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SDL_mouse.c

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268 lines (235 loc) · 5.85 KB
 
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2009 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 Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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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/* General mouse handling code for SDL */
#include "SDL_events.h"
#include "SDL_events_c.h"
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#include "../video/SDL_cursor_c.h"
#include "../video/SDL_sysvideo.h"
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/* These are static for our mouse handling code */
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static Sint16 SDL_MouseX = 0;
static Sint16 SDL_MouseY = 0;
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static Sint16 SDL_DeltaX = 0;
static Sint16 SDL_DeltaY = 0;
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static Sint16 SDL_MouseMaxX = 0;
static Sint16 SDL_MouseMaxY = 0;
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static Uint8 SDL_ButtonState = 0;
/* Public functions */
int SDL_MouseInit(void)
{
/* The mouse is at (0,0) */
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SDL_MouseX = 0;
SDL_MouseY = 0;
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SDL_DeltaX = 0;
SDL_DeltaY = 0;
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SDL_MouseMaxX = 0;
SDL_MouseMaxY = 0;
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SDL_ButtonState = 0;
/* That's it! */
return(0);
}
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void SDL_MouseQuit(void)
{
}
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/* We lost the mouse, so post button up messages for all pressed buttons */
void SDL_ResetMouse(void)
{
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Uint8 i;
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for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
if ( SDL_ButtonState & SDL_BUTTON(i) ) {
SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
}
}
}
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Uint8 SDL_GetMouseState (int *x, int *y)
{
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if ( x ) {
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*x = SDL_MouseX;
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}
if ( y ) {
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*y = SDL_MouseY;
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}
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return(SDL_ButtonState);
}
Uint8 SDL_GetRelativeMouseState (int *x, int *y)
{
if ( x )
*x = SDL_DeltaX;
if ( y )
*y = SDL_DeltaY;
SDL_DeltaX = 0;
SDL_DeltaY = 0;
return(SDL_ButtonState);
}
static void ClipOffset(Sint16 *x, Sint16 *y)
{
/* This clips absolute mouse coordinates when the apparent
display surface is smaller than the real display surface.
*/
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if ( SDL_VideoSurface && SDL_VideoSurface->offset ) {
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*y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
*x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
SDL_VideoSurface->format->BytesPerPixel;
}
}
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void SDL_SetMouseRange(int maxX, int maxY)
{
SDL_MouseMaxX = (Sint16)maxX;
SDL_MouseMaxY = (Sint16)maxY;
}
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/* These are global for SDL_eventloop.c */
int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
{
int posted;
Uint16 X, Y;
Sint16 Xrel;
Sint16 Yrel;
/* Default buttonstate is the current one */
if ( ! buttonstate ) {
buttonstate = SDL_ButtonState;
}
Xrel = x;
Yrel = y;
if ( relative ) {
/* Push the cursor around */
x = (SDL_MouseX+x);
y = (SDL_MouseY+y);
} else {
/* Do we need to clip {x,y} ? */
ClipOffset(&x, &y);
}
/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
if ( x < 0 )
X = 0;
else
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if ( x >= SDL_MouseMaxX )
X = SDL_MouseMaxX-1;
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else
X = (Uint16)x;
if ( y < 0 )
Y = 0;
else
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if ( y >= SDL_MouseMaxY )
Y = SDL_MouseMaxY-1;
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else
Y = (Uint16)y;
/* If not relative mode, generate relative motion from clamped X/Y.
This prevents lots of extraneous large delta relative motion when
the screen is windowed mode and the mouse is outside the window.
*/
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if ( ! relative ) {
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Xrel = X-SDL_MouseX;
Yrel = Y-SDL_MouseY;
}
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/* Drop events that don't change state */
if ( ! Xrel && ! Yrel ) {
#if 0
printf("Mouse event didn't change state - dropped!\n");
#endif
return(0);
}
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/* Update internal mouse state */
SDL_ButtonState = buttonstate;
SDL_MouseX = X;
SDL_MouseY = Y;
SDL_DeltaX += Xrel;
SDL_DeltaY += Yrel;
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SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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/* Post the event, if desired */
posted = 0;
if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
SDL_Event event;
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SDL_memset(&event, 0, sizeof(event));
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event.type = SDL_MOUSEMOTION;
event.motion.state = buttonstate;
event.motion.x = X;
event.motion.y = Y;
event.motion.xrel = Xrel;
event.motion.yrel = Yrel;
if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
posted = 1;
SDL_PushEvent(&event);
}
}
return(posted);
}
int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
{
SDL_Event event;
int posted;
int move_mouse;
Uint8 buttonstate;
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SDL_memset(&event, 0, sizeof(event));
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/* Check parameters */
if ( x || y ) {
ClipOffset(&x, &y);
move_mouse = 1;
/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
if ( x < 0 )
x = 0;
else
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if ( x >= SDL_MouseMaxX )
x = SDL_MouseMaxX-1;
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if ( y < 0 )
y = 0;
else
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if ( y >= SDL_MouseMaxY )
y = SDL_MouseMaxY-1;
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} else {
move_mouse = 0;
}
if ( ! x )
x = SDL_MouseX;
if ( ! y )
y = SDL_MouseY;
/* Figure out which event to perform */
buttonstate = SDL_ButtonState;
switch ( state ) {
case SDL_PRESSED:
event.type = SDL_MOUSEBUTTONDOWN;
buttonstate |= SDL_BUTTON(button);
break;
case SDL_RELEASED:
event.type = SDL_MOUSEBUTTONUP;
buttonstate &= ~SDL_BUTTON(button);
break;
default:
/* Invalid state -- bail */
return(0);
}
/* Update internal mouse state */
SDL_ButtonState = buttonstate;
if ( move_mouse ) {
SDL_MouseX = x;
SDL_MouseY = y;
SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
}
/* Post the event, if desired */
posted = 0;
if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
event.button.state = state;
event.button.button = button;
event.button.x = x;
event.button.y = y;
if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
posted = 1;
SDL_PushEvent(&event);
}
}
return(posted);
}