Mercurial > sdl-ios-xcode
diff src/video/quartz/SDL_QuartzEvents.m @ 435:140798e1e7a6
Darrell's fix for Quartz mouse motion
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 12 Aug 2002 22:43:58 +0000 |
parents | 19e73568a75c |
children | c4338ecf45f9 |
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--- a/src/video/quartz/SDL_QuartzEvents.m Mon Aug 12 14:54:38 2002 +0000 +++ b/src/video/quartz/SDL_QuartzEvents.m Mon Aug 12 22:43:58 2002 +0000 @@ -23,6 +23,8 @@ #include "SDL_QuartzKeys.h" + + static SDLKey keymap[256]; static unsigned int currentMods = 0; /* Current keyboard modifiers, to track modifier state */ static int last_virtual_button = 0; /* Last virtual mouse button pressed */ @@ -305,9 +307,7 @@ static void QZ_PumpEvents (_THIS) { - static NSPoint lastMouse; - NSPoint mouse, saveMouse; - Point qdMouse; + int firstMouseEvent; CGMouseDelta dx, dy; NSDate *distantPast; @@ -320,33 +320,13 @@ distantPast = [ NSDate distantPast ]; winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h); - titleBarRect = NSMakeRect ( 0, SDL_VideoSurface->h, SDL_VideoSurface->w, - SDL_VideoSurface->h + 22 ); - - if (currentGrabMode != SDL_GRAB_ON) { /* if grabbed, the cursor can't move! (see fallback below) */ - - /* 1/2 second after a warp, the mouse cannot move (don't ask me why) */ - /* So, approximate motion with CGGetLastMouseDelta, which still works, somehow */ - if (! warp_flag) { - - GetGlobalMouse (&qdMouse); /* use Carbon since [ NSEvent mouseLocation ] is broken */ - mouse = NSMakePoint (qdMouse.h, qdMouse.v); - saveMouse = mouse; - - if (mouse.x != lastMouse.x || mouse.y != lastMouse.y) { - - QZ_PrivateCGToSDL (this, &mouse); - /* -note- we now generate mouse motion events if the mouse isn't over the window */ - if (inForeground /* && NSPointInRect (mouse, winRect)*/) { - //printf ("Mouse Loc: (%f, %f)\n", mouse.x, mouse.y); - SDL_PrivateMouseMotion (0, 0, mouse.x, mouse.y); - } - } - lastMouse = saveMouse; - } - } - - /* accumulate any mouse events into one SDL mouse event */ + titleBarRect = NSMakeRect (0, SDL_VideoSurface->h, SDL_VideoSurface->w, + SDL_VideoSurface->h + 22); + + /* send the first mouse event in absolute coordinates */ + firstMouseEvent = 1; + + /* accumulate any additional mouse moved events into one SDL mouse event */ dx = 0; dy = 0; @@ -419,14 +399,14 @@ break; case NSLeftMouseDragged: case NSRightMouseDragged: - case 27: + case NSOtherMouseDragged: /* usually middle mouse dragged */ case NSMouseMoved: if (currentGrabMode == SDL_GRAB_ON) { /** - * If input is grabbed, we'll wing it and try to send some mouse - * moved events with CGGetLastMouseDelta(). Not optimal, but better - * than nothing. + * If input is grabbed, the cursor doesn't move, + * so we have to call the lowlevel window server + * function. This is less accurate but works OK. **/ CGMouseDelta dx1, dy1; CGGetLastMouseDelta (&dx1, &dy1); @@ -435,6 +415,12 @@ } 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. + **/ Uint32 ticks; ticks = SDL_GetTicks(); @@ -450,6 +436,30 @@ warp_flag = 0; } } + else if (firstMouseEvent) { + + /** + * Get the first mouse event in a possible + * sequence of mouse moved events. Since we + * use absolute coordinates, this serves to + * compensate any inaccuracy in deltas, and + * provides the first known mouse position, + * since everything after this uses deltas + **/ + NSPoint p = [ event locationInWindow ]; + QZ_PrivateCocoaToSDL(this, &p); + + firstMouseEvent = 0; + } + else { + + /** + * Get the amount moved since the last drag or move event, + * add it on for one big move event at the end. + **/ + dx += [ event deltaX ]; + dy += [ event deltaY ]; + } break; case NSScrollWheel: if (NSPointInRect([ event locationInWindow ], winRect)) { @@ -490,9 +500,9 @@ } } while (event != nil); - /* check for accumulated mouse events */ + /* handle accumulated mouse moved events */ if (dx != 0 || dy != 0) - SDL_PrivateMouseMotion (0, 1, dx, dy); + SDL_PrivateMouseMotion (0, 1, dx, dy); [ pool release ]; }