comparison src/video/quartz/SDL_QuartzEvents.m @ 1212:7663bb0f52c7

To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Thu, 15 Dec 2005 21:19:53 +0100 Subject: [SDL] More mouse enhancements for Mac OS X The attached patch brings two more enhancements to mouse handling on Mac OS X (Quartz): 1. Currently, after launching an SDL application, SDL's notion of the mouse position is stuck in the top left corner (0,0) until the first time the mouse is moved. That's because the UpdateMouse() function isn't implemented in the Quartz driver. This patch adds it. 2. When grabbing input while the mouse cursor is hidden, the function CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the system's notion of the mouse location from moving (and therefore leaving the SDL window) even when the mouse is moved. However, apparently the Wacom tablet driver (and maybe other special pointing device drivers) doesn't care about that setting and still allows the mouse location to go outside of the window. Interestingly, the system cursor, which is made visible by the existing code in SDL in that case, does not follow the mouse location, but appears in the middle of the SDL window. The mouse location being outside of the window however means that mouse button events go to background applications (or the dock or whatever is there), which is very confusing to the user who sees no cursor outside of the SDL window. I have not found any way of intercepting these events (and that's probably by design, as "normal" applications shouldn't prevent the user from bringing other applications' windows to the front by clicking on them). An idea would be placing a fully transparent, screen-filling window in front of everything, but I fear that this might affect rendering performance (by doing unnecessary compositing, using up memory, or whatever). The deluxe solution to the problem would be talking to the tablet driver using AppleEvents to tell it to constrain its mapped area to the window (see Wacom's "TabletEventDemo" sample app, http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that the bloat that solution would add to SDL would outweigh its usefulness. What I did instead in my patch is reassociating mouse and cursor when the mouse leaves the window while an invisible grab is in effect, and restoring the grab when the window is entered. That way, the grab can still be effectively broken by a tablet, but at least it's obvious to the user that it is broken. That change is minimal - it doesn't affect operation with a mouse (or a trackpad), and the code that it adds is not executed on every PumpEvents() call, only when entering and leaving the window. Unless there are any concerns about the patch, please apply. Feel free to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's too verbose. Thanks -Christian
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 02 Jan 2006 00:31:00 +0000
parents 8e1815fd9777
children 8eb191652834
comparison
equal deleted inserted replaced
1211:304d8dd6a989 1212:7663bb0f52c7
885 } 885 }
886 else 886 else
887 if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { 887 if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
888 888
889 SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); 889 SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
890 if (grab_state == QZ_INVISIBLE_GRAB)
891 /*The cursor has left the window even though it is
892 disassociated from the mouse (and therefore
893 shouldn't move): this can happen with Wacom
894 tablets, and it effectively breaks the grab, since
895 mouse down events now go to background
896 applications. The only possibility to avoid this
897 seems to be talking to the tablet driver
898 (AppleEvents) to constrain its mapped area to the
899 window, which may not be worth the effort. For
900 now, handle the condition more gracefully than
901 before by reassociating cursor and mouse until the
902 cursor enters the window again, making it obvious
903 to the user that the grab is broken.*/
904 CGAssociateMouseAndMouseCursorPosition (1);
890 if (!cursor_should_be_visible) 905 if (!cursor_should_be_visible)
891 QZ_ShowMouse (this); 906 QZ_ShowMouse (this);
892 } 907 }
893 else 908 else
894 if ( isInGameWin && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { 909 if ( isInGameWin && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
895 910
896 SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); 911 SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
897 if (!cursor_should_be_visible) 912 if (!cursor_should_be_visible)
898 QZ_HideMouse (this); 913 QZ_HideMouse (this);
914 if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/
915 QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
916 CGAssociateMouseAndMouseCursorPosition (0);
917 }
899 } 918 }
900 break; 919 break;
901 case NSScrollWheel: 920 case NSScrollWheel:
902 if ( isInGameWin ) { 921 if ( isInGameWin ) {
903 float dy, dx; 922 float dy, dx;
945 if (dx != 0 || dy != 0) 964 if (dx != 0 || dy != 0)
946 SDL_PrivateMouseMotion (0, 1, dx, dy); 965 SDL_PrivateMouseMotion (0, 1, dx, dy);
947 966
948 [ pool release ]; 967 [ pool release ];
949 } 968 }
969
970 void QZ_UpdateMouse (_THIS)
971 {
972 NSPoint p;
973 QZ_GetMouseLocation (this, &p);
974 SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS);
975 SDL_PrivateMouseMotion (0, 0, p.x, p.y);
976 }