annotate src/events/SDL_mouse.c @ 1358:c71e05b4dc2e

More header massaging... works great on Windows. ;-)
author Sam Lantinga <slouken@libsdl.org>
date Fri, 10 Feb 2006 06:48:43 +0000
parents 3692456e7b0f
children 19418e4422cb
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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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 /* General mouse handling code for SDL */
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24
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25 #include "SDL_events.h"
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26 #include "SDL_events_c.h"
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27 #include "SDL_cursor_c.h"
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28 #include "SDL_sysvideo.h"
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29
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30
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31 /* These are static for our mouse handling code */
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32 static Sint16 SDL_MouseX = -1;
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33 static Sint16 SDL_MouseY = -1;
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34 static Sint16 SDL_DeltaX = 0;
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35 static Sint16 SDL_DeltaY = 0;
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36 static Uint8 SDL_ButtonState = 0;
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37
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38
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39 /* Public functions */
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40 int SDL_MouseInit(void)
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41 {
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42 /* The mouse is at (0,0) */
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43 SDL_MouseX = -1;
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44 SDL_MouseY = -1;
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45 SDL_DeltaX = 0;
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46 SDL_DeltaY = 0;
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47 SDL_ButtonState = 0;
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48
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49 /* That's it! */
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50 return(0);
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51 }
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52 void SDL_MouseQuit(void)
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53 {
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54 }
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55
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56 /* We lost the mouse, so post button up messages for all pressed buttons */
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57 void SDL_ResetMouse(void)
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58 {
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59 Uint8 i;
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60 for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
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61 if ( SDL_ButtonState & SDL_BUTTON(i) ) {
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62 SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
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63 }
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64 }
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65 }
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66
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67 Uint8 SDL_GetMouseState (int *x, int *y)
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68 {
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69 if ( x ) {
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70 if ( SDL_MouseX < 0 ) {
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71 *x = 0;
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72 } else {
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73 *x = SDL_MouseX;
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74 }
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75 }
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76 if ( y ) {
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77 if ( SDL_MouseY < 0 ) {
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78 *y = 0;
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79 } else {
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80 *y = SDL_MouseY;
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81 }
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82 }
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83 return(SDL_ButtonState);
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84 }
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85
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86 Uint8 SDL_GetRelativeMouseState (int *x, int *y)
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87 {
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88 if ( x )
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89 *x = SDL_DeltaX;
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90 if ( y )
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91 *y = SDL_DeltaY;
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92 SDL_DeltaX = 0;
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93 SDL_DeltaY = 0;
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94 return(SDL_ButtonState);
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95 }
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96
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97 static void ClipOffset(Sint16 *x, Sint16 *y)
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98 {
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99 /* This clips absolute mouse coordinates when the apparent
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100 display surface is smaller than the real display surface.
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101 */
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102 if ( SDL_VideoSurface->offset ) {
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103 *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
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104 *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
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105 SDL_VideoSurface->format->BytesPerPixel;
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106 }
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107 }
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108
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109 /* These are global for SDL_eventloop.c */
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110 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
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111 {
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112 int posted;
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113 Uint16 X, Y;
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114 Sint16 Xrel;
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115 Sint16 Yrel;
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116
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117 /* Don't handle mouse motion if there's no cursor surface */
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118 if ( SDL_VideoSurface == NULL ) {
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119 return(0);
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120 }
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121
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122 /* Default buttonstate is the current one */
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123 if ( ! buttonstate ) {
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124 buttonstate = SDL_ButtonState;
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125 }
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126
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127 Xrel = x;
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128 Yrel = y;
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129 if ( relative ) {
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130 /* Push the cursor around */
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131 x = (SDL_MouseX+x);
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132 y = (SDL_MouseY+y);
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133 } else {
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134 /* Do we need to clip {x,y} ? */
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135 ClipOffset(&x, &y);
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136 }
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137
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138 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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139 if ( x < 0 )
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140 X = 0;
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141 else
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142 if ( x >= SDL_VideoSurface->w )
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143 X = SDL_VideoSurface->w-1;
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144 else
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145 X = (Uint16)x;
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146
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147 if ( y < 0 )
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148 Y = 0;
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149 else
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150 if ( y >= SDL_VideoSurface->h )
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151 Y = SDL_VideoSurface->h-1;
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152 else
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153 Y = (Uint16)y;
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154
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155 /* If not relative mode, generate relative motion from clamped X/Y.
