Mercurial > sdl-ios-xcode
diff src/video/quartz/SDL_QuartzEvents.m @ 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 | 7ec821f3cbd0 |
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line diff
--- a/src/video/quartz/SDL_QuartzEvents.m Fri Dec 20 03:37:28 2002 +0000 +++ b/src/video/quartz/SDL_QuartzEvents.m Fri Dec 27 20:52:41 2002 +0000 @@ -300,16 +300,18 @@ static void QZ_DoActivate (_THIS) { in_foreground = YES; - - /* Regrab the mouse, only if it was previously grabbed */ - if ( current_grab_mode == SDL_GRAB_ON ) { - QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); - CGAssociateMouseAndMouseCursorPosition (0); + + /* Hide the mouse cursor if was hidden */ + if (!cursor_visible) { + HideCursor (); } - /* Hide the mouse cursor if inside the app window */ - if (!QZ_cursor_visible) { - HideCursor (); + /* Regrab input, only if it was previously grabbed */ + if ( current_grab_mode == SDL_GRAB_ON ) { + + /* Restore cursor location if input was grabbed */ + QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y); + QZ_ChangeGrabState (this, QZ_ENABLE_GRAB); } SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS); @@ -319,15 +321,17 @@ in_foreground = NO; - /* Ungrab mouse if it is grabbed */ - if ( current_grab_mode == SDL_GRAB_ON ) { - CGAssociateMouseAndMouseCursorPosition (1); - } + /* Get the current cursor location, for restore on activate */ + cursor_loc = [ NSEvent mouseLocation ]; /* global coordinates */ + if (qz_window) + QZ_PrivateGlobalToLocal (this, &cursor_loc); + QZ_PrivateCocoaToSDL (this, &cursor_loc); + + /* Reassociate mouse and cursor */ + CGAssociateMouseAndMouseCursorPosition (1); - /* Show the mouse cursor */ - if (!QZ_cursor_visible) { - ShowCursor (); - } + /* Show the cursor */ + ShowCursor (); SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS); } @@ -342,10 +346,10 @@ switch(messageType) { case kIOMessageSystemWillSleep: - IOAllowPowerChange(powerConnection, (long) messageArgument); + IOAllowPowerChange(power_connection, (long) messageArgument); break; case kIOMessageCanSystemSleep: - IOAllowPowerChange(powerConnection, (long) messageArgument); + IOAllowPowerChange(power_connection, (long) messageArgument); break; case kIOMessageSystemHasPoweredOn: /* awake */ @@ -360,9 +364,9 @@ IONotificationPortRef thePortRef; io_object_t notifier; - powerConnection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, ¬ifier); + power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, ¬ifier); - if (powerConnection == 0) + if (power_connection == 0) NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed."); rls = IONotificationPortGetRunLoopSource (thePortRef); @@ -401,17 +405,18 @@ event = [ NSApp nextEventMatchingMask:NSAnyEventMask untilDate:distantPast inMode: NSDefaultRunLoopMode dequeue:YES ]; - if (event != nil) { unsigned int type; BOOL isForGameWin; - - #define DO_MOUSE_DOWN(button, sendToWindow) do { \ + BOOL isInGameWin; + + #define DO_MOUSE_DOWN(button) do { \ if ( in_foreground ) { \ - if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) || \ - NSPointInRect([event locationInWindow], winRect) ) \ - SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \ + if ( isInGameWin ) { \ + SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \ + expect_mouse_up |= 1<<button; \ + } \ } \ else { \ QZ_DoActivate (this); \ @@ -419,47 +424,48 @@ [ NSApp sendEvent:event ]; \ } while(0) - #define DO_MOUSE_UP(button, sendToWindow) do { \ - if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) || \ - !NSPointInRect([event locationInWindow], titleBarRect) ) \ - SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \ - [ NSApp sendEvent:event ]; \ + #define DO_MOUSE_UP(button) do { \ + if ( expect_mouse_up & (1<<button) ) { \ + SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \ + expect_mouse_up &= ~(1<<button); \ + } \ + [ NSApp sendEvent:event ]; \ } while(0) type = [ event type ]; isForGameWin = (qz_window == [ event window ]); + isInGameWin = NSPointInRect([event locationInWindow], winRect); switch (type) { - case NSLeftMouseDown: if ( getenv("SDL_HAS3BUTTONMOUSE") ) { - DO_MOUSE_DOWN (1, 1); + DO_MOUSE_DOWN (SDL_BUTTON_LEFT); } else { if ( NSCommandKeyMask & current_mods ) { - last_virtual_button = 3; - DO_MOUSE_DOWN (3, 0); + last_virtual_button = SDL_BUTTON_RIGHT; + DO_MOUSE_DOWN (SDL_BUTTON_RIGHT); } else if ( NSAlternateKeyMask & current_mods ) { - last_virtual_button = 2; - DO_MOUSE_DOWN (2, 0); + last_virtual_button = SDL_BUTTON_MIDDLE; + DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE); } else { - DO_MOUSE_DOWN (1, 1); + DO_MOUSE_DOWN (SDL_BUTTON_LEFT); } } break; - case NSOtherMouseDown: DO_MOUSE_DOWN (2, 0); break; - case NSRightMouseDown: DO_MOUSE_DOWN (3, 0); break; + case NSOtherMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE); break; + case NSRightMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_RIGHT); break; case NSLeftMouseUp: if ( last_virtual_button != 0 ) { - DO_MOUSE_UP (last_virtual_button, 0); + DO_MOUSE_UP (last_virtual_button); last_virtual_button = 0; } else { - DO_MOUSE_UP (1, 1); + DO_MOUSE_UP (SDL_BUTTON_LEFT); } break; - case NSOtherMouseUp: DO_MOUSE_UP (2, 0); break; - case NSRightMouseUp: DO_MOUSE_UP (3, 0); break; + case NSOtherMouseUp: DO_MOUSE_UP (SDL_BUTTON_MIDDLE); break; + case NSRightMouseUp: DO_MOUSE_UP (SDL_BUTTON_RIGHT); break; case NSSystemDefined: /* Future: up to 32 "mouse" buttons can be handled. @@ -472,10 +478,10 @@ case NSRightMouseDragged: case NSOtherMouseDragged: /* usually middle mouse dragged */ case NSMouseMoved: - if (current_grab_mode == SDL_GRAB_ON) { + if ( grab_state == QZ_INVISIBLE_GRAB ) { /* - If input is grabbed, the cursor doesn't move, + If input is grabbed+hidden, the cursor doesn't move, so we have to call the lowlevel window server function. This is less accurate but works OK. */ @@ -484,31 +490,6 @@ dx += dx1; dy += dy1; } - else if (warp_flag) { - - /* - If we just warped the mouse, the cursor is frozen for a while. - So we have to use the lowlevel function until it - unfreezes. This really helps apps that continuously - warp the mouse to keep it in the game window. Developers should - really use GrabInput, but our GrabInput freezes the HW cursor, - which doesn't cut it for some apps. - */ - Uint32 ticks; - - ticks = SDL_GetTicks(); - if (ticks - warp_ticks < 150) { - - CGMouseDelta dx1, dy1; - CGGetLastMouseDelta (&dx1, &dy1); - dx += dx1; - dy += dy1; - } - else { - - warp_flag = 0; - } - } else if (firstMouseEvent) { /* @@ -520,10 +501,8 @@ since everything after this uses deltas */ NSPoint p = [ event locationInWindow ]; - QZ_PrivateCocoaToSDL(this, &p); - + QZ_PrivateCocoaToSDL (this, &p); SDL_PrivateMouseMotion (0, 0, p.x, p.y); - firstMouseEvent = 0; } else { @@ -535,9 +514,35 @@ dx += [ event deltaX ]; dy += [ event deltaY ]; } + + /* + Handle grab input+cursor visible by warping the cursor back + into the game window. This still generates a mouse moved event, + but not as a result of the warp (so it's in the right direction). + */ + if ( grab_state == QZ_VISIBLE_GRAB && + !isInGameWin ) { + + NSPoint p = [ event locationInWindow ]; + QZ_PrivateCocoaToSDL (this, &p); + + if ( p.x < 0.0 ) + p.x = 0.0; + + if ( p.y < 0.0 ) + p.y = 0.0; + + if ( p.x >= winRect.size.width ) + p.x = winRect.size.width-1; + + if ( p.y >= winRect.size.height ) + p.y = winRect.size.height-1; + + QZ_PrivateWarpCursor (this, p.x, p.y); + } break; case NSScrollWheel: - if (NSPointInRect([ event locationInWindow ], winRect)) { + if ( isInGameWin ) { float dy; Uint8 button; dy = [ event deltaY ]; @@ -545,7 +550,7 @@ button = SDL_BUTTON_WHEELUP; else /* Scroll down */ button = SDL_BUTTON_WHEELDOWN; - /* For now, wheel is sent as a quick down+up */ + /* For now, wheel is sent as a quick down+up */ SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); }