annotate src/events/SDL_mouse.c @ 1348:40d0975c1769

Date: Mon, 6 Feb 2006 11:41:04 -0500 From: "mystml@adinet.com.uy" Subject: [SDL] ALT-F4 using DirectX My game isn't getting SDL_QUIT when I press ALT-F4 using the DirectX driver; it does get SDL_QUIT when I press the red X in the window. I tracked this down to DX5_HandleMessage() in SDL_dx5events.c; WM_SYSKEYDOWN is being trapped and ignored which causes Windows not to post a WM_CLOSE, hence no SDL_QUIT is being generated. The relevant code is this : /* The keyboard is handled via DirectInput */ case WM_SYSKEYUP: case WM_SYSKEYDOWN: case WM_KEYUP: case WM_KEYDOWN: { /* Ignore windows keyboard messages */; } return(0); If I comment the WM_SYSKEYDOWN case, it falls through DefWindowProc() and ALT-F4 starts working again. I'm not sure about the best way to fix this. One option is handling ALT-F4 as a particular case somehow, but doesn't sound good. Another option would be to handle WM_SYSKEYDOWN separately and breaking instead of returning 0, so processing falls through and goes to DefWindowProc which does The Right Thing (TM). This seems to be the minimal change that makes ALT-F4 work and normal keyboard input continues to work. Does this sound reasonable? Am I overlooking anything? Do I submit a patch? --Gabriel
author Sam Lantinga <slouken@libsdl.org>
date Wed, 08 Feb 2006 17:19:43 +0000
parents 3692456e7b0f
children c71e05b4dc2e
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
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23 /* General mouse handling code for SDL */
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24
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25 #include "SDL_events.h"
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26 #include "SDL_string.h"
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27 #include "SDL_events_c.h"
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28 #include "SDL_cursor_c.h"
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29 #include "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 = -1;
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34 static Sint16 SDL_MouseY = -1;
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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 = -1;
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45 SDL_MouseY = -1;
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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 if ( SDL_MouseX < 0 ) {
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72 *x = 0;
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73 } else {
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74 *x = SDL_MouseX;
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75 }
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76 }
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77 if ( y ) {
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78 if ( SDL_MouseY < 0 ) {
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79 *y = 0;
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80 } else {
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81 *y = SDL_MouseY;
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82 }
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83 }
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84 return(SDL_ButtonState);
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85 }
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86
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87 Uint8 SDL_GetRelativeMouseState (int *x, int *y)
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88 {
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89 if ( x )
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90 *x = SDL_DeltaX;
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91 if ( y )
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92 *y = SDL_DeltaY;
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93 SDL_DeltaX = 0;
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94 SDL_DeltaY = 0;
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95 return(SDL_ButtonState);
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96 }
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97
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98 static void ClipOffset(Sint16 *x, Sint16 *y)
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99 {
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100 /* This clips absolute mouse coordinates when the apparent
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101 display surface is smaller than the real display surface.
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102 */
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103 if ( SDL_VideoSurface->offset ) {
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104 *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
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105 *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
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106 SDL_VideoSurface->format->BytesPerPixel;
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107 }
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108 }
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109
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110 /* These are global for SDL_eventloop.c */
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111 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
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112 {
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113 int posted;
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114 Uint16 X, Y;
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115 Sint16 Xrel;
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116 Sint16 Yrel;
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117
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118 /* Don't handle mouse motion if there's no cursor surface */
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119 if ( SDL_VideoSurface == NULL ) {
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120 return(0);
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121 }
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122
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123 /* Default buttonstate is the current one */
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124 if ( ! buttonstate ) {
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125 buttonstate = SDL_ButtonState;
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126 }
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127
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128 Xrel = x;
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129 Yrel = y;
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130 if ( relative ) {
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131 /* Push the cursor around */
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132 x = (SDL_MouseX+x);
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133 y = (SDL_MouseY+y);
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134 } else {
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135 /* Do we need to clip {x,y} ? */
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136 ClipOffset(&x, &y);
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137 }
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138
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139 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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140 if ( x < 0 )
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141 X = 0;
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142 else
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143 if ( x >= SDL_VideoSurface->w )
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144 X = SDL_VideoSurface->w-1;
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145 else
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146 X = (Uint16)x;
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147
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148 if ( y < 0 )
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149 Y = 0;
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150 else
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151 if ( y >= SDL_VideoSurface->h )
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152 Y = SDL_VideoSurface->h-1;
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153 else
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154 Y = (Uint16)y;
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155
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156 /* If not relative mode, generate relative motion from clamped X/Y.
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157 This prevents lots of extraneous large delta relative motion when
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158 the screen is windowed mode and the mouse is outside the window.
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159 */
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160 if ( ! relative && SDL_MouseX >= 0 && SDL_MouseY >= 0 ) {
0
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161 Xrel = X-SDL_MouseX;
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162 Yrel = Y-SDL_MouseY;
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163 }
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164
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165 /* Drop events that don't change state */
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166 if ( ! Xrel && ! Yrel ) {
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167 #if 0
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168 printf("Mouse event didn't change state - dropped!\n");
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169 #endif
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170 return(0);
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171 }
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172
0
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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 SDL_memset(&event, 0, sizeof(event));
0
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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 SDL_memset(&event, 0, sizeof(event));
0
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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