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156 This prevents lots of extraneous large delta relative motion when
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157 the screen is windowed mode and the mouse is outside the window.
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158 */
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159 if ( ! relative && SDL_MouseX >= 0 && SDL_MouseY >= 0 ) {
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160 Xrel = X-SDL_MouseX;
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161 Yrel = Y-SDL_MouseY;
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162 }
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163
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164 /* Drop events that don't change state */
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165 if ( ! Xrel && ! Yrel ) {
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166 #if 0
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167 printf("Mouse event didn't change state - dropped!\n");
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168 #endif
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169 return(0);
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170 }
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171
0
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172 /* Update internal mouse state */
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173 SDL_ButtonState = buttonstate;
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174 SDL_MouseX = X;
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175 SDL_MouseY = Y;
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176 SDL_DeltaX += Xrel;
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177 SDL_DeltaY += Yrel;
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178 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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179
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180 /* Post the event, if desired */
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181 posted = 0;
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182 if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
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183 SDL_Event event;
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184 SDL_memset(&event, 0, sizeof(event));
0
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185 event.type = SDL_MOUSEMOTION;
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186 event.motion.state = buttonstate;
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187 event.motion.x = X;
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188 event.motion.y = Y;
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189 event.motion.xrel = Xrel;
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190 event.motion.yrel = Yrel;
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191 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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192 posted = 1;
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193 SDL_PushEvent(&event);
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194 }
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195 }
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196 return(posted);
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197 }
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198
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199 int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
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200 {
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201 SDL_Event event;
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202 int posted;
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203 int move_mouse;
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204 Uint8 buttonstate;
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205
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206 SDL_memset(&event, 0, sizeof(event));
0
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207
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208 /* Check parameters */
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209 if ( x || y ) {
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210 ClipOffset(&x, &y);
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211 move_mouse = 1;
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212 /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
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213 if ( x < 0 )
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214 x = 0;
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215 else
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216 if ( x >= SDL_VideoSurface->w )
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217 x = SDL_VideoSurface->w-1;
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218
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219 if ( y < 0 )
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220 y = 0;
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221 else
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222 if ( y >= SDL_VideoSurface->h )
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223 y = SDL_VideoSurface->h-1;
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224 } else {
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225 move_mouse = 0;
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226 }
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227 if ( ! x )
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228 x = SDL_MouseX;
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229 if ( ! y )
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230 y = SDL_MouseY;
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231
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232 /* Figure out which event to perform */
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233 buttonstate = SDL_ButtonState;
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234 switch ( state ) {
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235 case SDL_PRESSED:
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236 event.type = SDL_MOUSEBUTTONDOWN;
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237 buttonstate |= SDL_BUTTON(button);
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238 break;
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239 case SDL_RELEASED:
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240 event.type = SDL_MOUSEBUTTONUP;
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241 buttonstate &= ~SDL_BUTTON(button);
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242 break;
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243 default:
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244 /* Invalid state -- bail */
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245 return(0);
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246 }
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247
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248 /* Update internal mouse state */
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249 SDL_ButtonState = buttonstate;
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250 if ( move_mouse ) {
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251 SDL_MouseX = x;
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252 SDL_MouseY = y;
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253 SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
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254 }
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255
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256 /* Post the event, if desired */
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257 posted = 0;
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258 if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
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259 event.button.state = state;
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260 event.button.button = button;
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261 event.button.x = x;
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262 event.button.y = y;
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diff changeset
263 if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
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264 posted = 1;
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265 SDL_PushEvent(&event);
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266 }
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267 }
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268 return(posted);
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parents:
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269 }
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parents:
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270