/
SDL_QuartzEvents.m
592 lines (516 loc) · 21.7 KB
1
/*
2
3
SDL - Simple DirectMedia Layer
Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
4
5
6
7
8
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.
9
10
11
12
13
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.
14
15
16
17
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
18
19
20
Sam Lantinga
slouken@libsdl.org
21
*/
22
#include <stdlib.h> // For getenv()
23
24
#include <IOKit/IOMessage.h> // For wake from sleep detection
#include <IOKit/pwr_mgt/IOPMLib.h> // For wake from sleep detection
25
26
#include "SDL_QuartzKeys.h"
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
static void QZ_InitOSKeymap (_THIS) {
const void *KCHRPtr;
UInt32 state;
UInt32 value;
int i;
int world = SDLK_WORLD_0;
for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
keymap[i] = SDLK_UNKNOWN;
/* This keymap is almost exactly the same as the OS 9 one */
keymap[QZ_ESCAPE] = SDLK_ESCAPE;
keymap[QZ_F1] = SDLK_F1;
keymap[QZ_F2] = SDLK_F2;
keymap[QZ_F3] = SDLK_F3;
keymap[QZ_F4] = SDLK_F4;
keymap[QZ_F5] = SDLK_F5;
keymap[QZ_F6] = SDLK_F6;
keymap[QZ_F7] = SDLK_F7;
keymap[QZ_F8] = SDLK_F8;
keymap[QZ_F9] = SDLK_F9;
keymap[QZ_F10] = SDLK_F10;
keymap[QZ_F11] = SDLK_F11;
keymap[QZ_F12] = SDLK_F12;
keymap[QZ_PRINT] = SDLK_PRINT;
keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
keymap[QZ_PAUSE] = SDLK_PAUSE;
keymap[QZ_POWER] = SDLK_POWER;
keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
keymap[QZ_1] = SDLK_1;
keymap[QZ_2] = SDLK_2;
keymap[QZ_3] = SDLK_3;
keymap[QZ_4] = SDLK_4;
keymap[QZ_5] = SDLK_5;
keymap[QZ_6] = SDLK_6;
keymap[QZ_7] = SDLK_7;
keymap[QZ_8] = SDLK_8;
keymap[QZ_9] = SDLK_9;
keymap[QZ_0] = SDLK_0;
keymap[QZ_MINUS] = SDLK_MINUS;
keymap[QZ_EQUALS] = SDLK_EQUALS;
keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
keymap[QZ_INSERT] = SDLK_INSERT;
keymap[QZ_HOME] = SDLK_HOME;
keymap[QZ_PAGEUP] = SDLK_PAGEUP;
keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
keymap[QZ_TAB] = SDLK_TAB;
keymap[QZ_q] = SDLK_q;
keymap[QZ_w] = SDLK_w;
keymap[QZ_e] = SDLK_e;
keymap[QZ_r] = SDLK_r;
keymap[QZ_t] = SDLK_t;
keymap[QZ_y] = SDLK_y;
keymap[QZ_u] = SDLK_u;
keymap[QZ_i] = SDLK_i;
keymap[QZ_o] = SDLK_o;
keymap[QZ_p] = SDLK_p;
keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
keymap[QZ_DELETE] = SDLK_DELETE;
keymap[QZ_END] = SDLK_END;
keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
keymap[QZ_KP7] = SDLK_KP7;
keymap[QZ_KP8] = SDLK_KP8;
keymap[QZ_KP9] = SDLK_KP9;
keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
keymap[QZ_a] = SDLK_a;
keymap[QZ_s] = SDLK_s;
keymap[QZ_d] = SDLK_d;
keymap[QZ_f] = SDLK_f;
keymap[QZ_g] = SDLK_g;
keymap[QZ_h] = SDLK_h;
keymap[QZ_j] = SDLK_j;
keymap[QZ_k] = SDLK_k;
keymap[QZ_l] = SDLK_l;
keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
keymap[QZ_QUOTE] = SDLK_QUOTE;
keymap[QZ_RETURN] = SDLK_RETURN;
keymap[QZ_KP4] = SDLK_KP4;
keymap[QZ_KP5] = SDLK_KP5;
keymap[QZ_KP6] = SDLK_KP6;
keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
keymap[QZ_LSHIFT] = SDLK_LSHIFT;
keymap[QZ_z] = SDLK_z;
keymap[QZ_x] = SDLK_x;
keymap[QZ_c] = SDLK_c;
keymap[QZ_v] = SDLK_v;
keymap[QZ_b] = SDLK_b;
keymap[QZ_n] = SDLK_n;
keymap[QZ_m] = SDLK_m;
keymap[QZ_COMMA] = SDLK_COMMA;
keymap[QZ_PERIOD] = SDLK_PERIOD;
keymap[QZ_SLASH] = SDLK_SLASH;
keymap[QZ_UP] = SDLK_UP;
keymap[QZ_KP1] = SDLK_KP1;
keymap[QZ_KP2] = SDLK_KP2;
keymap[QZ_KP3] = SDLK_KP3;
keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
keymap[QZ_LCTRL] = SDLK_LCTRL;
keymap[QZ_LALT] = SDLK_LALT;
keymap[QZ_LMETA] = SDLK_LMETA;
keymap[QZ_SPACE] = SDLK_SPACE;
keymap[QZ_LEFT] = SDLK_LEFT;
keymap[QZ_DOWN] = SDLK_DOWN;
keymap[QZ_RIGHT] = SDLK_RIGHT;
keymap[QZ_KP0] = SDLK_KP0;
keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
keymap[QZ_IBOOK_UP] = SDLK_UP;
keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;
145
146
147
148
149
150
/*
Up there we setup a static scancode->keysym map. However, it will not
work very well on international keyboard. Hence we now query MacOS
for its own keymap to adjust our own mapping table. However, this is
basically only useful for ascii char keys. This is also the reason
why we keep the static table, too.
