annotate src/events/SDL_mouse.c @ 1525:23a347cfbed8

Fixed bug #38 I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000. Here's the setup: my game starts in a window, with SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The mouse cursor is outside of the window when the game launches, and when the window appears the cursor is grabbed and placed at the top left corner of the inside of the game window. At this point, if I click the mouse without moving it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author Sam Lantinga <slouken@libsdl.org>
date Tue, 14 Mar 2006 06:00:30 +0000
parents e3242177fe4a
children 782fd950bd46 c121d94672cb a1b03ba2fcd0
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2006 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 /* General mouse handling code for SDL */
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25
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26 #include "SDL_events.h"
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27 #include "SDL_events_c.h"
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28 #include "../video/SDL_cursor_c.h"
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29 #include "../video/SDL_sysvideo.h"
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30
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31
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32 /* These are static for our mouse handling code */
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33 static Sint16 SDL_MouseX = 0;
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34 static Sint16 SDL_MouseY = 0;
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35 static Sint16 SDL_DeltaX = 0;
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36 static Sint16 SDL_DeltaY = 0;
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37 static Uint8 SDL_ButtonState = 0;
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38
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39
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40 /* Public functions */
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41 int SDL_MouseInit(void)
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42 {
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43 /* The mouse is at (0,0) */
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44 SDL_MouseX = 0;
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45 SDL_MouseY = 0;
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46 SDL_DeltaX = 0;
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47 SDL_DeltaY = 0;
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48 SDL_ButtonState = 0;
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49
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50 /* That's it! */
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51 return(0);
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52 }
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53 void SDL_MouseQuit(void)
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54 {
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55 }
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56
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57 /* We lost the mouse, so post button up messages for all pressed buttons */
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58 void SDL_ResetMouse(void)
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59 {
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60 Uint8 i;
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61 for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
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62 if ( SDL_ButtonState & SDL_BUTTON(i) ) {
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63 SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
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64 }
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65 }
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66 }
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67
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68 Uint8 SDL_GetMouseState (int *x, int *y)
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69 {
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70 if ( x ) {
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71 *x = SDL_MouseX;
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72 }
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73 if ( y ) {
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74 *y = SDL_MouseY;
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75 }
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76 return(SDL_ButtonState);
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77 }
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78
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79 Uint8 SDL_GetRelativeMouseState (int *x, int *y)
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80 {
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81 if ( x )
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82 *x = SDL_DeltaX;
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83 if ( y )
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84 *y = SDL_DeltaY;
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85 SDL_DeltaX = 0;
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86 SDL_DeltaY = 0;
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87 return(SDL_ButtonState);
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88 }
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89
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90 static void ClipOffset(Sint16 *x, Sint16 *y)
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91 {
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92 /* This clips absolute mouse coordinates when the apparent
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93 display surface is smaller than the real display surface.
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94 */
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95 if ( SDL_VideoSurface->offset ) {
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96 *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
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97 *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
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98 SDL_VideoSurface->format->BytesPerPixel;
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99 }
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100 }
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101
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102 /* These are global for SDL_eventloop.c */
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103 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
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104 {
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105 int posted;
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106 Uint16 X, Y;
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107 Sint16 Xrel;
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108 Sint16 Yrel;
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109
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110 /* Don't handle mouse motion if there's no cursor surface */
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111 if ( SDL_VideoSurface == NULL ) {
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112 return(0);
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113 }
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114
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115 /* Default buttonstate is the current one */
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116 if ( ! buttonstate ) {
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117 buttonstate = SDL_ButtonState;
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118 }
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119
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120 Xrel = x;
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121 Yrel = y;
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122 if ( relative ) {
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123 /* Push the cursor around */
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124 x = (SDL_MouseX+x);
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125 y = (SDL_MouseY+y);
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126 } else {
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127 /* Do we need to clip {x,y} ? */
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128 ClipOffset(&x, &y);
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129 }
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130
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131 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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132 if ( x < 0 )
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133 X = 0;
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134 else
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135 if ( x >= SDL_VideoSurface->w )
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136 X = SDL_VideoSurface->w-1;
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137 else
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138 X = (Uint16)x;
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139
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140 if ( y < 0 )
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141 Y = 0;
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142 else
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143 if ( y >= SDL_VideoSurface->h )
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144 Y = SDL_VideoSurface->h-1;
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145 else
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146 Y = (Uint16)y;
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147
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148 /* If not relative mode, generate relative motion from clamped X/Y.
