Mercurial > sdl-ios-xcode
annotate src/video/ps2gs/SDL_gsmouse.c @ 4170:092c0bc69155 SDL-1.2
Fixed bug #618
Description From Tim Angus 2008-08-30 12:23:56 (-) [reply]
As we all know SDL 1.2 doesn't handle dead keys well since one key press
potentially equals two (or more) characters. For example, on many layouts,
keying <backquote>,<space> results in <no character>,<backquote><space>. Since
the unicode member of the SDL_keysym struct only has room for one character,
only one can be returned.
On Linux, the first character is returned. On Windows however, unless the exact
number of characters generated by the keypress is 1, nothing is returned. The
following patch addresses this inconsistency.
Updated patch which includes a further fix to the handling of the numpad when
numlock is on. This further fix is courtesy Amanieu d'Antras.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 13 Apr 2009 08:42:09 +0000 |
parents | a1b03ba2fcd0 |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
4159 | 3 Copyright (C) 1997-2009 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 Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 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 Lesser 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 Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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 #include "SDL_config.h" |
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23 |
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24 #include <sys/ioctl.h> |
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25 |
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26 #include "SDL_mouse.h" |
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27 #include "../../events/SDL_events_c.h" |
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28 #include "../SDL_cursor_c.h" |
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29 #include "SDL_gsvideo.h" |
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30 #include "SDL_gsmouse_c.h" |
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31 |
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32 |
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33 /* The implementation dependent data for the window manager cursor */ |
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34 struct WMcursor { |
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35 int unused; |
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36 }; |
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37 |
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38 /* There isn't any implementation dependent data */ |
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39 void GS_FreeWMCursor(_THIS, WMcursor *cursor) |
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40 { |
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41 return; |
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42 } |
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43 |
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44 /* There isn't any implementation dependent data */ |
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45 WMcursor *GS_CreateWMCursor(_THIS, |
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46 Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) |
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47 { |
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48 return((WMcursor *)0x01); |
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49 } |
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50 |
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51 static void GS_MoveCursor(_THIS, SDL_Cursor *cursor, int x, int y) |
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52 { |
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53 SDL_Surface *screen; |
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54 struct ps2_image image; |
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55 SDL_Rect area; |
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56 int mouse_y1, mouse_y2; |
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57 void *saved_pixels; |
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58 int screen_updated; |
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59 |
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60 /* Lock so we don't interrupt an update with mouse motion */ |
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61 SDL_LockCursor(); |
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62 |
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63 /* Make sure any pending DMA has completed */ |
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64 if ( dma_pending ) { |
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65 ioctl(console_fd, PS2IOC_SENDQCT, 1); |
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66 dma_pending = 0; |
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67 } |
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68 |
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69 /* Remove the cursor image from the DMA area */ |
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70 screen = this->screen; |
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71 saved_pixels = screen->pixels; |
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72 screen->pixels = mapped_mem + screen->offset; |
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73 screen_updated = 0; |
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74 if ( cursor_drawn ) { |
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75 SDL_EraseCursorNoLock(screen); |
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76 cursor_drawn = 0; |
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77 screen_updated = 1; |
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78 } |
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79 |
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80 /* Save the current mouse area */ |
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81 SDL_MouseRect(&area); |
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82 mouse_y1 = area.y; |
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83 mouse_y2 = area.y+area.h; |
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84 |
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85 /* Only draw the new cursor if there was one passed in */ |
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86 if ( cursor ) { |
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87 /* Set the new location */ |
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88 cursor->area.x = (x - cursor->hot_x); |
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89 cursor->area.y = (y - cursor->hot_y); |
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90 |
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91 /* Draw the cursor at the new location */ |
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92 if ( (SDL_cursorstate & CURSOR_VISIBLE) && screen->pixels ) { |
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93 SDL_DrawCursorNoLock(screen); |
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94 cursor_drawn = 1; |
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95 screen_updated = 1; |
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96 } |
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97 } |
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98 screen->pixels = saved_pixels; |
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99 |
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100 /* Update the affected area of the screen */ |
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101 if ( screen_updated ) { |
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102 SDL_MouseRect(&area); |
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103 if ( area.y < mouse_y1 ) { |
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104 mouse_y1 = area.y; |
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105 } |
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106 if ( (area.y+area.h) > mouse_y2 ) { |
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107 mouse_y2 = area.y+area.h; |
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108 } |
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109 image = screen_image; |
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110 image.y += screen->offset / screen->pitch + mouse_y1; |
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111 image.h = mouse_y2 - mouse_y1; |
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112 image.ptr = mapped_mem + |
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113 (image.y - screen_image.y) * screen->pitch; |
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114 ioctl(console_fd, PS2IOC_LOADIMAGE, &image); |
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115 |
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116 /* Need to scale offscreen image to TV output */ |
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117 if ( image.y > 0 ) { |
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118 scaleimage_nonblock(console_fd, |
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119 tex_tags_mem, scale_tags_mem); |
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120 } |
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121 } |
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122 |
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123 /* We're finished */ |
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124 SDL_UnlockCursor(); |
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125 } |
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126 |
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127 void GS_MoveWMCursor(_THIS, int x, int y) |
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128 { |
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129 GS_MoveCursor(this, SDL_cursor, x, y); |
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130 } |
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131 |
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132 int GS_ShowWMCursor(_THIS, WMcursor *wmcursor) |
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133 { |
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134 SDL_Cursor *cursor; |
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135 int x, y; |
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136 |
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137 /* Draw the cursor at the appropriate location */ |
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138 SDL_GetMouseState(&x, &y); |
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139 if ( wmcursor ) { |
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140 cursor = SDL_cursor; |
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141 } else { |
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142 cursor = NULL; |
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143 } |
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144 GS_MoveCursor(this, cursor, x, y); |
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145 return(1); |
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146 } |