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
*/
/* 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;
}
}
179
180
181
182
183
184
185
186
/*
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
*/
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
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;
204
205
}
206
static void QZ_DoKey (_THIS, int state, NSEvent *event) {
207
208
NSString *chars;
209
unsigned int numChars;
210
SDL_keysym key;
211
212
/*
213
214
215
216
217
218
A key event can contain multiple characters,
or no characters at all. In most cases, it
will contain a single character. If it contains
0 characters, we'll use 0 as the unicode. If it
contains multiple characters, we'll use 0 as
the scancode/keysym.
219
*/
220
chars = [ event characters ];
221
222
223
numChars = [ chars length ];
if (numChars == 1) {
224
225
key.scancode = [ event keyCode ];
226
227
228
key.sym = keymap [ key.scancode ];
key.unicode = [ chars characterAtIndex:0 ];
key.mod = KMOD_NONE;
229
230
231
SDL_PrivateKeyboard (state, &key);
}
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
else if (numChars == 0) {
key.scancode = [ event keyCode ];
key.sym = keymap [ key.scancode ];
key.unicode = 0;
key.mod = KMOD_NONE;
SDL_PrivateKeyboard (state, &key);
}
else /* (numChars > 1) */ {
int i;
for (i = 0; i < numChars; i++) {
key.scancode = 0;
key.sym = 0;
key.unicode = [ chars characterAtIndex:i];
key.mod = KMOD_NONE;
SDL_PrivateKeyboard (state, &key);
}
}
254
255
}
256
static void QZ_DoModifiers (_THIS, unsigned int newMods) {
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
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;
274
275
currentMask = current_mods & bit;
newMask = newMods & bit;
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
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);
}
}
297
current_mods = newMods;
298
299
}
300
301
static void QZ_DoActivate (_THIS)
{
302
in_foreground = YES;
303
304
305
306
/* Hide the mouse cursor if was hidden */
if (!cursor_visible) {
HideCursor ();
307
308
}
309
310
311
312
313
314
/* Regrab input, only if it was previously grabbed */
if ( current_grab_mode == SDL_GRAB_ON ) {
/* Restore cursor location if input was grabbed */
QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
315
316
317
}
SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
318
319
320
}
static void QZ_DoDeactivate (_THIS) {
321
322
in_foreground = NO;
323
324
325
326
327
328
329
330
331
/* Get the current cursor location, for restore on activate */
cursor_loc = [ NSEvent mouseLocation ]; /* global coordinates */
if (qz_window)
QZ_PrivateGlobalToLocal (this, &cursor_loc);
QZ_PrivateCocoaToSDL (this, &cursor_loc);
/* Reassociate mouse and cursor */
CGAssociateMouseAndMouseCursorPosition (1);
332
333
334
/* Show the cursor */
ShowCursor ();
335
336
SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
337
338
}
339
340
341
342
343
344
345
346
347
348
void QZ_SleepNotificationHandler (void * refcon,
io_service_t service,
natural_t messageType,
void * messageArgument )
{
SDL_VideoDevice *this = (SDL_VideoDevice*)refcon;
switch(messageType)
{
case kIOMessageSystemWillSleep:
349
IOAllowPowerChange(power_connection, (long) messageArgument);
350
351
break;
case kIOMessageCanSystemSleep:
352
IOAllowPowerChange(power_connection, (long) messageArgument);
353
354
355
356
357
358
359
360
361
362
363
364
365
366
break;
case kIOMessageSystemHasPoweredOn:
/* awake */
SDL_PrivateExpose();
break;
}
}
static void QZ_RegisterForSleepNotifications (_THIS)
{
CFRunLoopSourceRef rls;
IONotificationPortRef thePortRef;
io_object_t notifier;
367
power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, ¬ifier);
368
369
if (power_connection == 0)
370
371
372
373
374
375
376
NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
rls = IONotificationPortGetRunLoopSource (thePortRef);
CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
CFRelease (rls);
}
377
static void QZ_PumpEvents (_THIS)
378
{
379
int firstMouseEvent;
380
381
382
383
384
385
386
387
388
389
390
391
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);
392
393
394
395
396
397
398
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 */
399
400
401
402
403
404
405
406
407
408
409
410
411
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;
412
413
414
