annotate src/video/photon/SDL_ph_mouse.c @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents bce7171e7a85
children 8e3ce997621c
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Library General Public
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7 License as published by the Free Software Foundation; either
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8 version 2 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Library General Public License for more details.
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14
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15 You should have received a copy of the GNU Library General Public
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16 License along with this library; if not, write to the Free
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 #ifdef SAVE_RCSID
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24 static char rcsid =
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25 "@(#) $Id$";
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26 #endif
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27
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28 #include <stdlib.h>
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29 #include <stdio.h>
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30 #include <string.h>
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31
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32 #include "SDL_error.h"
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33 #include "SDL_mouse.h"
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34 #include "SDL_events_c.h"
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35 #include "SDL_cursor_c.h"
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36 #include "SDL_ph_mouse_c.h"
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37
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38 struct WMcursor {
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39 PhCursorDef_t *ph_cursor ;
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40 };
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41
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42
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43 void ph_FreeWMCursor(_THIS, WMcursor *cursor)
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44 {
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45 if (window != NULL)
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46 {
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47 SDL_Lock_EventThread();
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48
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49 if (PtSetResource( window, Pt_ARG_CURSOR_TYPE, Ph_CURSOR_INHERIT, 0 ) < 0)
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50 {
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51 /* TODO: output error msg */
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52 }
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53
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54 SDL_Unlock_EventThread();
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55 }
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56 /* free(cursor->ph_cursor.images); */
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57 free(cursor);
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58 }
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59
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60 WMcursor *ph_CreateWMCursor(_THIS,
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61 Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y)
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62 {
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63 WMcursor* cursor;
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64 int clen, i;
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65 unsigned char bit, databit, maskbit;
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66
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67 /* Allocate and initialize the cursor memory */
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68 if ((cursor = (WMcursor*)malloc(sizeof(WMcursor))) == NULL)
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69 {
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70 SDL_OutOfMemory();
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71 return(NULL);
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72 }
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73 memset(cursor,0,sizeof(WMcursor));
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74
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75 cursor->ph_cursor = (PhCursorDef_t *) malloc(sizeof(PhCursorDef_t) + 32*4*2);
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76 if(cursor->ph_cursor == NULL)
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77 printf("cursor malloc failed\n");
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78
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79 memset(cursor->ph_cursor,0,(sizeof(PhCursorDef_t) + 32*4*2));
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80
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81 cursor->ph_cursor->hdr.type =Ph_RDATA_CURSOR;
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82 cursor->ph_cursor->size1.x = (short)w;
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83 cursor->ph_cursor->size1.y = (short)h;
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84 cursor->ph_cursor->offset1.x = (short)hot_x;
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85 cursor->ph_cursor->offset1.y = (short)hot_y;
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86 cursor->ph_cursor->bytesperline1 = (char)w/8;
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87 cursor->ph_cursor->color1 = Pg_WHITE;
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88 cursor->ph_cursor->size2.x = (short)w;
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89 cursor->ph_cursor->size2.y = (short)h;
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90 cursor->ph_cursor->offset2.x = (short)hot_x;
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91 cursor->ph_cursor->offset2.y = (short)hot_y;
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92 cursor->ph_cursor->bytesperline2 = (char)w/8;
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93 cursor->ph_cursor->color2 = Pg_BLACK;
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94
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95 clen = (w/8)*h;
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96
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97 /* Copy the mask and the data to different
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98 bitmap planes */
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99 for ( i=0; i<clen; ++i )
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100 {
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101 for ( bit = 0; bit < 8; bit++ )
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102 {
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103 databit = data[i] & (1 << bit);
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104 maskbit = mask[i] & (1 << bit);
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105
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106 cursor->ph_cursor->images[i] |=
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107 (databit == 0) ? maskbit : 0;
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108 /* If the databit != 0, treat it as a black pixel and
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109 * ignore the maskbit (can't do an inverted color) */
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110 cursor->ph_cursor->images[i+clen] |= databit;
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111 }
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112 }
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113
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114 /* #bytes following the hdr struct */
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115 cursor->ph_cursor->hdr.len =sizeof(PhCursorDef_t) + clen*2 - sizeof(PhRegionDataHdr_t);
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116
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117 return (cursor);
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118 }
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119
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120
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121 PhCursorDef_t ph_GetWMPhCursor(WMcursor *cursor)
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122 {
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123 return(*cursor->ph_cursor);
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124 }
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125
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126 int ph_ShowWMCursor(_THIS, WMcursor *cursor)
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127 {
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128 PtArg_t args[3];
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129 int nargs = 0;
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130 short cursor_is_defined = 0;
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131
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132 /* Don't do anything if the display is gone */
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133 if ( window == NULL ) {
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134 return(0);
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135 }
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136
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137 /* Set the photon cursor cursor, or blank if cursor is NULL */
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138 if ( window ) {
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139
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140 if ( cursor != NULL ) {
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141 PtSetArg( &args[0], Pt_ARG_CURSOR_TYPE, Ph_CURSOR_BITMAP, 0 );
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142 /* Could set next to any PgColor_t value */
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143 PtSetArg( &args[1], Pt_ARG_CURSOR_COLOR,Ph_CURSOR_DEFAULT_COLOR , 0 );
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144 PtSetArg( &args[2], Pt_ARG_BITMAP_CURSOR, cursor->ph_cursor, (cursor->ph_cursor->hdr.len + sizeof(PhRegionDataHdr_t)) );
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145 nargs = 3;
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146 cursor_is_defined = 1;
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147 }
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148 else /* Ph_CURSOR_NONE */
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149 {
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150 PtSetArg( &args[0], Pt_ARG_CURSOR_TYPE,Ph_CURSOR_NONE, 0);
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151 nargs = 1;
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152 cursor_is_defined = 1;
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153 }
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154 if (cursor_is_defined)
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155 {
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156 SDL_Lock_EventThread();
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157
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158 if (PtSetResources( window, nargs, args ) < 0 )
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159 {
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160 return(0);
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161 }
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162
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163 SDL_Unlock_EventThread();
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164 }
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165 else
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166 return(0);
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167 }
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168 return(1);
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169 }
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170
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171 void ph_WarpWMCursor(_THIS, Uint16 x, Uint16 y)
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172 {
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173 short abs_x, abs_y;
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174
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175 SDL_Lock_EventThread();
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176 PtGetAbsPosition( window, &abs_x, &abs_y );
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177 PhMoveCursorAbs( PhInputGroup(NULL), x + abs_x, y + abs_y );
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178 SDL_Unlock_EventThread();
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179 }
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180
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181
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182 void ph_CheckMouseMode(_THIS)
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183 {
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184 /* If the mouse is hidden and input is grabbed, we use relative mode */
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185 if ( !(SDL_cursorstate & CURSOR_VISIBLE) && (this->input_grab != SDL_GRAB_OFF))
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186 {
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187 mouse_relative = 1;
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188 }
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189 else
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190 {
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191 mouse_relative = 0;
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192 }
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193 }