annotate src/events/SDL_mouse.c @ 4249:429c8dd3175d SDL-1.2

Fixed bug #713 Don't clamp the mouse coordinates to the video surface size, instead clamp them to the last known window size. This allows users to get the correct mouse coordinates even if they don't call SDL_SetVideoMode() in response to an SDL_VIDEORESIZE event (used as a hack to retain the OpenGL context on Windows and Linux after a window resize)
author Sam Lantinga <slouken@libsdl.org>
date Sun, 27 Sep 2009 05:18:43 +0000
parents a1b03ba2fcd0
children
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 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 /* 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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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 Sint16 SDL_MouseMaxX = 0;
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38 static Sint16 SDL_MouseMaxY = 0;
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39 static Uint8 SDL_ButtonState = 0;
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40
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41
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42 /* Public functions */
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43 int SDL_MouseInit(void)
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44 {
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45 /* The mouse is at (0,0) */
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46 SDL_MouseX = 0;
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47 SDL_MouseY = 0;
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48 SDL_DeltaX = 0;
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49 SDL_DeltaY = 0;
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50 SDL_MouseMaxX = 0;
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51 SDL_MouseMaxY = 0;
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52 SDL_ButtonState = 0;
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53
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54 /* That's it! */
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55 return(0);
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56 }
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57 void SDL_MouseQuit(void)
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58 {
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59 }
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60
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61 /* We lost the mouse, so post button up messages for all pressed buttons */
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62 void SDL_ResetMouse(void)
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63 {
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64 Uint8 i;
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65 for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
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66 if ( SDL_ButtonState & SDL_BUTTON(i) ) {
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67 SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
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68 }
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69 }
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70 }
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71
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72 Uint8 SDL_GetMouseState (int *x, int *y)
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73 {
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74 if ( x ) {
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75 *x = SDL_MouseX;
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76 }
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77 if ( y ) {
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78 *y = SDL_MouseY;
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79 }
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80 return(SDL_ButtonState);
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81 }
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82
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83 Uint8 SDL_GetRelativeMouseState (int *x, int *y)
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84 {
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85 if ( x )
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86 *x = SDL_DeltaX;
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87 if ( y )
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88 *y = SDL_DeltaY;
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89 SDL_DeltaX = 0;
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90 SDL_DeltaY = 0;
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91 return(SDL_ButtonState);
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92 }
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93
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94 static void ClipOffset(Sint16 *x, Sint16 *y)
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95 {
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96 /* This clips absolute mouse coordinates when the apparent
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97 display surface is smaller than the real display surface.
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98 */
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99 if ( SDL_VideoSurface && SDL_VideoSurface->offset ) {
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100 *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
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101 *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
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102 SDL_VideoSurface->format->BytesPerPixel;
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103 }
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104 }
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105
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106 void SDL_SetMouseRange(int maxX, int maxY)
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107 {
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108 SDL_MouseMaxX = (Sint16)maxX;
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109 SDL_MouseMaxY = (Sint16)maxY;
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110 }
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111
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112 /* These are global for SDL_eventloop.c */
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113 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
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114 {
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115 int posted;
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116 Uint16 X, Y;
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117 Sint16 Xrel;
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118 Sint16 Yrel;
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119
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120 /* Default buttonstate is the current one */
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121 if ( ! buttonstate ) {
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122 buttonstate = SDL_ButtonState;
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123 }
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124
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125 Xrel = x;
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126 Yrel = y;
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127 if ( relative ) {
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128 /* Push the cursor around */
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129 x = (SDL_MouseX+x);
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130 y = (SDL_MouseY+y);
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131 } else {
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132 /* Do we need to clip {x,y} ? */
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133 ClipOffset(&x, &y);
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134 }
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135
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136 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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137 if ( x < 0 )
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138 X = 0;
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139 else
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140 if ( x >= SDL_MouseMaxX )
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141 X = SDL_MouseMaxX-1;
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142 else
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143 X = (Uint16)x;
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144
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145 if ( y < 0 )
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146 Y = 0;
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147 else
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148 if ( y >= SDL_MouseMaxY )
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149 Y = SDL_MouseMaxY-1;
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150 else
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151 Y = (Uint16)y;
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152
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153 /* If not relative mode, generate relative motion from clamped X/Y.
