Mercurial > sdl-ios-xcode
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> |
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date | Tue, 20 Jun 2006 03:52:41 +0000 |
parents | 23a347cfbed8 |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
rev | line source |
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0 | 1 /* |
2 SDL - Simple DirectMedia Layer | |
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3 Copyright (C) 1997-2006 Sam Lantinga |
0 | 4 |
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 |
0 | 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. |
0 | 9 |
10 This library is distributed in the hope that it will be useful, | |
11 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
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13 Lesser General Public License for more details. |
0 | 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 |
0 | 18 |
19 Sam Lantinga | |
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20 slouken@libsdl.org |
0 | 21 */ |
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22 #include "SDL_config.h" |
0 | 23 |
24 /* General mouse handling code for SDL */ | |
25 | |
26 #include "SDL_events.h" | |
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" |
0 | 30 |
31 | |
32 /* These are static for our mouse handling code */ | |
1525 | 33 static Sint16 SDL_MouseX = 0; |
34 static Sint16 SDL_MouseY = 0; | |
0 | 35 static Sint16 SDL_DeltaX = 0; |
36 static Sint16 SDL_DeltaY = 0; | |
37 static Uint8 SDL_ButtonState = 0; | |
38 | |
39 | |
40 /* Public functions */ | |
41 int SDL_MouseInit(void) | |
42 { | |
43 /* The mouse is at (0,0) */ | |
1525 | 44 SDL_MouseX = 0; |
45 SDL_MouseY = 0; | |
0 | 46 SDL_DeltaX = 0; |
47 SDL_DeltaY = 0; | |
48 SDL_ButtonState = 0; | |
49 | |
50 /* That's it! */ | |
51 return(0); | |
52 } | |
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53 void SDL_MouseQuit(void) |
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54 { |
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55 } |
0 | 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 { |
518 | 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 |
0 | 68 Uint8 SDL_GetMouseState (int *x, int *y) |
69 { | |
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70 if ( x ) { |
1525 | 71 *x = SDL_MouseX; |
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72 } |
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73 if ( y ) { |
1525 | 74 *y = SDL_MouseY; |
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75 } |
0 | 76 return(SDL_ButtonState); |
77 } | |
78 | |
79 Uint8 SDL_GetRelativeMouseState (int *x, int *y) | |
80 { | |
81 if ( x ) | |
82 *x = SDL_DeltaX; | |
83 if ( y ) | |
84 *y = SDL_DeltaY; | |
85 SDL_DeltaX = 0; | |
86 SDL_DeltaY = 0; | |
87 return(SDL_ButtonState); | |
88 } | |
89 | |
90 static void ClipOffset(Sint16 *x, Sint16 *y) | |
91 { | |
92 /* This clips absolute mouse coordinates when the apparent | |
93 display surface is smaller than the real display surface. | |
94 */ | |
95 if ( SDL_VideoSurface->offset ) { | |
96 *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch; | |
97 *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/ | |
98 SDL_VideoSurface->format->BytesPerPixel; | |
99 } | |
100 } | |
101 | |
102 /* These are global for SDL_eventloop.c */ | |
103 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y) | |
104 { | |
105 int posted; | |
106 Uint16 X, Y; | |
107 Sint16 Xrel; | |
108 Sint16 Yrel; | |
109 | |
110 /* Don't handle mouse motion if there's no cursor surface */ | |
111 if ( SDL_VideoSurface == NULL ) { | |
112 return(0); | |
113 } | |
114 | |
115 /* Default buttonstate is the current one */ | |
116 if ( ! buttonstate ) { | |
117 buttonstate = SDL_ButtonState; | |
118 } | |
119 | |
120 Xrel = x; | |
121 Yrel = y; | |
122 if ( relative ) { | |
123 /* Push the cursor around */ | |
