Mercurial > sdl-ios-xcode
annotate src/video/quartz/SDL_QuartzEvents.m @ 441:598b25b9bffe
Zeroed out SDL_Surface::unused1 so glSDL will work on stock SDL
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 17 Aug 2002 19:17:01 +0000 |
parents | 140798e1e7a6 |
children | c4338ecf45f9 |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
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3 Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 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 #include <sys/time.h> |
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23 |
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24 #include "SDL_QuartzKeys.h" |
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25 |
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Darrell's fix for Quartz mouse motion
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26 |
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28 static SDLKey keymap[256]; |
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29 static unsigned int currentMods = 0; /* Current keyboard modifiers, to track modifier state */ |
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30 static int last_virtual_button = 0; /* Last virtual mouse button pressed */ |
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31 |
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32 static void QZ_InitOSKeymap (_THIS) { |
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33 const void *KCHRPtr; |
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34 UInt32 state; |
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35 UInt32 value; |
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36 int i; |
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37 int world = SDLK_WORLD_0; |
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38 |
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39 for ( i=0; i<SDL_TABLESIZE(keymap); ++i ) |
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40 keymap[i] = SDLK_UNKNOWN; |
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41 |
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42 /* This keymap is almost exactly the same as the OS 9 one */ |
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43 keymap[QZ_ESCAPE] = SDLK_ESCAPE; |
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44 keymap[QZ_F1] = SDLK_F1; |
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45 keymap[QZ_F2] = SDLK_F2; |
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46 keymap[QZ_F3] = SDLK_F3; |
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47 keymap[QZ_F4] = SDLK_F4; |
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48 keymap[QZ_F5] = SDLK_F5; |
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49 keymap[QZ_F6] = SDLK_F6; |
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50 keymap[QZ_F7] = SDLK_F7; |
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51 keymap[QZ_F8] = SDLK_F8; |
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52 keymap[QZ_F9] = SDLK_F9; |
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53 keymap[QZ_F10] = SDLK_F10; |
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54 keymap[QZ_F11] = SDLK_F11; |
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55 keymap[QZ_F12] = SDLK_F12; |
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56 keymap[QZ_PRINT] = SDLK_PRINT; |
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57 keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK; |
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58 keymap[QZ_PAUSE] = SDLK_PAUSE; |
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59 keymap[QZ_POWER] = SDLK_POWER; |
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60 keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE; |
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61 keymap[QZ_1] = SDLK_1; |
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62 keymap[QZ_2] = SDLK_2; |
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63 keymap[QZ_3] = SDLK_3; |
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64 keymap[QZ_4] = SDLK_4; |
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65 keymap[QZ_5] = SDLK_5; |
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66 keymap[QZ_6] = SDLK_6; |
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67 keymap[QZ_7] = SDLK_7; |
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68 keymap[QZ_8] = SDLK_8; |
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69 keymap[QZ_9] = SDLK_9; |
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70 keymap[QZ_0] = SDLK_0; |
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71 keymap[QZ_MINUS] = SDLK_MINUS; |
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72 keymap[QZ_EQUALS] = SDLK_EQUALS; |
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73 keymap[QZ_BACKSPACE] = SDLK_BACKSPACE; |
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74 keymap[QZ_INSERT] = SDLK_INSERT; |
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75 keymap[QZ_HOME] = SDLK_HOME; |
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76 keymap[QZ_PAGEUP] = SDLK_PAGEUP; |
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77 keymap[QZ_NUMLOCK] = SDLK_NUMLOCK; |
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78 keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS; |
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79 keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE; |
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80 keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY; |
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81 keymap[QZ_TAB] = SDLK_TAB; |
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82 keymap[QZ_q] = SDLK_q; |
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83 keymap[QZ_w] = SDLK_w; |
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84 keymap[QZ_e] = SDLK_e; |
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85 keymap[QZ_r] = SDLK_r; |
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86 keymap[QZ_t] = SDLK_t; |
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87 keymap[QZ_y] = SDLK_y; |
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88 keymap[QZ_u] = SDLK_u; |
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89 keymap[QZ_i] = SDLK_i; |
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90 keymap[QZ_o] = SDLK_o; |
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91 keymap[QZ_p] = SDLK_p; |
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92 keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET; |
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93 keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET; |
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94 keymap[QZ_BACKSLASH] = SDLK_BACKSLASH; |
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95 keymap[QZ_DELETE] = SDLK_DELETE; |
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96 keymap[QZ_END] = SDLK_END; |
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97 keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN; |
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98 keymap[QZ_KP7] = SDLK_KP7; |
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99 keymap[QZ_KP8] = SDLK_KP8; |
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100 keymap[QZ_KP9] = SDLK_KP9; |
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101 keymap[QZ_KP_MINUS] = SDLK_KP_MINUS; |
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102 keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK; |
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103 keymap[QZ_a] = SDLK_a; |
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104 keymap[QZ_s] = SDLK_s; |
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105 keymap[QZ_d] = SDLK_d; |
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106 keymap[QZ_f] = SDLK_f; |
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107 keymap[QZ_g] = SDLK_g; |
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108 keymap[QZ_h] = SDLK_h; |
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109 keymap[QZ_j] = SDLK_j; |
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110 keymap[QZ_k] = SDLK_k; |
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111 keymap[QZ_l] = SDLK_l; |
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112 keymap[QZ_SEMICOLON] = SDLK_SEMICOLON; |
