Mercurial > sdl-ios-xcode
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 |
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1211:304d8dd6a989 | 1212:7663bb0f52c7 |
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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 } |