annotate src/events/SDL_mouse.c @ 819:1318a8b87f48

Update the version on the SDL shared library. Use SDL stub library for tests.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 14 Feb 2004 06:04:41 +0000
parents b8d311d90021
children 715c32d8f26c
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2004 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 /* General mouse handling code for SDL */
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29
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30 #include <stdio.h>
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31 #include <stdlib.h>
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32 #include <string.h>
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33
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34 #include "SDL_events.h"
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35 #include "SDL_events_c.h"
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36 #include "SDL_cursor_c.h"
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37 #include "SDL_sysvideo.h"
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38
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39
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40 /* These are static for our mouse handling code */
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41 static Sint16 SDL_MouseX = 0;
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42 static Sint16 SDL_MouseY = 0;
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43 static Sint16 SDL_DeltaX = 0;
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44 static Sint16 SDL_DeltaY = 0;
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45 static Uint8 SDL_ButtonState = 0;
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46
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47
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48 /* Public functions */
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49 int SDL_MouseInit(void)
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50 {
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51 /* The mouse is at (0,0) */
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52 SDL_MouseX = 0;
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53 SDL_MouseY = 0;
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54 SDL_DeltaX = 0;
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55 SDL_DeltaY = 0;
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56 SDL_ButtonState = 0;
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57
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58 /* That's it! */
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59 return(0);
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60 }
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61
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62 /* We lost the mouse, so post button up messages for all pressed buttons */
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63 void SDL_ResetMouse(void)
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64 {
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65 Uint8 i;
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66 for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
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67 if ( SDL_ButtonState & SDL_BUTTON(i) ) {
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68 SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
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69 }
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70 }
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71 }
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72
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73 Uint8 SDL_GetMouseState (int *x, int *y)
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74 {
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75 if ( x )
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76 *x = SDL_MouseX;
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77 if ( y )
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78 *y = SDL_MouseY;
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79 return(SDL_ButtonState);
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80 }
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81
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82 Uint8 SDL_GetRelativeMouseState (int *x, int *y)
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83 {
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84 if ( x )
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85 *x = SDL_DeltaX;
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86 if ( y )
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87 *y = SDL_DeltaY;
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88 SDL_DeltaX = 0;
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89 SDL_DeltaY = 0;
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90 return(SDL_ButtonState);
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91 }
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92
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93 static void ClipOffset(Sint16 *x, Sint16 *y)
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94 {
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95 /* This clips absolute mouse coordinates when the apparent
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96 display surface is smaller than the real display surface.
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97 */
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98 if ( SDL_VideoSurface->offset ) {
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99 *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
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100 *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
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101 SDL_VideoSurface->format->BytesPerPixel;
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102 }
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103 }
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104
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105 /* These are global for SDL_eventloop.c */
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106 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
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107 {
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108 int posted;
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109 Uint16 X, Y;
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110 Sint16 Xrel;
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111 Sint16 Yrel;
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112
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113 /* Don't handle mouse motion if there's no cursor surface */
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114 if ( SDL_VideoSurface == NULL ) {
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115 return(0);
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116 }
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117
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118 /* Default buttonstate is the current one */
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119 if ( ! buttonstate ) {
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120 buttonstate = SDL_ButtonState;
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121 }
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122
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123 Xrel = x;
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124 Yrel = y;
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125 if ( relative ) {
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126 /* Push the cursor around */
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127 x = (SDL_MouseX+x);
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128 y = (SDL_MouseY+y);
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129 } else {
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130 /* Do we need to clip {x,y} ? */
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131 ClipOffset(&x, &y);
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132 }
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133
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134 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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135 if ( x < 0 )
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136 X = 0;
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137 else
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138 if ( x >= SDL_VideoSurface->w )
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139 X = SDL_VideoSurface->w-1;
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140 else
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141 X = (Uint16)x;
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142
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143 if ( y < 0 )
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144 Y = 0;
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145 else
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146 if ( y >= SDL_VideoSurface->h )
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147 Y = SDL_VideoSurface->h-1;
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148 else
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149 Y = (Uint16)y;
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150
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151 /* If not relative mode, generate relative motion from clamped X/Y.
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152 This prevents lots of extraneous large delta relative motion when
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153 the screen is windowed mode and the mouse is outside the window.
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154 */
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155 if ( ! relative ) {
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156 Xrel = X-SDL_MouseX;
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157 Yrel = Y-SDL_MouseY;
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158 }
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159
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160 /* Update internal mouse state */
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161 SDL_ButtonState = buttonstate;
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162 SDL_MouseX = X;
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163 SDL_MouseY = Y;
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164 SDL_DeltaX += Xrel;
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165 SDL_DeltaY += Yrel;
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166 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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167
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168 /* Post the event, if desired */
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169 posted = 0;
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170 if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
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171 SDL_Event event;
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172 memset(&event, 0, sizeof(event));
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173 event.type = SDL_MOUSEMOTION;
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174 event.motion.state = buttonstate;
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175 event.motion.x = X;
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176 event.motion.y = Y;
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177 event.motion.xrel = Xrel;
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178 event.motion.yrel = Yrel;
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179 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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180 posted = 1;
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181 SDL_PushEvent(&event);
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182 }
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183 }
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184 return(posted);
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185 }
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186
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187 int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
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188 {
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189 SDL_Event event;
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190 int posted;
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191 int move_mouse;
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192 Uint8 buttonstate;
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193
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194 memset(&event, 0, sizeof(event));
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195
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196 /* Check parameters */
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197 if ( x || y ) {
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198 ClipOffset(&x, &y);
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199 move_mouse = 1;
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200 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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201 if ( x < 0 )
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202 x = 0;
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203 else
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204 if ( x >= SDL_VideoSurface->w )
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205 x = SDL_VideoSurface->w-1;
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206
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207 if ( y < 0 )
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208 y = 0;
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209 else
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210 if ( y >= SDL_VideoSurface->h )
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211 y = SDL_VideoSurface->h-1;
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212 } else {
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213 move_mouse = 0;
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214 }
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215 if ( ! x )
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216 x = SDL_MouseX;
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217 if ( ! y )
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218 y = SDL_MouseY;
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219
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220 /* Figure out which event to perform */
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221 buttonstate = SDL_ButtonState;
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222 switch ( state ) {
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223 case SDL_PRESSED:
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224 event.type = SDL_MOUSEBUTTONDOWN;
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225 buttonstate |= SDL_BUTTON(button);
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226 break;
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227 case SDL_RELEASED:
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228 event.type = SDL_MOUSEBUTTONUP;
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229 buttonstate &= ~SDL_BUTTON(button);
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230 break;
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231 default:
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232 /* Invalid state -- bail */
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233 return(0);
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234 }
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235
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236 /* Update internal mouse state */
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237 SDL_ButtonState = buttonstate;
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238 if ( move_mouse ) {
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239 SDL_MouseX = x;
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240 SDL_MouseY = y;
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241 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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242 }
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243
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244 /* Post the event, if desired */
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245 posted = 0;
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246 if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
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247 event.button.state = state;
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248 event.button.button = button;
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249 event.button.x = x;
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250 event.button.y = y;
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251 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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252 posted = 1;
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253 SDL_PushEvent(&event);
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254 }
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255 }
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256 return(posted);
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257 }
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258