annotate src/events/SDL_mouse.c @ 1668:4da1ee79c9af SDL-1.3

more tweaking indent options
author Sam Lantinga <slouken@libsdl.org>
date Mon, 29 May 2006 04:04:35 +0000
parents 782fd950bd46
children eef792d31de8
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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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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
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42 SDL_MouseInit(void)
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43 {
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44 /* The mouse is at (0,0) */
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45 SDL_MouseX = 0;
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46 SDL_MouseY = 0;
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47 SDL_DeltaX = 0;
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48 SDL_DeltaY = 0;
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49 SDL_ButtonState = 0;
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50
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51 /* That's it! */
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52 return (0);
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53 }
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54
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55 void
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56 SDL_MouseQuit(void)
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57 {
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58 }
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59
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60 /* We lost the mouse, so post button up messages for all pressed buttons */
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61 void
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62 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
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73 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 }
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78 if (y) {
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79 *y = SDL_MouseY;
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80 }
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81 return (SDL_ButtonState);
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82 }
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83
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84 Uint8
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85 SDL_GetRelativeMouseState(int *x, int *y)
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86 {
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87 if (x)
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88 *x = SDL_DeltaX;
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89 if (y)
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90 *y = SDL_DeltaY;
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91 SDL_DeltaX = 0;
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92 SDL_DeltaY = 0;
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93 return (SDL_ButtonState);
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94 }
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95
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96 static void
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97 ClipOffset(Sint16 * x, Sint16 * y)
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98 {
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99 SDL_VideoDevice *_this = SDL_GetVideoDevice();
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100
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101 /* This clips absolute mouse coordinates when the apparent
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102 display surface is smaller than the real display surface.
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103 */
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104 if (SDL_VideoSurface->offset) {
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105 *y -= SDL_VideoSurface->offset / SDL_VideoSurface->pitch;
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106 *x -= (SDL_VideoSurface->offset % SDL_VideoSurface->pitch) /
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107 SDL_VideoSurface->format->BytesPerPixel;
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108 }
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109 }
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110
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111 /* These are global for SDL_eventloop.c */
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112 int
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113 SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
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114 {
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115 SDL_VideoDevice *_this = SDL_GetVideoDevice();
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116 int posted;
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117 Uint16 X, Y;
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118 Sint16 Xrel;
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119 Sint16 Yrel;
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120
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121 /* Don't handle mouse motion if there's no cursor surface */
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122 if (SDL_VideoSurface == NULL) {
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123 return (0);
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124 }
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125
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126 /* Default buttonstate is the current one */
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127 if (!buttonstate) {
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128 buttonstate = SDL_ButtonState;
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129 }
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130
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131 Xrel = x;
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132 Yrel = y;
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133 if (relative) {
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134 /* Push the cursor around */
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135 x = (SDL_MouseX + x);
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136 y = (SDL_MouseY + y);
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137 } else {
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138 /* Do we need to clip {x,y} ? */
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139 ClipOffset(&x, &y);
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140 }
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141
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142 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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143 if (x < 0)
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144 X = 0;
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145 else if (x >= SDL_VideoSurface->w)
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146 X = SDL_VideoSurface->w - 1;
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147 else
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148 X = (Uint16) x;
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149
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150 if (y < 0)
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151 Y = 0;
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152 else if (y >= SDL_VideoSurface->h)
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153 Y = SDL_VideoSurface->h - 1;
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154 else
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155 Y = (Uint16) y;
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156
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157 /* If not relative mode, generate relative motion from clamped X/Y.
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158 This prevents lots of extraneous large delta relative motion when
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159 the screen is windowed mode and the mouse is outside the window.
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160 */
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161 if (!relative) {
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162 Xrel = X - SDL_MouseX;
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163 Yrel = Y - SDL_MouseY;
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164 }
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165
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166 /* Drop events that don't change state */
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167 if (!Xrel && !Yrel) {
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168 #if 0
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169 printf("Mouse event didn't change state - dropped!\n");
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170 #endif
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171 return (0);
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172 }
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173
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174 /* Update internal mouse state */
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175 SDL_ButtonState = buttonstate;
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176 SDL_MouseX = X;
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177 SDL_MouseY = Y;
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178 SDL_DeltaX += Xrel;
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179 SDL_DeltaY += Yrel;
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180 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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181
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182 /* Post the event, if desired */
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183 posted = 0;
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184 if (SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE) {
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185 SDL_Event event;
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186 SDL_memset(&event, 0, sizeof(event));
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187 event.type = SDL_MOUSEMOTION;
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188 event.motion.state = buttonstate;
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189 event.motion.x = X;
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190 event.motion.y = Y;
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191 event.motion.xrel = Xrel;
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192 event.motion.yrel = Yrel;
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193 if ((SDL_EventOK == NULL) || (*SDL_EventOK) (&event)) {
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194 posted = 1;
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195 SDL_PushEvent(&event);
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196 }
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197 }
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198 return (posted);
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199 }
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200
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201 int
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202 SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
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203 {
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204 SDL_VideoDevice *_this = SDL_GetVideoDevice();
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205 SDL_Event event;
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206 int posted;
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207 int move_mouse;
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208 Uint8 buttonstate;
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209
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210 SDL_memset(&event, 0, sizeof(event));
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211
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212 /* Check parameters */
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213 if (x || y) {
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214 ClipOffset(&x, &y);
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215 move_mouse = 1;
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216 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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217 if (x < 0)
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218 x = 0;
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219 else if (x >= SDL_VideoSurface->w)
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220 x = SDL_VideoSurface->w - 1;
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221
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222 if (y < 0)
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223 y = 0;
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224 else if (y >= SDL_VideoSurface->h)
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225 y = SDL_VideoSurface->h - 1;
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226 } else {
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227 move_mouse = 0;
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228 }
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229 if (!x)
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230 x = SDL_MouseX;
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231 if (!y)
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232 y = SDL_MouseY;
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233
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234 /* Figure out which event to perform */
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235 buttonstate = SDL_ButtonState;
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236 switch (state) {
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237 case SDL_PRESSED:
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238 event.type = SDL_MOUSEBUTTONDOWN;
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239 buttonstate |= SDL_BUTTON(button);
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240 break;
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241 case SDL_RELEASED:
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242 event.type = SDL_MOUSEBUTTONUP;
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243 buttonstate &= ~SDL_BUTTON(button);
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244 break;
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245 default:
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246 /* Invalid state -- bail */
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247 return (0);
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248 }
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249
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250 /* Update internal mouse state */
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251 SDL_ButtonState = buttonstate;
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252 if (move_mouse) {
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253 SDL_MouseX = x;
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254 SDL_MouseY = y;
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255 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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256 }
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257
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258 /* Post the event, if desired */
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259 posted = 0;
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260 if (SDL_ProcessEvents[event.type] == SDL_ENABLE) {
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261 event.button.state = state;
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parents: 1525
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262 event.button.button = button;
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parents: 1525
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263 event.button.x = x;
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parents: 1525
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264 event.button.y = y;
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Sam Lantinga <slouken@libsdl.org>
parents: 1525
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265 if ((SDL_EventOK == NULL) || (*SDL_EventOK) (&event)) {
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Sam Lantinga <slouken@libsdl.org>
parents: 1525
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266 posted = 1;
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267 SDL_PushEvent(&event);
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parents: 1525
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268 }
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Sam Lantinga <slouken@libsdl.org>
parents: 1525
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269 }
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Sam Lantinga <slouken@libsdl.org>
parents: 1525
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270 return (posted);
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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271 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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272
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parents: 1525
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273 /* vi: set ts=4 sw=4 expandtab: */