Mercurial > sdl-ios-xcode
annotate src/video/ps2gs/SDL_gsmouse.c @ 1050:8e1815fd9777
Holding down shift while moving the mouse's scrollwheel on MacOS X makes the
OS report these are "horizontal scrollwheel" events, which confuses gaming
apps in several legitimate conditions. Now all scrollwheel events are made
to look vertical when passed to the app.
Patch by John Knottenbelt.
http://www.libsdl.org/pipermail/sdl/2005-March/067978.html
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 17 Apr 2005 10:32:41 +0000 |
parents | e8157fcb3114 |
children | c9b51268668f |
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, 1998, 1999, 2000 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 |
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23 #ifdef SAVE_RCSID |
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24 static char rcsid = |
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25 "@(#) $Id$"; |
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26 #endif |
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27 |
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28 #include <stdlib.h> |
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29 #include <stdio.h> |
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30 #include <sys/ioctl.h> |
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31 |
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32 #include "SDL_error.h" |
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33 #include "SDL_mouse.h" |
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34 #include "SDL_events_c.h" |
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35 #include "SDL_cursor_c.h" |
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36 #include "SDL_gsvideo.h" |
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37 #include "SDL_gsmouse_c.h" |
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38 |
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39 |
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40 /* The implementation dependent data for the window manager cursor */ |
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41 struct WMcursor { |
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42 int unused; |
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43 }; |
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44 |
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45 /* There isn't any implementation dependent data */ |
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46 void GS_FreeWMCursor(_THIS, WMcursor *cursor) |
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47 { |
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48 return; |
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49 } |
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50 |
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51 /* There isn't any implementation dependent data */ |
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52 WMcursor *GS_CreateWMCursor(_THIS, |
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53 Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) |
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54 { |
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55 return((WMcursor *)0x01); |
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56 } |
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57 |
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58 static void GS_MoveCursor(_THIS, SDL_Cursor *cursor, int x, int y) |
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59 { |
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60 SDL_Surface *screen; |
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61 struct ps2_image image; |
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62 SDL_Rect area; |
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63 int mouse_y1, mouse_y2; |
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64 void *saved_pixels; |
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65 int screen_updated; |
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66 |
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67 /* Lock so we don't interrupt an update with mouse motion */ |
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68 SDL_LockCursor(); |
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69 |
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70 /* Make sure any pending DMA has completed */ |
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71 if ( dma_pending ) { |
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72 ioctl(console_fd, PS2IOC_SENDQCT, 1); |
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73 dma_pending = 0; |
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74 } |
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75 |
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76 /* Remove the cursor image from the DMA area */ |
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77 screen = this->screen; |
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78 saved_pixels = screen->pixels; |
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79 screen->pixels = mapped_mem + screen->offset; |
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80 screen_updated = 0; |
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81 if ( cursor_drawn ) { |
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82 SDL_EraseCursorNoLock(screen); |
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83 cursor_drawn = 0; |
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84 screen_updated = 1; |
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85 } |
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86 |
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87 /* Save the current mouse area */ |
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88 SDL_MouseRect(&area); |
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89 mouse_y1 = area.y; |
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90 mouse_y2 = area.y+area.h; |
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91 |
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92 /* Only draw the new cursor if there was one passed in */ |
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93 if ( cursor ) { |
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94 /* Set the new location */ |
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95 cursor->area.x = (x - cursor->hot_x); |
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96 cursor->area.y = (y - cursor->hot_y); |
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97 |
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98 /* Draw the cursor at the new location */ |
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99 if ( (SDL_cursorstate & CURSOR_VISIBLE) && screen->pixels ) { |
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100 SDL_DrawCursorNoLock(screen); |
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101 cursor_drawn = 1; |
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102 screen_updated = 1; |
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103 } |
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104 } |
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105 screen->pixels = saved_pixels; |
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106 |
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107 /* Update the affected area of the screen */ |
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108 if ( screen_updated ) { |
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109 SDL_MouseRect(&area); |
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110 if ( area.y < mouse_y1 ) { |
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111 mouse_y1 = area.y; |
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112 } |
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113 if ( (area.y+area.h) > mouse_y2 ) { |
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114 mouse_y2 = area.y+area.h; |
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115 } |
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116 image = screen_image; |
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117 image.y += screen->offset / screen->pitch + mouse_y1; |
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118 image.h = mouse_y2 - mouse_y1; |
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119 image.ptr = mapped_mem + |
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120 (image.y - screen_image.y) * screen->pitch; |
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121 ioctl(console_fd, PS2IOC_LOADIMAGE, &image); |
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122 |
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123 /* Need to scale offscreen image to TV output */ |
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124 if ( image.y > 0 ) { |
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125 scaleimage_nonblock(console_fd, |
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126 tex_tags_mem, scale_tags_mem); |
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127 } |
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128 } |
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129 |
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130 /* We're finished */ |
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131 SDL_UnlockCursor(); |
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132 } |
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133 |
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134 void GS_MoveWMCursor(_THIS, int x, int y) |
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135 { |
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136 GS_MoveCursor(this, SDL_cursor, x, y); |
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137 } |
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138 |
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139 int GS_ShowWMCursor(_THIS, WMcursor *wmcursor) |
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140 { |
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141 SDL_Cursor *cursor; |
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142 int x, y; |
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143 |
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144 /* Draw the cursor at the appropriate location */ |
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145 SDL_GetMouseState(&x, &y); |
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146 if ( wmcursor ) { |
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147 cursor = SDL_cursor; |
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148 } else { |
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149 cursor = NULL; |
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150 } |
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151 GS_MoveCursor(this, cursor, x, y); |
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152 return(1); |
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153 } |