comparison src/video/qtopia/SDL_sysevents.cc @ 1668:4da1ee79c9af SDL-1.3

more tweaking indent options
author Sam Lantinga <slouken@libsdl.org>
date Mon, 29 May 2006 04:04:35 +0000
parents 782fd950bd46
children
comparison
equal deleted inserted replaced
1667:1fddae038bc8 1668:4da1ee79c9af
40 // static SDLKey keymap[128]; 40 // static SDLKey keymap[128];
41 /* This is special because we know it will be run in a loop in a separate 41 /* This is special because we know it will be run in a loop in a separate
42 thread. Normally this function should loop as long as there are input 42 thread. Normally this function should loop as long as there are input
43 states changing, i.e. new events arriving. 43 states changing, i.e. new events arriving.
44 */ 44 */
45 void QT_PumpEvents (_THIS) 45 void QT_PumpEvents(_THIS)
46 { 46 {
47 if (!qApp) { 47 if (!qApp) {
48 return; 48 return;
49 } 49 }
50 // printf("processing events: %p\n", qApp); 50 // printf("processing events: %p\n", qApp);
51 //qApp->processOneEvent(); // wait for a event 51 //qApp->processOneEvent(); // wait for a event
52 qApp->processEvents (); // and process all outstanding ones 52 qApp->processEvents(); // and process all outstanding ones
53 #if 0 53 #if 0
54 BView *view; 54 BView *view;
55 BRect bounds; 55 BRect bounds;
56 BPoint point; 56 BPoint point;
57 uint32 buttons; 57 uint32 buttons;
61 B_SECONDARY_MOUSE_BUTTON, 61 B_SECONDARY_MOUSE_BUTTON,
62 }; 62 };
63 unsigned int i, j; 63 unsigned int i, j;
64 64
65 /* Check out the mouse buttons and position (slight race condition) */ 65 /* Check out the mouse buttons and position (slight race condition) */
66 if (SDL_Win->Lock ()) { 66 if (SDL_Win->Lock()) {
67 /* Don't do anything if we have no view */ 67 /* Don't do anything if we have no view */
68 view = SDL_Win->View (); 68 view = SDL_Win->View();
69 if (!view) { 69 if (!view) {
70 SDL_Win->Unlock (); 70 SDL_Win->Unlock();
71 return; 71 return;
72 } 72 }
73 bounds = view->Bounds (); 73 bounds = view->Bounds();
74 /* Get new input state, if still active */ 74 /* Get new input state, if still active */
75 if (SDL_Win->IsActive ()) { 75 if (SDL_Win->IsActive()) {
76 key_flip = !key_flip; 76 key_flip = !key_flip;
77 get_key_info (&keyinfo[key_flip]); 77 get_key_info(&keyinfo[key_flip]);
78 view->GetMouse (&point, &buttons, true); 78 view->GetMouse(&point, &buttons, true);
79 } else { 79 } else {
80 key_flip = key_flip; 80 key_flip = key_flip;
81 point = last_point; 81 point = last_point;
82 buttons = last_buttons; 82 buttons = last_buttons;
83 } 83 }
84 SDL_Win->Unlock (); 84 SDL_Win->Unlock();
85 } else { 85 } else {
86 return; 86 return;
87 } 87 }
88 88
89 /* If our view is active, we'll find key changes here */ 89 /* If our view is active, we'll find key changes here */
90 if (SDL_memcmp (keyinfo[0].key_states, keyinfo[1].key_states, 16) != 90 if (SDL_memcmp(keyinfo[0].key_states, keyinfo[1].key_states, 16) != 0) {
91 0) {
92 for (i = 0; i < 16; ++i) { 91 for (i = 0; i < 16; ++i) {
93 Uint8 new_state, transition; 92 Uint8 new_state, transition;
94 93
95 new_state = keyinfo[key_flip].key_states[i]; 94 new_state = keyinfo[key_flip].key_states[i];
96 transition = keyinfo[!key_flip].key_states[i] ^ 95 transition = keyinfo[!key_flip].key_states[i] ^
97 keyinfo[key_flip].key_states[i]; 96 keyinfo[key_flip].key_states[i];
98 for (j = 0; j < 8; ++j) { 97 for (j = 0; j < 8; ++j) {
99 if (transition & 0x80) 98 if (transition & 0x80)