124 x = (SDL_MouseX+x); | |
125 y = (SDL_MouseY+y); | |
126 } else { | |
127 /* Do we need to clip {x,y} ? */ | |
128 ClipOffset(&x, &y); | |
129 } | |
130 | |
131 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */ | |
132 if ( x < 0 ) | |
133 X = 0; | |
134 else | |
135 if ( x >= SDL_VideoSurface->w ) | |
136 X = SDL_VideoSurface->w-1; | |
137 else | |
138 X = (Uint16)x; | |
139 | |
140 if ( y < 0 ) | |
141 Y = 0; | |
142 else | |
143 if ( y >= SDL_VideoSurface->h ) | |
144 Y = SDL_VideoSurface->h-1; | |
145 else | |
146 Y = (Uint16)y; | |
147 | |
148 /* If not relative mode, generate relative motion from clamped X/Y. | |
149 This prevents lots of extraneous large delta relative motion when | |
150 the screen is windowed mode and the mouse is outside the window. | |
151 */ | |
1525 | 152 if ( ! relative ) { |
0 | 153 Xrel = X-SDL_MouseX; |
154 Yrel = Y-SDL_MouseY; | |
155 } | |
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 | 165 /* Update internal mouse state */ |
166 SDL_ButtonState = buttonstate; | |
167 SDL_MouseX = X; | |
168 SDL_MouseY = Y; | |
169 SDL_DeltaX += Xrel; | |
170 SDL_DeltaY += Yrel; | |
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171 SDL_MoveCursor(SDL_MouseX, SDL_MouseY); |
0 | 172 |
173 /* Post the event, if desired */ | |
174 posted = 0; | |
175 if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) { | |
176 SDL_Event event; | |
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177 SDL_memset(&event, 0, sizeof(event)); |
0 | 178 event.type = SDL_MOUSEMOTION; |
179 event.motion.state = buttonstate; | |
180 event.motion.x = X; | |
181 event.motion.y = Y; | |
182 event.motion.xrel = Xrel; | |
183 event.motion.yrel = Yrel; | |
184 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { | |
185 posted = 1; | |
186 SDL_PushEvent(&event); | |
187 } | |
188 } | |
189 return(posted); | |
190 } | |
191 | |
192 int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y) | |
193 { | |
194 SDL_Event event; | |
195 int posted; | |
196 int move_mouse; | |
197 Uint8 buttonstate; | |
198 | |
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199 SDL_memset(&event, 0, sizeof(event)); |
0 | 200 |
201 /* Check parameters */ | |
202 if ( x || y ) { | |
203 ClipOffset(&x, &y); | |
204 move_mouse = 1; | |
205 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */ | |
206 if ( x < 0 ) | |
207 x = 0; | |
208 else | |
209 if ( x >= SDL_VideoSurface->w ) | |
210 x = SDL_VideoSurface->w-1; | |
211 | |
212 if ( y < 0 ) | |
213 y = 0; | |
214 else | |
215 if ( y >= SDL_VideoSurface->h ) | |
216 y = SDL_VideoSurface->h-1; | |
217 } else { | |
218 move_mouse = 0; | |
219 } | |
220 if ( ! x ) | |
221 x = SDL_MouseX; | |
222 if ( ! y ) | |
223 y = SDL_MouseY; | |
224 | |
225 /* Figure out which event to perform */ | |
226 buttonstate = SDL_ButtonState; | |
227 switch ( state ) { | |
228 case SDL_PRESSED: | |
229 event.type = SDL_MOUSEBUTTONDOWN; | |
230 buttonstate |= SDL_BUTTON(button); | |
231 break; | |
232 case SDL_RELEASED: | |
233 event.type = SDL_MOUSEBUTTONUP; | |
234 buttonstate &= ~SDL_BUTTON(button); | |
235 break; | |
236 default: | |
237 /* Invalid state -- bail */ | |
238 return(0); | |
239 } | |
240 | |
241 /* Update internal mouse state */ | |
242 SDL_ButtonState = buttonstate; | |
243 if ( move_mouse ) { | |
244 SDL_MouseX = x; | |
245 SDL_MouseY = y; | |
246 SDL_MoveCursor(SDL_MouseX, SDL_MouseY); | |
247 } | |
248 | |
249 /* Post the event, if desired */ | |
250 posted = 0; | |
251 if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) { | |
252 event.button.state = state; | |
253 event.button.button = button; | |
254 event.button.x = x; | |
255 event.button.y = y; | |
256 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { | |
257 posted = 1; | |
258 SDL_PushEvent(&event); | |
259 } | |
260 } | |
261 return(posted); | |
262 } | |
263 |