Mercurial > sdl-ios-xcode
diff src/events/SDL_mouse.c @ 0:74212992fb08
Initial revision
author | Sam Lantinga <slouken@lokigames.com> |
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date | Thu, 26 Apr 2001 16:45:43 +0000 |
parents | |
children | e8157fcb3114 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/events/SDL_mouse.c Thu Apr 26 16:45:43 2001 +0000 @@ -0,0 +1,247 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997, 1998, 1999, 2000, 2001 Sam Lantinga + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Library General Public + License as published by the Free Software Foundation; either + version 2 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Library General Public License for more details. + + You should have received a copy of the GNU Library General Public + License along with this library; if not, write to the Free + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + Sam Lantinga + slouken@devolution.com +*/ + +#ifdef SAVE_RCSID +static char rcsid = + "@(#) $Id$"; +#endif + +/* General mouse handling code for SDL */ + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> + +#include "SDL_events.h" +#include "SDL_events_c.h" +#include "SDL_cursor_c.h" +#include "SDL_sysvideo.h" + + +/* These are static for our mouse handling code */ +static Sint16 SDL_MouseX = 0; +static Sint16 SDL_MouseY = 0; +static Sint16 SDL_DeltaX = 0; +static Sint16 SDL_DeltaY = 0; +static Uint8 SDL_ButtonState = 0; + + +/* Public functions */ +int SDL_MouseInit(void) +{ + /* The mouse is at (0,0) */ + SDL_MouseX = 0; + SDL_MouseY = 0; + SDL_DeltaX = 0; + SDL_DeltaY = 0; + SDL_ButtonState = 0; + + /* That's it! */ + return(0); +} + +Uint8 SDL_GetMouseState (int *x, int *y) +{ + if ( x ) + *x = SDL_MouseX; + if ( y ) + *y = SDL_MouseY; + return(SDL_ButtonState); +} + +Uint8 SDL_GetRelativeMouseState (int *x, int *y) +{ + if ( x ) + *x = SDL_DeltaX; + if ( y ) + *y = SDL_DeltaY; + SDL_DeltaX = 0; + SDL_DeltaY = 0; + return(SDL_ButtonState); +} + +static void ClipOffset(Sint16 *x, Sint16 *y) +{ + /* This clips absolute mouse coordinates when the apparent + display surface is smaller than the real display surface. + */ + if ( SDL_VideoSurface->offset ) { + *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch; + *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/ + SDL_VideoSurface->format->BytesPerPixel; + } +} + +/* These are global for SDL_eventloop.c */ +int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y) +{ + int posted; + Uint16 X, Y; + Sint16 Xrel; + Sint16 Yrel; + + /* Don't handle mouse motion if there's no cursor surface */ + if ( SDL_VideoSurface == NULL ) { + return(0); + } + + /* Default buttonstate is the current one */ + if ( ! buttonstate ) { + buttonstate = SDL_ButtonState; + } + + Xrel = x; + Yrel = y; + if ( relative ) { + /* Push the cursor around */ + x = (SDL_MouseX+x); + y = (SDL_MouseY+y); + } else { + /* Do we need to clip {x,y} ? */ + ClipOffset(&x, &y); + } + + /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */ + if ( x < 0 ) + X = 0; + else + if ( x >= SDL_VideoSurface->w ) + X = SDL_VideoSurface->w-1; + else + X = (Uint16)x; + + if ( y < 0 ) + Y = 0; + else + if ( y >= SDL_VideoSurface->h ) + Y = SDL_VideoSurface->h-1; + else + Y = (Uint16)y; + + /* If not relative mode, generate relative motion from clamped X/Y. + This prevents lots of extraneous large delta relative motion when + the screen is windowed mode and the mouse is outside the window. + */ + if ( ! relative ) { + Xrel = X-SDL_MouseX; + Yrel = Y-SDL_MouseY; + } + + /* Update internal mouse state */ + SDL_ButtonState = buttonstate; + SDL_MouseX = X; + SDL_MouseY = Y; + SDL_DeltaX += Xrel; + SDL_DeltaY += Yrel; + SDL_MoveCursor(SDL_MouseX, SDL_MouseY); + + /* Post the event, if desired */ + posted = 0; + if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) { + SDL_Event event; + memset(&event, 0, sizeof(event)); + event.type = SDL_MOUSEMOTION; + event.motion.state = buttonstate; + event.motion.x = X; + event.motion.y = Y; + event.motion.xrel = Xrel; + event.motion.yrel = Yrel; + if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { + posted = 1; + SDL_PushEvent(&event); + } + } + return(posted); +} + +int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y) +{ + SDL_Event event; + int posted; + int move_mouse; + Uint8 buttonstate; + + memset(&event, 0, sizeof(event)); + + /* Check parameters */ + if ( x || y ) { + ClipOffset(&x, &y); + move_mouse = 1; + /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */ + if ( x < 0 ) + x = 0; + else + if ( x >= SDL_VideoSurface->w ) + x = SDL_VideoSurface->w-1; + + if ( y < 0 ) + y = 0; + else + if ( y >= SDL_VideoSurface->h ) + y = SDL_VideoSurface->h-1; + } else { + move_mouse = 0; + } + if ( ! x ) + x = SDL_MouseX; + if ( ! y ) + y = SDL_MouseY; + + /* Figure out which event to perform */ + buttonstate = SDL_ButtonState; + switch ( state ) { + case SDL_PRESSED: + event.type = SDL_MOUSEBUTTONDOWN; + buttonstate |= SDL_BUTTON(button); + break; + case SDL_RELEASED: + event.type = SDL_MOUSEBUTTONUP; + buttonstate &= ~SDL_BUTTON(button); + break; + default: + /* Invalid state -- bail */ + return(0); + } + + /* Update internal mouse state */ + SDL_ButtonState = buttonstate; + if ( move_mouse ) { + SDL_MouseX = x; + SDL_MouseY = y; + SDL_MoveCursor(SDL_MouseX, SDL_MouseY); + } + + /* Post the event, if desired */ + posted = 0; + if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) { + event.button.state = state; + event.button.button = button; + event.button.x = x; + event.button.y = y; + if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { + posted = 1; + SDL_PushEvent(&event); + } + } + return(posted); +} +