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149 This prevents lots of extraneous large delta relative motion when
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150 the screen is windowed mode and the mouse is outside the window.
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151 */
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152 if ( ! relative ) {
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153 Xrel = X-SDL_MouseX;
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154 Yrel = Y-SDL_MouseY;
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155 }
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156
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157 /* Drop events that don't change state */
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158 if ( ! Xrel && ! Yrel ) {
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159 #if 0
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160 printf("Mouse event didn't change state - dropped!\n");
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161 #endif
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162 return(0);
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163 }
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164
0
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165 /* Update internal mouse state */
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166 SDL_ButtonState = buttonstate;
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167 SDL_MouseX = X;
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168 SDL_MouseY = Y;
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169 SDL_DeltaX += Xrel;
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170 SDL_DeltaY += Yrel;
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171 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
0
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172
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173 /* Post the event, if desired */
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174 posted = 0;
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175 if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
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176 SDL_Event event;
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177 SDL_memset(&event, 0, sizeof(event));
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178 event.type = SDL_MOUSEMOTION;
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179 event.motion.state = buttonstate;
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180 event.motion.x = X;
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181 event.motion.y = Y;
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182 event.motion.xrel = Xrel;
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183 event.motion.yrel = Yrel;
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184 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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185 posted = 1;
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186 SDL_PushEvent(&event);
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187 }
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188 }
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189 return(posted);
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190 }
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191
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192 int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
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193 {
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194 SDL_Event event;
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195 int posted;
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196 int move_mouse;
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197 Uint8 buttonstate;
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198
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199 SDL_memset(&event, 0, sizeof(event));
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200
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201 /* Check parameters */
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202 if ( x || y ) {
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203 ClipOffset(&x, &y);
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204 move_mouse = 1;
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205 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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206 if ( x < 0 )
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207 x = 0;
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208 else
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209 if ( x >= SDL_VideoSurface->w )
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210 x = SDL_VideoSurface->w-1;
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211
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212 if ( y < 0 )
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213 y = 0;
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214 else
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215 if ( y >= SDL_VideoSurface->h )
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216 y = SDL_VideoSurface->h-1;
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217 } else {
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218 move_mouse = 0;
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219 }
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220 if ( ! x )
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221 x = SDL_MouseX;
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222 if ( ! y )
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223 y = SDL_MouseY;
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224
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225 /* Figure out which event to perform */
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226 buttonstate = SDL_ButtonState;
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227 switch ( state ) {
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228 case SDL_PRESSED:
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229 event.type = SDL_MOUSEBUTTONDOWN;
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230 buttonstate |= SDL_BUTTON(button);
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231 break;
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232 case SDL_RELEASED:
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233 event.type = SDL_MOUSEBUTTONUP;
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234 buttonstate &= ~SDL_BUTTON(button);
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235 break;
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236 default:
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237 /* Invalid state -- bail */
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238 return(0);
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239 }
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240
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241 /* Update internal mouse state */
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242 SDL_ButtonState = buttonstate;
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243 if ( move_mouse ) {
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244 SDL_MouseX = x;
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245 SDL_MouseY = y;
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246 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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247 }
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248
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249 /* Post the event, if desired */
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250 posted = 0;
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251 if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
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252 event.button.state = state;
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253 event.button.button = button;
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254 event.button.x = x;
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255 event.button.y = y;
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256 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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257 posted = 1;
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258 SDL_PushEvent(&event);
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259 }
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260 }
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261 return(posted);
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262 }
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263