annotate src/events/SDL_mouse.c @ 1199:2d6dc7de1145

From: Mike Frysinger <vapier@gentoo.org> To: sdl@libsdl.org Date: Sun, 11 Dec 2005 22:57:37 -0500 Subject: [SDL] exec stack in libsdl update i posted back in September a patch to remove executable stacks: http://www.devolution.com/pipermail/sdl/2005-September/070626.html later in November, a similar patch was merged it seems: http://www.libsdl.org/cgi/cvsweb.cgi/SDL12/src/hermes/mmx_main.asm however, this lacks the additional output format checks that i posted in my patch ... this isnt a problem if the hermes asm code is only ever used to produce ELF objects, but if this is not true, then the additional checks in my original patch will need to be merged -mike
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 12 Dec 2005 09:13:12 +0000
parents 28ac87a38c17
children f214b6fae45a
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 = -1;
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42 static Sint16 SDL_MouseY = -1;
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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 = -1;
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53 SDL_MouseY = -1;
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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 void SDL_MouseQuit(void)
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62 {
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63 }
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64
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65 /* We lost the mouse, so post button up messages for all pressed buttons */
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66 void SDL_ResetMouse(void)
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67 {
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68 Uint8 i;
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69 for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
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70 if ( SDL_ButtonState & SDL_BUTTON(i) ) {
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71 SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
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72 }
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73 }
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74 }
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75
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76 Uint8 SDL_GetMouseState (int *x, int *y)
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77 {
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78 if ( x ) {
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79 if ( SDL_MouseX < 0 ) {
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80 *x = 0;
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81 } else {
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82 *x = SDL_MouseX;
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83 }
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84 }
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85 if ( y ) {
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86 if ( SDL_MouseY < 0 ) {
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87 *y = 0;
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88 } else {
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89 *y = SDL_MouseY;
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90 }
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91 }
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92 return(SDL_ButtonState);
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93 }
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94
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95 Uint8 SDL_GetRelativeMouseState (int *x, int *y)
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96 {
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97 if ( x )
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98 *x = SDL_DeltaX;
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99 if ( y )
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100 *y = SDL_DeltaY;
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101 SDL_DeltaX = 0;
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102 SDL_DeltaY = 0;
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103 return(SDL_ButtonState);
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104 }
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105
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106 static void ClipOffset(Sint16 *x, Sint16 *y)
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107 {
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108 /* This clips absolute mouse coordinates when the apparent
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109 display surface is smaller than the real display surface.
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110 */
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111 if ( SDL_VideoSurface->offset ) {
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112 *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
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113 *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
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114 SDL_VideoSurface->format->BytesPerPixel;
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115 }
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116 }
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117
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118 /* These are global for SDL_eventloop.c */
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119 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
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120 {
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121 int posted;
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122 Uint16 X, Y;
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123 Sint16 Xrel;
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124 Sint16 Yrel;
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125
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126 /* Don't handle mouse motion if there's no cursor surface */
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127 if ( SDL_VideoSurface == NULL ) {
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128 return(0);
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129 }
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130
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131 /* Default buttonstate is the current one */
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132 if ( ! buttonstate ) {
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133 buttonstate = SDL_ButtonState;
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134 }
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135
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136 Xrel = x;
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137 Yrel = y;
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138 if ( relative ) {
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139 /* Push the cursor around */
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140 x = (SDL_MouseX+x);
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141 y = (SDL_MouseY+y);
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142 } else {
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143 /* Do we need to clip {x,y} ? */
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144 ClipOffset(&x, &y);
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145 }
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146
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147 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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148 if ( x < 0 )
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149 X = 0;
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150 else
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151 if ( x >= SDL_VideoSurface->w )
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152 X = SDL_VideoSurface->w-1;
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153 else
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154 X = (Uint16)x;
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155
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156 if ( y < 0 )
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157 Y = 0;
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158 else
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159 if ( y >= SDL_VideoSurface->h )
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160 Y = SDL_VideoSurface->h-1;
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161 else
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162 Y = (Uint16)y;
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163
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164 /* If not relative mode, generate relative motion from clamped X/Y.
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165 This prevents lots of extraneous large delta relative motion when
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166 the screen is windowed mode and the mouse is outside the window.
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167 */
943
715c32d8f26c Date: Sun, 18 Jul 2004 00:22:07 -0400
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parents: 769
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168 if ( ! relative && SDL_MouseX >= 0 && SDL_MouseY >= 0 ) {
0
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169 Xrel = X-SDL_MouseX;
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170 Yrel = Y-SDL_MouseY;
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171 }
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172
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173 /* Update internal mouse state */
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174 SDL_ButtonState = buttonstate;
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175 SDL_MouseX = X;
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176 SDL_MouseY = Y;
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177 SDL_DeltaX += Xrel;
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178 SDL_DeltaY += Yrel;
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179 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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180
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181 /* Post the event, if desired */
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182 posted = 0;
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183 if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
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184 SDL_Event event;
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185 memset(&event, 0, sizeof(event));
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186 event.type = SDL_MOUSEMOTION;
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187 event.motion.state = buttonstate;
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188 event.motion.x = X;
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189 event.motion.y = Y;
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190 event.motion.xrel = Xrel;
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191 event.motion.yrel = Yrel;
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192 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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193 posted = 1;
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194 SDL_PushEvent(&event);
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195 }
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196 }
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197 return(posted);
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198 }
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199
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200 int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
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201 {
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202 SDL_Event event;
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203 int posted;
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204 int move_mouse;
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205 Uint8 buttonstate;
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206
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207 memset(&event, 0, sizeof(event));
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208
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209 /* Check parameters */
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210 if ( x || y ) {
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211 ClipOffset(&x, &y);
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212 move_mouse = 1;
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213 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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214 if ( x < 0 )
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215 x = 0;
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216 else
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217 if ( x >= SDL_VideoSurface->w )
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218 x = SDL_VideoSurface->w-1;
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219
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220 if ( y < 0 )
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221 y = 0;
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222 else
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223 if ( y >= SDL_VideoSurface->h )
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224 y = SDL_VideoSurface->h-1;
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225 } else {
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226 move_mouse = 0;
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227 }
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228 if ( ! x )
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229 x = SDL_MouseX;
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230 if ( ! y )
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231 y = SDL_MouseY;
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232
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233 /* Figure out which event to perform */
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234 buttonstate = SDL_ButtonState;
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235 switch ( state ) {
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236 case SDL_PRESSED:
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237 event.type = SDL_MOUSEBUTTONDOWN;
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238 buttonstate |= SDL_BUTTON(button);
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239 break;
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240 case SDL_RELEASED:
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241 event.type = SDL_MOUSEBUTTONUP;
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242 buttonstate &= ~SDL_BUTTON(button);
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243 break;
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244 default:
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245 /* Invalid state -- bail */
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246 return(0);
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247 }
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248
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249 /* Update internal mouse state */
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250 SDL_ButtonState = buttonstate;
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251 if ( move_mouse ) {
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252 SDL_MouseX = x;
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253 SDL_MouseY = y;
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254 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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255 }
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256
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257 /* Post the event, if desired */
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258 posted = 0;
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259 if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
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260 event.button.state = state;
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261 event.button.button = button;
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262 event.button.x = x;
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263 event.button.y = y;
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264 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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265 posted = 1;
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266 SDL_PushEvent(&event);
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267 }
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268 }
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269 return(posted);
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270 }
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271