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113 keymap[QZ_QUOTE] = SDLK_QUOTE; |
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114 keymap[QZ_RETURN] = SDLK_RETURN; |
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115 keymap[QZ_KP4] = SDLK_KP4; |
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116 keymap[QZ_KP5] = SDLK_KP5; |
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117 keymap[QZ_KP6] = SDLK_KP6; |
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118 keymap[QZ_KP_PLUS] = SDLK_KP_PLUS; |
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119 keymap[QZ_LSHIFT] = SDLK_LSHIFT; |
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120 keymap[QZ_z] = SDLK_z; |
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121 keymap[QZ_x] = SDLK_x; |
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122 keymap[QZ_c] = SDLK_c; |
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123 keymap[QZ_v] = SDLK_v; |
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124 keymap[QZ_b] = SDLK_b; |
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125 keymap[QZ_n] = SDLK_n; |
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126 keymap[QZ_m] = SDLK_m; |
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127 keymap[QZ_COMMA] = SDLK_COMMA; |
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128 keymap[QZ_PERIOD] = SDLK_PERIOD; |
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129 keymap[QZ_SLASH] = SDLK_SLASH; |
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130 keymap[QZ_UP] = SDLK_UP; |
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131 keymap[QZ_KP1] = SDLK_KP1; |
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132 keymap[QZ_KP2] = SDLK_KP2; |
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133 keymap[QZ_KP3] = SDLK_KP3; |
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134 keymap[QZ_KP_ENTER] = SDLK_KP_ENTER; |
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135 keymap[QZ_LCTRL] = SDLK_LCTRL; |
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136 keymap[QZ_LALT] = SDLK_LALT; |
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137 keymap[QZ_LMETA] = SDLK_LMETA; |
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138 keymap[QZ_SPACE] = SDLK_SPACE; |
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139 keymap[QZ_LEFT] = SDLK_LEFT; |
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140 keymap[QZ_DOWN] = SDLK_DOWN; |
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141 keymap[QZ_RIGHT] = SDLK_RIGHT; |
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142 keymap[QZ_KP0] = SDLK_KP0; |
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143 keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD; |
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144 keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER; |
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145 keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT; |
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146 keymap[QZ_IBOOK_DOWN] = SDLK_DOWN; |
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147 keymap[QZ_IBOOK_UP] = SDLK_UP; |
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148 keymap[QZ_IBOOK_LEFT] = SDLK_LEFT; |
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149 |
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150 /* Up there we setup a static scancode->keysym map. However, it will not |
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151 * work very well on international keyboard. Hence we now query MacOS |
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152 * for its own keymap to adjust our own mapping table. However, this is |
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153 * bascially only useful for ascii char keys. This is also the reason |
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154 * why we keep the static table, too. |
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155 */ |
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156 |
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157 /* Get a pointer to the systems cached KCHR */ |
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158 KCHRPtr = (void *)GetScriptManagerVariable(smKCHRCache); |
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159 if (KCHRPtr) |
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160 { |
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161 /* Loop over all 127 possible scan codes */ |
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162 for (i = 0; i < 0x7F; i++) |
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163 { |
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164 /* We pretend a clean start to begin with (i.e. no dead keys active */ |
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165 state = 0; |
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166 |
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167 /* Now translate the key code to a key value */ |
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168 value = KeyTranslate(KCHRPtr, i, &state) & 0xff; |
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169 |
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170 /* If the state become 0, it was a dead key. We need to translate again, |
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171 passing in the new state, to get the actual key value */ |
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172 if (state != 0) |
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173 value = KeyTranslate(KCHRPtr, i, &state) & 0xff; |
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174 |
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175 /* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */ |
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176 if (value >= 128) /* Some non-ASCII char, map it to SDLK_WORLD_* */ |
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177 keymap[i] = world++; |
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178 else if (value >= 32) /* non-control ASCII char */ |
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179 keymap[i] = value; |
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180 } |
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181 } |
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182 |
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183 /* The keypad codes are re-setup here, because the loop above cannot |
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184 * distinguish between a key on the keypad and a regular key. We maybe |
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185 * could get around this problem in another fashion: NSEvent's flags |
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186 * include a "NSNumericPadKeyMask" bit; we could check that and modify |
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187 * the symbol we return on the fly. However, this flag seems to exhibit |
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188 * some weird behaviour related to the num lock key |
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189 */ |
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190 keymap[QZ_KP0] = SDLK_KP0; |
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191 keymap[QZ_KP1] = SDLK_KP1; |
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192 keymap[QZ_KP2] = SDLK_KP2; |
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193 keymap[QZ_KP3] = SDLK_KP3; |
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194 keymap[QZ_KP4] = SDLK_KP4; |
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195 keymap[QZ_KP5] = SDLK_KP5; |
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196 keymap[QZ_KP6] = SDLK_KP6; |
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197 keymap[QZ_KP7] = SDLK_KP7; |
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198 keymap[QZ_KP8] = SDLK_KP8; |
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199 keymap[QZ_KP9] = SDLK_KP9; |
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200 keymap[QZ_KP_MINUS] = SDLK_KP_MINUS; |
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201 keymap[QZ_KP_PLUS] = SDLK_KP_PLUS; |
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202 keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD; |
