annotate src/video/x11/SDL_x11mouse.c @ 2847:7d020441fa81

Don't hardcode RECT for fragment program texture targets. Now we can generate what a given system needs when compiling the shader.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 07 Dec 2008 07:06:34 +0000
parents f55c87ae336b
children 99210400e8b9
rev   line source
1950
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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 #include "SDL_x11video.h"
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24 #include "../../events/SDL_mouse_c.h"
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25
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26 void
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27 X11_InitMouse(_THIS)
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28 {
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29 #if SDL_VIDEO_DRIVER_X11_XINPUT
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30 XDevice **newDevices;
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31 int i, j, index = 0, numOfDevices;
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32 XDeviceInfo *DevList;
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33 XAnyClassPtr deviceClass;
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34 SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
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35
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36 SDL_XDevices = NULL;
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37 SDL_NumOfXDevices = 0;
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38
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39 if (!SDL_X11_HAVE_XINPUT) {
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40 /* should have dynamically loaded, but wasn't available. */
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41 return;
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42 }
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43
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44 /* we're getting the list of input devices */
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45 DevList = XListInputDevices(data->display, &numOfDevices);
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46 SDL_XDevices = (XDevice **) SDL_malloc(sizeof(XDevice));
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47
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48 /* we're aquiring valuators:mices, tablets, etc. */
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49 for (i = 0; i < numOfDevices; ++i) {
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50 /* if it's the core pointer or core keyborard we don't want it */
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51 if ((DevList[i].use != IsXPointer && DevList[i].use != IsXKeyboard)) {
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52 /* we have to check all of the device classes */
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53 deviceClass = DevList[i].inputclassinfo;
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54 for (j = 0; j < DevList[i].num_classes; ++j) {
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55 if (deviceClass->class == ValuatorClass) { /* bingo ;) */
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56 XValuatorInfo *valInfo;
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57 SDL_Mouse mouse;
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58
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59 newDevices =
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60 (XDevice **) SDL_realloc(SDL_XDevices,
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61 (index +
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62 1) * sizeof(*newDevices));
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63 if (!newDevices) {
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64 SDL_OutOfMemory();
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65 return;
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66 }
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67 SDL_XDevices = newDevices;
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68 SDL_XDevices[index] =
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69 XOpenDevice(data->display, DevList[i].id);
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70 SDL_zero(mouse);
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71
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72 /* the id of the device differs from its index
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73 * so we're assigning the index of a device to it's id */
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74 SDL_SetMouseIndexId(DevList[i].id, index);
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75 /* lets get the device parameters */
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76 valInfo = (XValuatorInfo *) deviceClass;
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77 /* if the device reports pressure, lets check it parameteres */
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78 if (valInfo->num_axes > 2) {
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79 data->mouse =
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80 SDL_AddMouse(&mouse, index++, DevList[i].name,
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81 valInfo->axes[2].max_value,
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82 valInfo->axes[2].min_value, 1);
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83 } else {
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84 data->mouse =
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85 SDL_AddMouse(&mouse, index++, DevList[i].name, 0,
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86 0, 1);
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87 }
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88 break;
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89 }
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90 /* if it's not class we're interested in, lets go further */
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91 deviceClass =
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92 (XAnyClassPtr) ((char *) deviceClass +
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93 deviceClass->length);
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94 }
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95 }
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96 }
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97 XFreeDeviceList(DevList);
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98
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99 SDL_NumOfXDevices = index;
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100 #endif
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101 }
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102
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103 void
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104 X11_QuitMouse(_THIS)
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105 {
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106 SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
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107
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108 /* !!! FIXME: use XCloseDevice()? Or maybe handle under SDL_MouseQuit()? */
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109
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110 /* let's delete all of the mice */
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111 SDL_MouseQuit();
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112 }
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113
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114 /* vi: set ts=4 sw=4 expandtab: */