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SDL_mouse.c

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247 lines (214 loc) · 5.4 KB
 
Apr 26, 2001
Apr 26, 2001
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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997, 1998, 1999, 2000, 2001 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
Dec 14, 2001
Dec 14, 2001
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slouken@libsdl.org
Apr 26, 2001
Apr 26, 2001
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*/
#ifdef SAVE_RCSID
static char rcsid =
"@(#) $Id$";
#endif
/* General mouse handling code for SDL */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL_events.h"
#include "SDL_events_c.h"
#include "SDL_cursor_c.h"
#include "SDL_sysvideo.h"
/* These are static for our mouse handling code */
static Sint16 SDL_MouseX = 0;
static Sint16 SDL_MouseY = 0;
static Sint16 SDL_DeltaX = 0;
static Sint16 SDL_DeltaY = 0;
static Uint8 SDL_ButtonState = 0;
/* Public functions */
int SDL_MouseInit(void)
{
/* The mouse is at (0,0) */
SDL_MouseX = 0;
SDL_MouseY = 0;
SDL_DeltaX = 0;
SDL_DeltaY = 0;
SDL_ButtonState = 0;
/* That's it! */
return(0);
}
Uint8 SDL_GetMouseState (int *x, int *y)
{
if ( x )
*x = SDL_MouseX;
if ( y )
*y = SDL_MouseY;
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.
*/
if ( SDL_VideoSurface->offset ) {
*y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
*x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
SDL_VideoSurface->format->BytesPerPixel;
}
}
/* 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;
/* Don't handle mouse motion if there's no cursor surface */
if ( SDL_VideoSurface == NULL ) {
return(0);
}
/* 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
if ( x >= SDL_VideoSurface->w )
X = SDL_VideoSurface->w-1;
else
X = (Uint16)x;
if ( y < 0 )
Y = 0;
else
if ( y >= SDL_VideoSurface->h )
Y = SDL_VideoSurface->h-1;
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.
*/
if ( ! relative ) {
Xrel = X-SDL_MouseX;
Yrel = Y-SDL_MouseY;
}
/* Update internal mouse state */
SDL_ButtonState = buttonstate;
SDL_MouseX = X;
SDL_MouseY = Y;
SDL_DeltaX += Xrel;
SDL_DeltaY += Yrel;
SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
/* Post the event, if desired */
posted = 0;
if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
SDL_Event event;
memset(&event, 0, sizeof(event));
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;
memset(&event, 0, sizeof(event));
/* 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
if ( x >= SDL_VideoSurface->w )
x = SDL_VideoSurface->w-1;
if ( y < 0 )
y = 0;
else
if ( y >= SDL_VideoSurface->h )
y = SDL_VideoSurface->h-1;
} 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);
}