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203 keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS; |
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204 keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE; |
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205 keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY; |
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206 keymap[QZ_KP_ENTER] = SDLK_KP_ENTER; |
47
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207 } |
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208 |
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209 static void QZ_DoKey (int state, NSEvent *event) { |
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210 |
390
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211 NSString *chars; |
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212 int i; |
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213 SDL_keysym key; |
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214 |
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215 /* An event can contain multiple characters */ |
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216 /* I'll ignore this fact for now, since there is only one virtual key code per event */ |
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217 chars = [ event characters ]; |
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218 for (i =0; i < 1 /*[ chars length ] */; i++) { |
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219 |
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220 key.scancode = [ event keyCode ]; |
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221 key.sym = keymap [ key.scancode ]; |
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222 key.unicode = [ chars characterAtIndex:i]; |
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223 key.mod = KMOD_NONE; |
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224 |
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225 SDL_PrivateKeyboard (state, &key); |
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226 } |
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227 } |
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228 |
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229 static void QZ_DoModifiers (unsigned int newMods) { |
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230 |
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231 const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA } ; |
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232 |
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233 int i; |
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234 int bit; |
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235 SDL_keysym key; |
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236 |
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237 key.scancode = 0; |
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238 key.sym = SDLK_UNKNOWN; |
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239 key.unicode = 0; |
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240 key.mod = KMOD_NONE; |
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241 |
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242 /* Iterate through the bits, testing each against the current modifiers */ |
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243 for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) { |
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244 |
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245 unsigned int currentMask, newMask; |
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246 |
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247 currentMask = currentMods & bit; |
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248 newMask = newMods & bit; |
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249 |
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250 if ( currentMask && |
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251 currentMask != newMask ) { /* modifier up event */ |
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252 |
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253 key.sym = mapping[i]; |
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254 /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ |
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255 if (bit == NSAlphaShiftKeyMask) |
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256 SDL_PrivateKeyboard (SDL_PRESSED, &key); |
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257 SDL_PrivateKeyboard (SDL_RELEASED, &key); |
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258 } |
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259 else if ( newMask && |
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260 currentMask != newMask ) { /* modifier down event */ |
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261 |
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262 key.sym = mapping[i]; |
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263 SDL_PrivateKeyboard (SDL_PRESSED, &key); |
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264 /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ |
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265 if (bit == NSAlphaShiftKeyMask) |
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266 SDL_PrivateKeyboard (SDL_RELEASED, &key); |
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267 } |
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268 } |
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269 |
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270 currentMods = newMods; |
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271 } |
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272 |
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273 static void QZ_DoActivate (_THIS) |
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274 { |
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275 inForeground = YES; |
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276 |
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277 /* Regrab the mouse */ |
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278 if (currentGrabMode == SDL_GRAB_ON) { |
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279 QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); |
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280 CGAssociateMouseAndMouseCursorPosition (0); |
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281 } |
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282 |
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283 /* Hide the mouse cursor if inside the app window */ |
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284 if (!QZ_cursor_visible) { |
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285 HideCursor (); |
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286 } |
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287 |
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288 SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS); |
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289 } |
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290 |
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291 static void QZ_DoDeactivate (_THIS) { |
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292 |
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293 inForeground = NO; |
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294 |
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295 /* Ungrab mouse if it is grabbed */ |
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296 if (currentGrabMode == SDL_GRAB_ON) { |
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297 CGAssociateMouseAndMouseCursorPosition (1); |
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298 } |
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299 |
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300 /* Show the mouse cursor */ |
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301 if (!QZ_cursor_visible) { |
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302 ShowCursor (); |
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303 } |
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304 |
