Skip to content

Commit

Permalink
Date: Tue, 6 Jan 2004 21:54:02 +0100
Browse files Browse the repository at this point in the history
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"
  • Loading branch information
slouken committed Jan 7, 2004
1 parent 798506e commit a59dff7
Show file tree
Hide file tree
Showing 5 changed files with 38 additions and 9 deletions.
14 changes: 7 additions & 7 deletions src/video/quartz/SDL_QuartzEvents.m
Expand Up @@ -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) {
Expand All @@ -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,
Expand Down Expand Up @@ -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") ) {
Expand Down Expand Up @@ -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;
Expand All @@ -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 )
Expand All @@ -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:
Expand Down
2 changes: 1 addition & 1 deletion src/video/quartz/SDL_QuartzVideo.h
Expand Up @@ -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);
1 change: 1 addition & 0 deletions src/video/quartz/SDL_QuartzVideo.m
Expand Up @@ -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);
Expand Down
7 changes: 6 additions & 1 deletion src/video/quartz/SDL_QuartzWM.m
Expand Up @@ -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) {
Expand Down
23 changes: 23 additions & 0 deletions src/video/quartz/SDL_QuartzWindow.m
Expand Up @@ -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

0 comments on commit a59dff7

Please sign in to comment.