annotate src/events/SDL_mouse.c @ 1861:b42823412c3b

Fixed bug #232 ------- Comment #2 From Matthias Geissert 2006-05-24 07:54 [reply] ------- See http://dri.sourceforge.net/doc/DRIuserguide.html, section 11.5. There is written that you need to use RTLD_GLOBAL, since, otherwise, nested open of dynamic libraries doesn't work. However, This is necassary in this case, since libGL opens the hardware-specific driver/library. I hope this helps you.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 20 Jun 2006 03:52:41 +0000
parents 23a347cfbed8
children 782fd950bd46 c121d94672cb a1b03ba2fcd0
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2006 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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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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30
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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 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 SDL_MouseInit(void)
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42 {
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43 /* The mouse is at (0,0) */
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44 SDL_MouseX = 0;
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45 SDL_MouseY = 0;
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46 SDL_DeltaX = 0;
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47 SDL_DeltaY = 0;
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48 SDL_ButtonState = 0;
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49
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50 /* That's it! */
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51 return(0);
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52 }
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53 void SDL_MouseQuit(void)
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54 {
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55 }
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56
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57 /* We lost the mouse, so post button up messages for all pressed buttons */
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58 void SDL_ResetMouse(void)
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59 {
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60 Uint8 i;
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61 for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
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62 if ( SDL_ButtonState & SDL_BUTTON(i) ) {
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63 SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
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64 }
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65 }
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66 }
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67
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68 Uint8 SDL_GetMouseState (int *x, int *y)
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69 {
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70 if ( x ) {
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71 *x = SDL_MouseX;
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72 }
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73 if ( y ) {
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74 *y = SDL_MouseY;
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75 }
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76 return(SDL_ButtonState);
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77 }
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78
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79 Uint8 SDL_GetRelativeMouseState (int *x, int *y)
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80 {
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81 if ( x )
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82 *x = SDL_DeltaX;
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83 if ( y )
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84 *y = SDL_DeltaY;
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85 SDL_DeltaX = 0;
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86 SDL_DeltaY = 0;
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87 return(SDL_ButtonState);
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88 }
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89
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90 static void ClipOffset(Sint16 *x, Sint16 *y)
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91 {
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92 /* This clips absolute mouse coordinates when the apparent
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93 display surface is smaller than the real display surface.
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94 */
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95 if ( SDL_VideoSurface->offset ) {
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96 *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
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97 *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
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98 SDL_VideoSurface->format->BytesPerPixel;
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99 }
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100 }
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101
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102 /* These are global for SDL_eventloop.c */
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103 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
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104 {
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105 int posted;
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106 Uint16 X, Y;
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107 Sint16 Xrel;
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108 Sint16 Yrel;
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109
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110 /* Don't handle mouse motion if there's no cursor surface */
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111 if ( SDL_VideoSurface == NULL ) {
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112 return(0);
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113 }
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114
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115 /* Default buttonstate is the current one */
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116 if ( ! buttonstate ) {
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117 buttonstate = SDL_ButtonState;
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118 }
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119
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120 Xrel = x;
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121 Yrel = y;
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122 if ( relative ) {
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123 /* Push the cursor around */
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124 x = (SDL_MouseX+x);
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125 y = (SDL_MouseY+y);
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126 } else {
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127 /* Do we need to clip {x,y} ? */
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128 ClipOffset(&x, &y);
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129 }
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130
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131 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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132 if ( x < 0 )
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133 X = 0;
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134 else
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135 if ( x >= SDL_VideoSurface->w )
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136 X = SDL_VideoSurface->w-1;
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137 else
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138 X = (Uint16)x;
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139
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140 if ( y < 0 )
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141 Y = 0;
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142 else
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143 if ( y >= SDL_VideoSurface->h )
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144 Y = SDL_VideoSurface->h-1;
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145 else
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146 Y = (Uint16)y;
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147
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148 /* If not relative mode, generate relative motion from clamped X/Y.
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149 This prevents lots of extraneous large delta relative motion when
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150 the screen is windowed mode and the mouse is outside the window.
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151 */
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152 if ( ! relative ) {
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153 Xrel = X-SDL_MouseX;
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154 Yrel = Y-SDL_MouseY;
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155 }
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156
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157 /* Drop events that don't change state */
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158 if ( ! Xrel && ! Yrel ) {
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159 #if 0
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160 printf("Mouse event didn't change state - dropped!\n");
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161 #endif
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162 return(0);
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163 }
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164
0
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165 /* Update internal mouse state */
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166 SDL_ButtonState = buttonstate;
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167 SDL_MouseX = X;
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168 SDL_MouseY = Y;
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169 SDL_DeltaX += Xrel;
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170 SDL_DeltaY += Yrel;
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171 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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172
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173 /* Post the event, if desired */
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174 posted = 0;
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175 if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
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176 SDL_Event event;
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177 SDL_memset(&event, 0, sizeof(event));
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178 event.type = SDL_MOUSEMOTION;
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179 event.motion.state = buttonstate;
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180 event.motion.x = X;
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181 event.motion.y = Y;
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182 event.motion.xrel = Xrel;
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183 event.motion.yrel = Yrel;
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184 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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185 posted = 1;
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186 SDL_PushEvent(&event);
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187 }
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188 }
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189 return(posted);
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190 }
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191
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192 int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
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193 {
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194 SDL_Event event;
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195 int posted;
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196 int move_mouse;
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197 Uint8 buttonstate;
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198
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199 SDL_memset(&event, 0, sizeof(event));
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200
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201 /* Check parameters */
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202 if ( x || y ) {
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203 ClipOffset(&x, &y);
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204 move_mouse = 1;
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205 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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206 if ( x < 0 )
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207 x = 0;
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208 else
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209 if ( x >= SDL_VideoSurface->w )
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210 x = SDL_VideoSurface->w-1;
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211
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212 if ( y < 0 )
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213 y = 0;
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214 else
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215 if ( y >= SDL_VideoSurface->h )
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216 y = SDL_VideoSurface->h-1;
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217 } else {
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218 move_mouse = 0;
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219 }
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220 if ( ! x )
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221 x = SDL_MouseX;
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222 if ( ! y )
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223 y = SDL_MouseY;
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224
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225 /* Figure out which event to perform */
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226 buttonstate = SDL_ButtonState;
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227 switch ( state ) {
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228 case SDL_PRESSED:
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229 event.type = SDL_MOUSEBUTTONDOWN;
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230 buttonstate |= SDL_BUTTON(button);
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231 break;
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232 case SDL_RELEASED:
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233 event.type = SDL_MOUSEBUTTONUP;
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234 buttonstate &= ~SDL_BUTTON(button);
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235 break;
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236 default:
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237 /* Invalid state -- bail */
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238 return(0);
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239 }
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240
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241 /* Update internal mouse state */
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242 SDL_ButtonState = buttonstate;
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243 if ( move_mouse ) {
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244 SDL_MouseX = x;
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245 SDL_MouseY = y;
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246 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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247 }
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248
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249 /* Post the event, if desired */
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250 posted = 0;
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251 if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
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252 event.button.state = state;
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253 event.button.button = button;
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254 event.button.x = x;
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255 event.button.y = y;
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256 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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257 posted = 1;
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258 SDL_PushEvent(&event);
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259 }
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260 }
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261 return(posted);
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262 }
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263