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305 SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS); |
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306 } |
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307 |
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308 static void QZ_PumpEvents (_THIS) |
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309 { |
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310 int firstMouseEvent; |
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311 CGMouseDelta dx, dy; |
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312 |
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313 NSDate *distantPast; |
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314 NSEvent *event; |
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315 NSRect winRect; |
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316 NSRect titleBarRect; |
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317 NSAutoreleasePool *pool; |
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318 |
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319 pool = [ [ NSAutoreleasePool alloc ] init ]; |
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320 distantPast = [ NSDate distantPast ]; |
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321 |
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322 winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h); |
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323 titleBarRect = NSMakeRect (0, SDL_VideoSurface->h, SDL_VideoSurface->w, |
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324 SDL_VideoSurface->h + 22); |
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325 |
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326 /* send the first mouse event in absolute coordinates */ |
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327 firstMouseEvent = 1; |
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328 |
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329 /* accumulate any additional mouse moved events into one SDL mouse event */ |
390
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330 dx = 0; |
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331 dy = 0; |
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332 |
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333 do { |
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334 |
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335 /* Poll for an event. This will not block */ |
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336 event = [ NSApp nextEventMatchingMask:NSAnyEventMask |
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337 untilDate:distantPast |
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338 inMode: NSDefaultRunLoopMode dequeue:YES ]; |
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339 |
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340 if (event != nil) { |
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341 |
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342 unsigned int type; |
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343 BOOL isForGameWin; |
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344 |
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345 #define DO_MOUSE_DOWN(button, sendToWindow) do { \ |
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346 if ( inForeground ) { \ |
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347 if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) || \ |
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348 NSPointInRect([event locationInWindow], winRect) ) \ |
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349 SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \ |
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350 } \ |
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351 else { \ |
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352 QZ_DoActivate (this); \ |
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353 } \ |
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354 [ NSApp sendEvent:event ]; \ |
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355 } while(0) |
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356 |
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357 #define DO_MOUSE_UP(button, sendToWindow) do { \ |
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358 if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) || \ |
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359 !NSPointInRect([event locationInWindow], titleBarRect) ) \ |
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360 SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \ |
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361 [ NSApp sendEvent:event ]; \ |
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362 } while(0) |
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363 |
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364 type = [ event type ]; |
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365 isForGameWin = (qz_window == [ event window ]); |
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366 switch (type) { |
272
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367 |
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368 case NSLeftMouseDown: |
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369 if ( NSCommandKeyMask & currentMods ) { |
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370 last_virtual_button = 3; |
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371 DO_MOUSE_DOWN (3, 0); |
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372 } |
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373 else if ( NSAlternateKeyMask & currentMods ) { |
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374 last_virtual_button = 2; |
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375 DO_MOUSE_DOWN (2, 0); |
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376 } |
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377 else { |
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378 DO_MOUSE_DOWN (1, 1); |
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379 } |
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380 break; |
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381 case NSOtherMouseDown: DO_MOUSE_DOWN (2, 0); break; |
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382 case NSRightMouseDown: DO_MOUSE_DOWN (3, 0); break; |
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383 case NSLeftMouseUp: |
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384 if ( last_virtual_button != 0 ) { |
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385 DO_MOUSE_UP (last_virtual_button, 0); |
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386 last_virtual_button = 0; |
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387 } |
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388 else { |
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389 DO_MOUSE_UP (1, 1); |
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390 } |
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391 break; |
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392 case NSOtherMouseUp: DO_MOUSE_UP (2, 0); break; |
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393 case NSRightMouseUp: DO_MOUSE_UP (3, 0); break; |
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394 case NSSystemDefined: |
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395 //if ([event subtype] == 7) { |
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396 // unsigned int buttons; // up to 32 mouse button states! |
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397 // buttons = [ event data2 ]; |
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398 //} |
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399 break; |
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400 case NSLeftMouseDragged: |
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401 case NSRightMouseDragged: |
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402 case NSOtherMouseDragged: /* usually middle mouse dragged */ |
390
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403 case NSMouseMoved: |
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404 if (currentGrabMode == SDL_GRAB_ON) { |
272
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405 |