100 QueueKey (i * 8 + j, new_state & 0x80); 99 QueueKey(i * 8 + j, new_state & 0x80);
101 transition <<= 1; 100 transition <<= 1;
102 new_state <<= 1; 101 new_state <<= 1;
103 } 102 }
104 } 103 }
105 } 104 }
106 105
107 /* We check keyboard, but not mouse if mouse isn't in window */ 106 /* We check keyboard, but not mouse if mouse isn't in window */
108 if (!bounds.Contains (point)) { 107 if (!bounds.Contains(point)) {
109 /* Mouse moved outside our view? */ 108 /* Mouse moved outside our view? */
110 if (SDL_GetAppState () & SDL_APPMOUSEFOCUS) { 109 if (SDL_GetAppState() & SDL_APPMOUSEFOCUS) {
111 SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); 110 SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
112 be_app->SetCursor (B_HAND_CURSOR); 111 be_app->SetCursor(B_HAND_CURSOR);
113 } 112 }
114 return; 113 return;
115 } 114 }
116 /* Has the mouse moved back into our view? */ 115 /* Has the mouse moved back into our view? */
117 if (!(SDL_GetAppState () & SDL_APPMOUSEFOCUS)) { 116 if (!(SDL_GetAppState() & SDL_APPMOUSEFOCUS)) {
118 /* Reset the B_HAND_CURSOR to our own */ 117 /* Reset the B_HAND_CURSOR to our own */
119 SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); 118 SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
120 SDL_SetCursor (NULL); 119 SDL_SetCursor(NULL);
121 } 120 }
122 121
123 /* Check for mouse motion */ 122 /* Check for mouse motion */
124 if (point != last_point) { 123 if (point != last_point) {
125 int x, y; 124 int x, y;
126 125
127 SDL_Win->GetXYOffset (x, y); 126 SDL_Win->GetXYOffset(x, y);
128 x = (int) point.x - x; 127 x = (int) point.x - x;
129 y = (int) point.y - y; 128 y = (int) point.y - y;
130 SDL_PrivateMouseMotion (0, 0, x, y); 129 SDL_PrivateMouseMotion(0, 0, x, y);
131 } 130 }
132 last_point = point; 131 last_point = point;
133 132
134 /* Add any mouse button events */ 133 /* Add any mouse button events */
135 for (i = 0; i < SDL_TABLESIZE (button_masks); ++i) { 134 for (i = 0; i < SDL_TABLESIZE(button_masks); ++i) {
136 if ((buttons ^ last_buttons) & button_masks[i]) { 135 if ((buttons ^ last_buttons) & button_masks[i]) {
137 if (buttons & button_masks[i]) { 136 if (buttons & button_masks[i]) {
138 SDL_PrivateMouseButton (SDL_PRESSED, 1 + i, 0, 0); 137 SDL_PrivateMouseButton(SDL_PRESSED, 1 + i, 0, 0);
139 } else { 138 } else {
140 SDL_PrivateMouseButton (SDL_RELEASED, 1 + i, 0, 0); 139 SDL_PrivateMouseButton(SDL_RELEASED, 1 + i, 0, 0);
141 } 140 }
142 } 141 }
143 } 142 }
144 last_buttons = buttons; 143 last_buttons = buttons;
145 #endif 144 #endif
146 } 145 }
147 146
148 void QT_InitOSKeymap (_THIS) 147 void QT_InitOSKeymap(_THIS)
149 { 148 {
150 #if 0 149 #if 0
151 unsigned int i; 150 unsigned int i;
152 151
153 /* Initialize all the key states as "up" */ 152 /* Initialize all the key states as "up" */
154 key_flip = 0; 153 key_flip = 0;
155 SDL_memset (keyinfo[key_flip].key_states, 0, 16); 154 SDL_memset(keyinfo[key_flip].key_states, 0, 16);
156 155
157 /* Initialize the key translation table */ 156 /* Initialize the key translation table */
158 for (i = 0; i < SDL_TABLESIZE (keymap); ++i) 157 for (i = 0; i < SDL_TABLESIZE(keymap); ++i)
159 keymap[i] = SDLK_UNKNOWN; 158 keymap[i] = SDLK_UNKNOWN;
160 159
161 // keymap[0x01] = SDLK_ESCAPE; 160 // keymap[0x01] = SDLK_ESCAPE;
162 // keymap[B_F1_KEY] = SDLK_F1; 161 // keymap[B_F1_KEY] = SDLK_F1;
163 // keymap[B_F2_KEY] = SDLK_F2; 162 // keymap[B_F2_KEY] = SDLK_F2;