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154 This prevents lots of extraneous large delta relative motion when
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155 the screen is windowed mode and the mouse is outside the window.
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156 */
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157 if ( ! relative ) {
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158 Xrel = X-SDL_MouseX;
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159 Yrel = Y-SDL_MouseY;
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160 }
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161
1283
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162 /* Drop events that don't change state */
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163 if ( ! Xrel && ! Yrel ) {
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164 #if 0
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165 printf("Mouse event didn't change state - dropped!\n");
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166 #endif
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167 return(0);
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168 }
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169
0
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170 /* Update internal mouse state */
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171 SDL_ButtonState = buttonstate;
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172 SDL_MouseX = X;
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173 SDL_MouseY = Y;
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174 SDL_DeltaX += Xrel;
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175 SDL_DeltaY += Yrel;
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176 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
0
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177
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178 /* Post the event, if desired */
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179 posted = 0;
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180 if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
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181 SDL_Event event;
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182 SDL_memset(&event, 0, sizeof(event));
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183 event.type = SDL_MOUSEMOTION;
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184 event.motion.state = buttonstate;
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185 event.motion.x = X;
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186 event.motion.y = Y;
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187 event.motion.xrel = Xrel;
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188 event.motion.yrel = Yrel;
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189 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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190 posted = 1;
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191 SDL_PushEvent(&event);
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192 }
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193 }
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194 return(posted);
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195 }
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196
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197 int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
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198 {
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199 SDL_Event event;
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200 int posted;
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201 int move_mouse;
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202 Uint8 buttonstate;
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203
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204 SDL_memset(&event, 0, sizeof(event));
0
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205
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206 /* Check parameters */
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207 if ( x || y ) {
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208 ClipOffset(&x, &y);
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209 move_mouse = 1;
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210 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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211 if ( x < 0 )
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212 x = 0;
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213 else
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214 if ( x >= SDL_MouseMaxX )
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215 x = SDL_MouseMaxX-1;
0
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216
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217 if ( y < 0 )
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218 y = 0;
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219 else
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220 if ( y >= SDL_MouseMaxY )
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221 y = SDL_MouseMaxY-1;
0
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222 } else {
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223 move_mouse = 0;
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224 }
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225 if ( ! x )
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226 x = SDL_MouseX;
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227 if ( ! y )
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228 y = SDL_MouseY;
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229
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230 /* Figure out which event to perform */
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231 buttonstate = SDL_ButtonState;
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232 switch ( state ) {
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233 case SDL_PRESSED:
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234 event.type = SDL_MOUSEBUTTONDOWN;
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235 buttonstate |= SDL_BUTTON(button);
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236 break;
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237 case SDL_RELEASED:
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238 event.type = SDL_MOUSEBUTTONUP;
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239 buttonstate &= ~SDL_BUTTON(button);
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240 break;
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241 default:
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242 /* Invalid state -- bail */
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243 return(0);
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244 }
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245
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246 /* Update internal mouse state */
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247 SDL_ButtonState = buttonstate;
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248 if ( move_mouse ) {
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249 SDL_MouseX = x;
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250 SDL_MouseY = y;
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251 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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252 }
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253
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254 /* Post the event, if desired */
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255 posted = 0;
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256 if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
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257 event.button.state = state;
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258 event.button.button = button;
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259 event.button.x = x;
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260 event.button.y = y;
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261 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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262 posted = 1;
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263 SDL_PushEvent(&event);
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264 }
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265 }
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266 return(posted);
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267 }
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268