390
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406 /** |
435
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407 * If input is grabbed, the cursor doesn't move, |
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408 * so we have to call the lowlevel window server |
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409 * function. This is less accurate but works OK. |
390
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410 **/ |
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411 CGMouseDelta dx1, dy1; |
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412 CGGetLastMouseDelta (&dx1, &dy1); |
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413 dx += dx1; |
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414 dy += dy1; |
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415 } |
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416 else if (warp_flag) { |
272
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417 |
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418 /** |
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419 * If we just warped the mouse, the cursor is frozen for a while. |
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420 * So we have to use the lowlevel function until it |
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421 * unfreezes. This really helps apps that continuously |
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422 * warp the mouse to keep it in the game window. |
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423 **/ |
390
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424 Uint32 ticks; |
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425 |
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426 ticks = SDL_GetTicks(); |
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427 if (ticks - warp_ticks < 150) { |
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428 |
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429 CGMouseDelta dx1, dy1; |
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430 CGGetLastMouseDelta (&dx1, &dy1); |
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431 dx += dx1; |
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432 dy += dy1; |
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433 } |
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434 else { |
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435 |
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436 warp_flag = 0; |
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437 } |
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438 } |
435
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439 else if (firstMouseEvent) { |
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440 |
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441 /** |
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442 * Get the first mouse event in a possible |
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443 * sequence of mouse moved events. Since we |
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444 * use absolute coordinates, this serves to |
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445 * compensate any inaccuracy in deltas, and |
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446 * provides the first known mouse position, |
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447 * since everything after this uses deltas |
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448 **/ |
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449 NSPoint p = [ event locationInWindow ]; |
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450 QZ_PrivateCocoaToSDL(this, &p); |
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451 |
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452 firstMouseEvent = 0; |
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453 } |
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454 else { |
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455 |
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456 /** |
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457 * Get the amount moved since the last drag or move event, |
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458 * add it on for one big move event at the end. |
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459 **/ |
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460 dx += [ event deltaX ]; |
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461 dy += [ event deltaY ]; |
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462 } |
390
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463 break; |
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464 case NSScrollWheel: |
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465 if (NSPointInRect([ event locationInWindow ], winRect)) { |
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466 float dy; |
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467 dy = [ event deltaY ]; |
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468 if ( dy > 0.0 ) /* Scroll up */ |
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469 SDL_PrivateMouseButton (SDL_PRESSED, 4, 0, 0); |
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470 else /* Scroll down */ |
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471 SDL_PrivateMouseButton (SDL_PRESSED, 5, 0, 0); |
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472 } |
390
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473 break; |
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474 case NSKeyUp: |
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475 QZ_DoKey (SDL_RELEASED, event); |
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476 break; |
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477 case NSKeyDown: |
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478 QZ_DoKey (SDL_PRESSED, event); |
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479 break; |
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480 case NSFlagsChanged: |
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481 QZ_DoModifiers( [ event modifierFlags ] ); |
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482 break; |
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483 case NSAppKitDefined: |
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484 switch ( [ event subtype ] ) { |
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485 case NSApplicationActivatedEventType: |
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486 QZ_DoActivate (this); |
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487 break; |
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488 case NSApplicationDeactivatedEventType: |
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489 QZ_DoDeactivate (this); |
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490 break; |
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491 } |
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492 [ NSApp sendEvent:event ]; |
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493 break; |
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494 /* case NSApplicationDefined: break; */ |
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495 /* case NSPeriodic: break; */ |
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496 /* case NSCursorUpdate: break; */ |
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497 default: |
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498 [ NSApp sendEvent:event ]; |
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499 } |
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500 } |
390
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501 } while (event != nil); |
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502 |
435
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503 /* handle accumulated mouse moved events */ |
390
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504 if (dx != 0 || dy != 0) |
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505 SDL_PrivateMouseMotion (0, 1, dx, dy); |
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506 |
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507 [ pool release ]; |
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508 } |
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509 |