; i++) { /* We pretend a clean start to begin with (i.e. no dead keys active */ state = 0; /* Now translate the key code to a key value */ value = KeyTranslate(KCHRPtr, i, &state) & 0xff; /* If the state become 0, it was a dead key. We need to translate again, passing in the new state, to get the actual key value */ if (state != 0) value = KeyTranslate(KCHRPtr, i, &state) & 0xff; /* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */ if (value >= 128) /* Some non-ASCII char, map it to SDLK_WORLD_* */ keymap[i] = world++; else if (value >= 32) /* non-control ASCII char */ keymap[i] = value; } } /* The keypad codes are re-setup here, because the loop above cannot distinguish between a key on the keypad and a regular key. We maybe could get around this problem in another fashion: NSEvent's flags include a "NSNumericPadKeyMask" bit; we could check that and modify the symbol we return on the fly. However, this flag seems to exhibit some weird behaviour related to the num lock key */ keymap[QZ_KP0] = SDLK_KP0; keymap[QZ_KP1] = SDLK_KP1; keymap[QZ_KP2] = SDLK_KP2; keymap[QZ_KP3] = SDLK_KP3; keymap[QZ_KP4] = SDLK_KP4; keymap[QZ_KP5] = SDLK_KP5; keymap[QZ_KP6] = SDLK_KP6; keymap[QZ_KP7] = SDLK_KP7; keymap[QZ_KP8] = SDLK_KP8; keymap[QZ_KP9] = SDLK_KP9; keymap[QZ_KP_MINUS] = SDLK_KP_MINUS; keymap[QZ_KP_PLUS] = SDLK_KP_PLUS; keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD; keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS; keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE; keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY; keymap[QZ_KP_ENTER] = SDLK_KP_ENTER; } static void QZ_DoKey (_THIS, int state, NSEvent *event) { NSString *chars; int i; SDL_keysym key; /* An event can contain multiple characters I'll ignore this fact for now, since there is only one virtual key code per event, so no good way to handle this. */ chars = [ event characters ]; for (i =0; i < 1 /*[ chars length ] */; i++) { key.scancode = [ event keyCode ]; key.sym = keymap [ key.scancode ]; key.unicode = [ chars characterAtIndex:i]; key.mod = KMOD_NONE; SDL_PrivateKeyboard (state, &key); } } static void QZ_DoModifiers (_THIS, unsigned int newMods) { const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA } ; int i; int bit; SDL_keysym key; key.scancode = 0; key.sym = SDLK_UNKNOWN; key.unicode = 0; key.mod = KMOD_NONE; /* Iterate through the bits, testing each against the current modifiers */ for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) { unsigned int currentMask, newMask; currentMask = current_mods & bit; newMask = newMods & bit; if ( currentMask && currentMask != newMask ) { /* modifier up event */ key.sym = mapping[i]; /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ if (bit == NSAlphaShiftKeyMask) SDL_PrivateKeyboard (SDL_PRESSED, &key); SDL_PrivateKeyboard (SDL_RELEASED, &key); } else if ( newMask && currentMask != newMask ) { /* modifier down event */ key.sym = mapping[i]; SDL_PrivateKeyboard (SDL_PRESSED, &key); /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ if (bit == NSAlphaShiftKeyMask) SDL_PrivateKeyboard (SDL_RELEASED, &key); } } current_mods = newMods; } static void QZ_DoActivate (_THIS) { in_foreground = YES; /* Regrab the mouse, only if it was previously grabbed */ if ( current_grab_mode == SDL_GRAB_ON ) { QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); CGAssociateMouseAndMouseCursorPosition (0); } /* Hide the mouse cursor if inside the app window */ if (!QZ_cursor_visible) { HideCursor (); } SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS); } static void QZ_DoDeactivate (_THIS) { in_foreground = NO; /* Ungrab mouse if it is grabbed */ if ( current_grab_mode == SDL_GRAB_ON ) { CGAssociateMouseAndMouseCursorPosition (1); } /* Show the mouse cursor */ if (!QZ_cursor_visible) { ShowCursor (); } SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS); } static void QZ_PumpEvents (_THIS) { int firstMouseEvent; CGMouseDelta dx, dy; NSDate *distantPast; NSEvent *event; NSRect winRect; NSRect titleBarRect; NSAutoreleasePool *pool; pool = [ [ NSAutoreleasePool alloc ] init ]; distantPast = [ NSDate distantPast ]; winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h); titleBarRect = NSMakeRect (0, SDL_VideoSurface->h, SDL_VideoSurface->w, SDL_VideoSurface->h + 22); /* send the first mouse event in absolute coordinates */ firstMouseEvent = 1; /* accumulate any additional mouse moved events into one SDL mouse event */ dx = 0; dy = 0; do { /* Poll for an event. This will not block */ event = [ NSApp nextEventMatchingMask:NSAnyEventMask untilDate:distantPast inMode: NSDefaultRunLoopMode dequeue:YES ]; if (event != nil) { unsigned int type; BOOL isForGameWin; #define DO_MOUSE_DOWN(button, sendToWindow) do { \ if ( in_foreground ) { \ if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) || \ NSPointInRect([event locationInWindow], winRect) ) \ SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \ } \ else { \ QZ_DoActivate (this); \ } \ [ NSApp sendEvent:event ]; \ } while(0) #define DO_MOUSE_UP(button, sendToWindow) do { \ if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) || \ !NSPointInRect([event locationInWindow], titleBarRect) ) \ SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \ [ NSApp sendEvent:event ]; \ } while(0) type = [ event type ]; isForGameWin = (qz_window == [ event window ]); switch (type) { case NSLeftMouseDown: if ( NSCommandKeyMask & current_mods ) { last_virtual_button = 3; DO_MOUSE_DOWN (3, 0); } else if ( NSAlternateKeyMask & current_mods ) { last_virtual_button = 2; DO_MOUSE_DOWN (2, 0); } else { DO_MOUSE_DOWN (1, 1); } break; case NSOtherMouseDown: DO_MOUSE_DOWN (2, 0); break; case NSRightMouseDown: DO_MOUSE_DOWN (3, 0); break; case NSLeftMouseUp: if ( last_virtual_button != 0 ) { DO_MOUSE_UP (last_virtual_button, 0); last_virtual_button = 0; } else { DO_MOUSE_UP (1, 1); } break; case NSOtherMouseUp: DO_MOUSE_UP (2, 0); break; case NSRightMouseUp: DO_MOUSE_UP (3, 0); break; case NSSystemDefined: /* Future: up to 32 "mouse" buttons can be handled. if ([event subtype] == 7) { unsigned int buttons; buttons = [ event data2 ]; */ break; case NSLeftMouseDragged: case NSRightMouseDragged: case NSOtherMouseDragged: /* usually middle mouse dragged */ case NSMouseMoved: if (current_grab_mode == SDL_GRAB_ON) { /* If input is grabbed, the cursor doesn't move, so we have to call the lowlevel window server function. This is less accurate but works OK. */ CGMouseDelta dx1, dy1; CGGetLastMouseDelta (&dx1, &dy1); dx += dx1; dy += dy1; } else if (warp_flag) { /* If we just warped the mouse, the cursor is frozen for a while. So we have to use the lowlevel function until it unfreezes. This really helps apps that continuously warp the mouse to keep it in the game window. Developers should really use GrabInput, but our GrabInput freezes the HW cursor, which doesn't cut it for some apps. */ Uint32 ticks; ticks = SDL_GetTicks(); if (ticks - warp_ticks < 150) { CGMouseDelta dx1, dy1; CGGetLastMouseDelta (&dx1, &dy1); dx += dx1; dy += dy1; } else { warp_flag = 0; } } else if (firstMouseEvent) { /* Get the first mouse event in a possible sequence of mouse moved events. Since we use absolute coordinates, this serves to compensate any inaccuracy in deltas, and provides the first known mouse position, since everything after this uses deltas */ NSPoint p = [ event locationInWindow ]; QZ_PrivateCocoaToSDL(this, &p); SDL_PrivateMouseMotion (0, 0, p.x, p.y); firstMouseEvent = 0; } else { /* Get the amount moved since the last drag or move event, add it on for one big move event at the end. */ dx += [ event deltaX ]; dy += [ event deltaY ]; } break; case NSScrollWheel: if (NSPointInRect([ event locationInWindow ], winRect)) { float dy; Uint8 button; dy = [ event deltaY ]; if ( dy > 0.0 ) /* Scroll up */ button = SDL_BUTTON_WHEELUP; else /* Scroll down */ button = SDL_BUTTON_WHEELDOWN; /* For now, wheel is sent as a quick down+up */ SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); } break; case NSKeyUp: QZ_DoKey (this, SDL_RELEASED, event); break; case NSKeyDown: QZ_DoKey (this, SDL_PRESSED, event); break; case NSFlagsChanged: QZ_DoModifiers(this, [ event modifierFlags ] ); break; case NSAppKitDefined: switch ( [ event subtype ] ) { case NSApplicationActivatedEventType: QZ_DoActivate (this); break; case NSApplicationDeactivatedEventType: QZ_DoDeactivate (this); break; } [ NSApp sendEvent:event ]; break; /* case NSApplicationDefined: break; */ /* case NSPeriodic: break; */ /* case NSCursorUpdate: break; */ default: [ NSApp sendEvent:event ]; } } } while (event != nil); /* handle accumulated mouse moved events */ if (dx != 0 || dy != 0) SDL_PrivateMouseMotion (0, 1, dx, dy); [ pool release ]; }