comparison src/video/quartz/SDL_QuartzVideo.h @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents 4bcf7dd06c47
children 2c6510c0a304
comparison
equal deleted inserted replaced
562:cb40b26523a5 563:04dcaf3da918
130 BOOL in_foreground; /* boolean; indicate if app is in foreground or not */ 130 BOOL in_foreground; /* boolean; indicate if app is in foreground or not */
131 SDL_Rect **client_mode_list; /* resolution list to pass back to client */ 131 SDL_Rect **client_mode_list; /* resolution list to pass back to client */
132 SDLKey keymap[256]; /* Mac OS X to SDL key mapping */ 132 SDLKey keymap[256]; /* Mac OS X to SDL key mapping */
133 Uint32 current_mods; /* current keyboard modifiers, to track modifier state */ 133 Uint32 current_mods; /* current keyboard modifiers, to track modifier state */
134 Uint32 last_virtual_button;/* last virtual mouse button pressed */ 134 Uint32 last_virtual_button;/* last virtual mouse button pressed */
135 io_connect_t powerConnection; /* used with IOKit to detect wake from sleep */ 135 io_connect_t power_connection; /* used with IOKit to detect wake from sleep */
136 136 Uint8 expect_mouse_up; /* used to determine when to send mouse up events */
137 Uint8 grab_state; /* used to manage grab behavior */
138 NSPoint cursor_loc; /* saved cursor coords, for activate/deactivate when grabbed */
139 BOOL cursor_visible; /* tells if cursor was hidden or not */
140
137 ImageDescriptionHandle yuv_idh; 141 ImageDescriptionHandle yuv_idh;
138 MatrixRecordPtr yuv_matrix; 142 MatrixRecordPtr yuv_matrix;
139 DecompressorComponent yuv_codec; 143 DecompressorComponent yuv_codec;
140 ImageSequence yuv_seq; 144 ImageSequence yuv_seq;
141 PlanarPixmapInfoYUV420 *yuv_pixmap; 145 PlanarPixmapInfoYUV420 *yuv_pixmap;
165 #define in_foreground (this->hidden->in_foreground) 169 #define in_foreground (this->hidden->in_foreground)
166 #define client_mode_list (this->hidden->client_mode_list) 170 #define client_mode_list (this->hidden->client_mode_list)
167 #define keymap (this->hidden->keymap) 171 #define keymap (this->hidden->keymap)
168 #define current_mods (this->hidden->current_mods) 172 #define current_mods (this->hidden->current_mods)
169 #define last_virtual_button (this->hidden->last_virtual_button) 173 #define last_virtual_button (this->hidden->last_virtual_button)
170 #define powerConnection (this->hidden->powerConnection) 174 #define power_connection (this->hidden->power_connection)
175 #define expect_mouse_up (this->hidden->expect_mouse_up)
176 #define grab_state (this->hidden->grab_state)
177 #define cursor_loc (this->hidden->cursor_loc)
178 #define cursor_visible (this->hidden->cursor_visible)
171 179
172 #define yuv_idh (this->hidden->yuv_idh) 180 #define yuv_idh (this->hidden->yuv_idh)
173 #define yuv_matrix (this->hidden->yuv_matrix) 181 #define yuv_matrix (this->hidden->yuv_matrix)
174 #define yuv_codec (this->hidden->yuv_codec) 182 #define yuv_codec (this->hidden->yuv_codec)
175 #define yuv_seq (this->hidden->yuv_seq) 183 #define yuv_seq (this->hidden->yuv_seq)
176 #define yuv_pixmap (this->hidden->yuv_pixmap) 184 #define yuv_pixmap (this->hidden->yuv_pixmap)
177 #define yuv_data (this->hidden->yuv_data) 185 #define yuv_data (this->hidden->yuv_data)
178 #define yuv_width (this->hidden->yuv_width) 186 #define yuv_width (this->hidden->yuv_width)
179 #define yuv_height (this->hidden->yuv_height) 187 #define yuv_height (this->hidden->yuv_height)
180 #define yuv_port (this->hidden->yuv_port) 188 #define yuv_port (this->hidden->yuv_port)
189
190
191 /* grab states - the input is in one of these states */
192 enum {
193 QZ_UNGRABBED = 0,
194 QZ_VISIBLE_GRAB,
195 QZ_INVISIBLE_GRAB
196 };
197
198 /* grab actions - these can change the grabbed state */
199 enum {
200 QZ_ENABLE_GRAB = 0,
201 QZ_DISABLE_GRAB,
202 QZ_HIDECURSOR,
203 QZ_SHOWCURSOR
204 };
181 205
182 /* 206 /*
183 Obscuring code: maximum number of windows above ours (inclusive) 207 Obscuring code: maximum number of windows above ours (inclusive)
184 208
185 Note: this doesn't work too well in practice and should be 209 Note: this doesn't work too well in practice and should be