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/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997, 1998, 1999, 2000, 2001 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@devolution.com
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*/
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#ifdef SAVE_RCSID
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static char rcsid =
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"@(#) $Id$";
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#endif
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/* General mouse handling code for SDL */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL_events.h"
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#include "SDL_events_c.h"
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#include "SDL_cursor_c.h"
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#include "SDL_sysvideo.h"
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/* These are static for our mouse handling code */
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static Sint16 SDL_MouseX = 0;
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static Sint16 SDL_MouseY = 0;
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static Sint16 SDL_DeltaX = 0;
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static Sint16 SDL_DeltaY = 0;
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static Uint8 SDL_ButtonState = 0;
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/* Public functions */
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int SDL_MouseInit(void)
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{
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/* The mouse is at (0,0) */
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SDL_MouseX = 0;
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SDL_MouseY = 0;
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SDL_DeltaX = 0;
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SDL_DeltaY = 0;
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SDL_ButtonState = 0;
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/* That's it! */
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return(0);
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}
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Uint8 SDL_GetMouseState (int *x, int *y)
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{
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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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return(SDL_ButtonState);
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}
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Uint8 SDL_GetRelativeMouseState (int *x, int *y)
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{
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if ( x )
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*x = SDL_DeltaX;
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if ( y )
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*y = SDL_DeltaY;
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SDL_DeltaX = 0;
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SDL_DeltaY = 0;
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return(SDL_ButtonState);
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}
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static void ClipOffset(Sint16 *x, Sint16 *y)
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{
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/* This clips absolute mouse coordinates when the apparent
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display surface is smaller than the real display surface.
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*/
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if ( SDL_VideoSurface->offset ) {
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*y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
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*x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
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SDL_VideoSurface->format->BytesPerPixel;
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}
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}
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/* These are global for SDL_eventloop.c */
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int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
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{
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int posted;
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Uint16 X, Y;
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Sint16 Xrel;
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Sint16 Yrel;
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/* Don't handle mouse motion if there's no cursor surface */
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if ( SDL_VideoSurface == NULL ) {
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return(0);
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}
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/* Default buttonstate is the current one */
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if ( ! buttonstate ) {
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buttonstate = SDL_ButtonState;
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}
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Xrel = x;
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Yrel = y;
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if ( relative ) {
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/* Push the cursor around */
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x = (SDL_MouseX+x);
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y = (SDL_MouseY+y);
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} else {
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/* Do we need to clip {x,y} ? */
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ClipOffset(&x, &y);
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}
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/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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if ( x < 0 )
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X = 0;
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else
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if ( x >= SDL_VideoSurface->w )
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X = SDL_VideoSurface->w-1;
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else
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X = (Uint16)x;
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if ( y < 0 )
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Y = 0;
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else
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if ( y >= SDL_VideoSurface->h )
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Y = SDL_VideoSurface->h-1;
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else
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Y = (Uint16)y;
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/* If not relative mode, generate relative motion from clamped X/Y.
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This prevents lots of extraneous large delta relative motion when
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the screen is windowed mode and the mouse is outside the window.
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*/
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if ( ! relative ) {
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Xrel = X-SDL_MouseX;
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Yrel = Y-SDL_MouseY;
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}
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/* Update internal mouse state */
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SDL_ButtonState = buttonstate;
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SDL_MouseX = X;
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SDL_MouseY = Y;
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SDL_DeltaX += Xrel;
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SDL_DeltaY += Yrel;
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SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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/* Post the event, if desired */
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posted = 0;
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if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
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SDL_Event event;
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memset(&event, 0, sizeof(event));
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event.type = SDL_MOUSEMOTION;
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event.motion.state = buttonstate;
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event.motion.x = X;
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event.motion.y = Y;
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event.motion.xrel = Xrel;
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event.motion.yrel = Yrel;
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if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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posted = 1;
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SDL_PushEvent(&event);
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}
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}
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return(posted);
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}
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int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
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{
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SDL_Event event;
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int posted;
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int move_mouse;
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Uint8 buttonstate;
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memset(&event, 0, sizeof(event));
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/* Check parameters */
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if ( x || y ) {
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ClipOffset(&x, &y);
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move_mouse = 1;
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/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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if ( x < 0 )
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x = 0;
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else
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if ( x >= SDL_VideoSurface->w )
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x = SDL_VideoSurface->w-1;
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if ( y < 0 )
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y = 0;
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else
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if ( y >= SDL_VideoSurface->h )
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y = SDL_VideoSurface->h-1;
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} else {
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move_mouse = 0;
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}
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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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/* Figure out which event to perform */
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buttonstate = SDL_ButtonState;
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switch ( state ) {
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case SDL_PRESSED:
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event.type = SDL_MOUSEBUTTONDOWN;
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buttonstate |= SDL_BUTTON(button);
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break;
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case SDL_RELEASED:
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event.type = SDL_MOUSEBUTTONUP;
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buttonstate &= ~SDL_BUTTON(button);
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break;
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default:
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/* Invalid state -- bail */
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return(0);
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}
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/* Update internal mouse state */
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SDL_ButtonState = buttonstate;
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if ( move_mouse ) {
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SDL_MouseX = x;
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SDL_MouseY = y;
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SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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}
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/* Post the event, if desired */
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posted = 0;
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if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
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event.button.state = state;
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event.button.button = button;
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event.button.x = x;
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event.button.y = y;
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if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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posted = 1;
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SDL_PushEvent(&event);
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}
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}
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return(posted);
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}
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