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haiku: Add support for relative mouse mode.
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Partially fixes Bugzilla #4442.
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threedeyes committed Nov 12, 2019
1 parent bd648bd commit 95a402d
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Showing 2 changed files with 12 additions and 23 deletions.
5 changes: 4 additions & 1 deletion src/main/haiku/SDL_BApp.h
Expand Up @@ -228,7 +228,6 @@ class SDL_BApp : public BApplication {
return;
}
win = GetSDLWindow(winID);
SDL_SendMouseMotion(win, 0, 0, x, y);

// Simple relative mode support for mouse.
if ((SDL_GetMouse()->relative_mode ||
Expand All @@ -237,10 +236,14 @@ class SDL_BApp : public BApplication {
int winWidth, winHeight, winPosX, winPosY;
SDL_GetWindowSize(win, &winWidth, &winHeight);
SDL_GetWindowPosition(win, &winPosX, &winPosY);
int dx = x - (winWidth / 2);
int dy = y - (winHeight / 2);
SDL_SendMouseMotion(win, 0, SDL_GetMouse()->relative_mode, dx, dy);
set_mouse_position((winPosX + winWidth / 2), (winPosY + winHeight / 2));
if (!be_app->IsCursorHidden())
be_app->HideCursor();
} else {
SDL_SendMouseMotion(win, 0, 0, x, y);
if (be_app->IsCursorHidden())
be_app->ShowCursor();
}
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30 changes: 8 additions & 22 deletions src/video/haiku/SDL_BWin.h
Expand Up @@ -319,22 +319,17 @@ class SDL_BWin:public BDirectWindow
&& msg->FindInt32("be:transit", &transit) == B_OK) {
_MouseMotionEvent(where, transit);
}
break;

/* FIXME: Apparently a button press/release event might be dropped
if made before before a different button is released. Does
B_MOUSE_MOVED have the data needed to check if a mouse button
state has changed? */
case B_MOUSE_DOWN:
if (msg->FindInt32("buttons", &buttons) == B_OK) {
_MouseButtonEvent(buttons);
_MouseButtonEvent(buttons, SDL_PRESSED);
}
break;

case B_MOUSE_DOWN:
case B_MOUSE_UP:
/* _MouseButtonEvent() detects any and all buttons that may have
changed state, as well as that button's new state */
if (msg->FindInt32("buttons", &buttons) == B_OK) {
_MouseButtonEvent(buttons);
_MouseButtonEvent(buttons, SDL_RELEASED);
}
break;

Expand Down Expand Up @@ -497,26 +492,17 @@ class SDL_BWin:public BDirectWindow
if true: SDL_SetCursor(NULL); */
}

void _MouseButtonEvent(int32 buttons) {
void _MouseButtonEvent(int32 buttons, Uint8 state) {
int32 buttonStateChange = buttons ^ _last_buttons;

/* Make sure at least one button has changed state */
if( !(buttonStateChange) ) {
return;
}

/* Add any mouse button events */
if(buttonStateChange & B_PRIMARY_MOUSE_BUTTON) {
_SendMouseButton(SDL_BUTTON_LEFT, buttons &
B_PRIMARY_MOUSE_BUTTON);
_SendMouseButton(SDL_BUTTON_LEFT, state);
}
if(buttonStateChange & B_SECONDARY_MOUSE_BUTTON) {
_SendMouseButton(SDL_BUTTON_RIGHT, buttons &
B_PRIMARY_MOUSE_BUTTON);
_SendMouseButton(SDL_BUTTON_RIGHT, state);
}
if(buttonStateChange & B_TERTIARY_MOUSE_BUTTON) {
_SendMouseButton(SDL_BUTTON_MIDDLE, buttons &
B_PRIMARY_MOUSE_BUTTON);
_SendMouseButton(SDL_BUTTON_MIDDLE, state);
}

_last_buttons = buttons;
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