BOOL isInGameWin;
#define DO_MOUSE_DOWN(button) do { \
415
if ( in_foreground ) { \
416
417
418
419
if ( isInGameWin ) { \
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \
expect_mouse_up |= 1<<button; \
} \
420
421
422
423
424
425
426
} \
else { \
QZ_DoActivate (this); \
} \
[ NSApp sendEvent:event ]; \
} while(0)
427
428
429
430
431
432
#define DO_MOUSE_UP(button) do { \
if ( expect_mouse_up & (1<<button) ) { \
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \
expect_mouse_up &= ~(1<<button); \
} \
[ NSApp sendEvent:event ]; \
433
} while(0)
434
435
436
type = [ event type ];
isForGameWin = (qz_window == [ event window ]);
437
isInGameWin = NSPointInRect([event locationInWindow], winRect);
438
439
switch (type) {
case NSLeftMouseDown:
440
if ( getenv("SDL_HAS3BUTTONMOUSE") ) {
441
DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
442
443
} else {
if ( NSCommandKeyMask & current_mods ) {
444
445
last_virtual_button = SDL_BUTTON_RIGHT;
DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
446
447
}
else if ( NSAlternateKeyMask & current_mods ) {
448
449
last_virtual_button = SDL_BUTTON_MIDDLE;
DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
450
451
}
else {
452
DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
453
}
454
455
}
break;
456
457
case NSOtherMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE); break;
case NSRightMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_RIGHT); break;
458
459
case NSLeftMouseUp:
if ( last_virtual_button != 0 ) {
460
DO_MOUSE_UP (last_virtual_button);
461
462
463
last_virtual_button = 0;
}
else {
464
DO_MOUSE_UP (SDL_BUTTON_LEFT);
465
466
}
break;
467
468
case NSOtherMouseUp: DO_MOUSE_UP (SDL_BUTTON_MIDDLE); break;
case NSRightMouseUp: DO_MOUSE_UP (SDL_BUTTON_RIGHT); break;
469
case NSSystemDefined:
470
471
472
473
474
475
/*
Future: up to 32 "mouse" buttons can be handled.
if ([event subtype] == 7) {
unsigned int buttons;
buttons = [ event data2 ];
*/
476
477
478
break;
case NSLeftMouseDragged:
case NSRightMouseDragged:
479
case NSOtherMouseDragged: /* usually middle mouse dragged */
480
case NSMouseMoved:
481
if ( grab_state == QZ_INVISIBLE_GRAB ) {
482
483
/*
484
If input is grabbed+hidden, the cursor doesn't move,
485
486
487
so we have to call the lowlevel window server
function. This is less accurate but works OK.
*/
488
489
490
491
492
CGMouseDelta dx1, dy1;
CGGetLastMouseDelta (&dx1, &dy1);
dx += dx1;
dy += dy1;
}
493
494
else if (firstMouseEvent) {
495
496
497
498
499
500
501
502
/*
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
*/
503
NSPoint p = [ event locationInWindow ];
504
QZ_PrivateCocoaToSDL (this, &p);
505
SDL_PrivateMouseMotion (0, 0, p.x, p.y);
506
507
508
509
firstMouseEvent = 0;
}
else {
510
511
512
513
514
515
/*
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 ];
516
}
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
/*
Handle grab input+cursor visible by warping the cursor back
into the game window. This still generates a mouse moved event,
but not as a result of the warp (so it's in the right direction).
*/
if ( grab_state == QZ_VISIBLE_GRAB &&
!isInGameWin ) {
NSPoint p = [ event locationInWindow ];
QZ_PrivateCocoaToSDL (this, &p);
if ( p.x < 0.0 )
p.x = 0.0;
if ( p.y < 0.0 )
p.y = 0.0;
if ( p.x >= winRect.size.width )
p.x = winRect.size.width-1;
if ( p.y >= winRect.size.height )
p.y = winRect.size.height-1;
QZ_PrivateWarpCursor (this, p.x, p.y);
}
543
544
break;
case NSScrollWheel:
545
if ( isInGameWin ) {
546
float dy;
547
Uint8 button;
548
549
dy = [ event deltaY ];
if ( dy > 0.0 ) /* Scroll up */
550
button = SDL_BUTTON_WHEELUP;
551
else /* Scroll down */
552
button = SDL_BUTTON_WHEELDOWN;
553
/* For now, wheel is sent as a quick down+up */
554
555
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
556
557
558
}
break;
case NSKeyUp:
559
QZ_DoKey (this, SDL_RELEASED, event);
560
561
break;
case NSKeyDown:
562
QZ_DoKey (this, SDL_PRESSED, event);
563
564
break;
case NSFlagsChanged:
565
QZ_DoModifiers(this, [ event modifierFlags ] );
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
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 ];
583
584
}
}
585
586
} while (event != nil);
587
/* handle accumulated mouse moved events */
588
if (dx != 0 || dy != 0)
589
SDL_PrivateMouseMotion (0, 1, dx, dy);
590
591
[ pool release ];
592
}