From a59dff78bd79bee1fda878e5369923ebb74571f7 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Wed, 7 Jan 2004 15:01:51 +0000 Subject: [PATCH] Date: Tue, 6 Jan 2004 21:54:02 +0100 From: Max Horn Subject: Auto hide mouse & other changes the attached bug adds the auto-hide-mouse feature I talked about earlier. Turned out it was a lot simpler than I thought, simply by using our existing code :-). I actually spent much more time on fixing various bugs in the code and correcting (IMO) some behavior (although, due to the lack of real specs for SDL, it's probably arguable what 'correct' means...). * adds auto (un)hiding of mouse depending on whether it is in- or outside the game window * computation of course coordinates is correct now (it often and reproducible got out of sync with the old code, since the NSEvent window was in some cases *not* our window anymore, so locationInWindow returned wrong results) * added a method which at any time returns the mouse coords, relative to our window * fixed handling of lost/gain input/mouse/app focus "events" --- src/video/quartz/SDL_QuartzEvents.m | 14 +++++++------- src/video/quartz/SDL_QuartzVideo.h | 2 +- src/video/quartz/SDL_QuartzVideo.m | 1 + src/video/quartz/SDL_QuartzWM.m | 7 ++++++- src/video/quartz/SDL_QuartzWindow.m | 23 +++++++++++++++++++++++ 5 files changed, 38 insertions(+), 9 deletions(-) diff --git a/src/video/quartz/SDL_QuartzEvents.m b/src/video/quartz/SDL_QuartzEvents.m index 2dc7de9c6..c6e8ed79e 100644 --- a/src/video/quartz/SDL_QuartzEvents.m +++ b/src/video/quartz/SDL_QuartzEvents.m @@ -316,8 +316,6 @@ static void QZ_DoActivate (_THIS) QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y); QZ_ChangeGrabState (this, QZ_ENABLE_GRAB); } - - SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS); } static void QZ_DoDeactivate (_THIS) { @@ -334,8 +332,6 @@ static void QZ_DoDeactivate (_THIS) { /* Show the cursor if it was hidden by SDL_ShowCursor() */ if (!cursor_should_be_visible) QZ_ShowMouse (this); - - SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS); } void QZ_SleepNotificationHandler (void * refcon, @@ -462,7 +458,7 @@ void QZ_PumpEvents (_THIS) type = [ event type ]; isForGameWin = (qz_window == [ event window ]); - isInGameWin = (mode_flags & SDL_FULLSCREEN) ? true : NSPointInRect([event locationInWindow], [ window_view frame ]); + isInGameWin = QZ_IsMouseInWindow (this); switch (type) { case NSLeftMouseDown: if ( getenv("SDL_HAS3BUTTONMOUSE") ) { @@ -538,7 +534,7 @@ void QZ_PumpEvents (_THIS) provides the first known mouse position, since everything after this uses deltas */ - NSPoint p = [ event locationInWindow ]; + NSPoint p = [ qz_window mouseLocationOutsideOfEventStream ]; QZ_PrivateCocoaToSDL (this, &p); SDL_PrivateMouseMotion (0, 0, p.x, p.y); firstMouseEvent = 0; @@ -561,7 +557,7 @@ 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 ]; + NSPoint p = [ qz_window mouseLocationOutsideOfEventStream ]; QZ_PrivateCocoaToSDL (this, &p); if ( p.x < 0.0 ) @@ -582,11 +578,15 @@ but not as a result of the warp (so it's in the right direction). if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); + if (!cursor_should_be_visible) + QZ_ShowMouse (this); } else if ( isInGameWin && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); + if (!cursor_should_be_visible) + QZ_HideMouse (this); } break; case NSScrollWheel: diff --git a/src/video/quartz/SDL_QuartzVideo.h b/src/video/quartz/SDL_QuartzVideo.h index 6554b52c8..f6daf2b91 100644 --- a/src/video/quartz/SDL_QuartzVideo.h +++ b/src/video/quartz/SDL_QuartzVideo.h @@ -216,4 +216,4 @@ void QZ_ShowMouse (_THIS); void QZ_HideMouse (_THIS); void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p); void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p); - +BOOL QZ_IsMouseInWindow (_THIS); diff --git a/src/video/quartz/SDL_QuartzVideo.m b/src/video/quartz/SDL_QuartzVideo.m index d63450125..57cd8fc84 100644 --- a/src/video/quartz/SDL_QuartzVideo.m +++ b/src/video/quartz/SDL_QuartzVideo.m @@ -202,6 +202,7 @@ static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format) { /* Set misc globals */ current_grab_mode = SDL_GRAB_OFF; cursor_should_be_visible = YES; + cursor_visible = YES; /* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */ QZ_RegisterForSleepNotifications (this); diff --git a/src/video/quartz/SDL_QuartzWM.m b/src/video/quartz/SDL_QuartzWM.m index bcddb0e5e..066c5f981 100644 --- a/src/video/quartz/SDL_QuartzWM.m +++ b/src/video/quartz/SDL_QuartzWM.m @@ -77,12 +77,17 @@ void QZ_ShowMouse (_THIS) { } void QZ_HideMouse (_THIS) { - if (cursor_visible) { + BOOL isInGameWin = QZ_IsMouseInWindow (this); + if (isInGameWin && cursor_visible) { [ NSCursor hide ]; cursor_visible = NO; } } +BOOL QZ_IsMouseInWindow (_THIS) { + return (mode_flags & SDL_FULLSCREEN) ? true : NSPointInRect([ qz_window mouseLocationOutsideOfEventStream ], [ window_view frame ]); +} + int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { if ( cursor == NULL) { diff --git a/src/video/quartz/SDL_QuartzWindow.m b/src/video/quartz/SDL_QuartzWindow.m index d6ffddf27..0228a21a0 100644 --- a/src/video/quartz/SDL_QuartzWindow.m +++ b/src/video/quartz/SDL_QuartzWindow.m @@ -204,4 +204,27 @@ - (BOOL)windowShouldClose:(id)sender SDL_PrivateQuit(); return NO; } + +- (void)windowDidBecomeKey:(NSNotification *)aNotification +{ + SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS); +} + +- (void)windowDidResignKey:(NSNotification *)aNotification +{ + SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS); +} + +- (void)windowDidBecomeMain:(NSNotification *)aNotification +{ + SDL_VideoDevice *this = (SDL_VideoDevice*)current_video; + if (this && QZ_IsMouseInWindow (this)) + SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); +} + +- (void)windowDidResignMain:(NSNotification *)aNotification +{ + SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); +} + @end