Mercurial > sdl-ios-xcode
diff src/video/quartz/SDL_QuartzEvents.m @ 1662:782fd950bd46 SDL-1.3
Revamp of the video system in progress - adding support for multiple displays, multiple windows, and a full video mode selection API.
WARNING: None of the video drivers have been updated for the new API yet! The API is still under design and very fluid.
The code is now run through a consistent indent format:
indent -i4 -nut -nsc -br -ce
The headers are being converted to automatically generate doxygen documentation.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 28 May 2006 13:04:16 +0000 |
parents | ef4a796e7f24 |
children |
line wrap: on
line diff
--- a/src/video/quartz/SDL_QuartzEvents.m Sun May 21 17:27:13 2006 +0000 +++ b/src/video/quartz/SDL_QuartzEvents.m Sun May 28 13:04:16 2006 +0000 @@ -23,8 +23,8 @@ #include "SDL_QuartzVideo.h" -#include <IOKit/IOMessage.h> /* For wake from sleep detection */ -#include <IOKit/pwr_mgt/IOPMLib.h> /* For wake from sleep detection */ +#include <IOKit/IOMessage.h> /* For wake from sleep detection */ +#include <IOKit/pwr_mgt/IOPMLib.h> /* For wake from sleep detection */ #include "SDL_QuartzKeys.h" /* @@ -39,38 +39,40 @@ * on systems without these, I will define if they don't exist. */ #ifndef NX_DEVICERCTLKEYMASK - #define NX_DEVICELCTLKEYMASK 0x00000001 +#define NX_DEVICELCTLKEYMASK 0x00000001 #endif #ifndef NX_DEVICELSHIFTKEYMASK - #define NX_DEVICELSHIFTKEYMASK 0x00000002 +#define NX_DEVICELSHIFTKEYMASK 0x00000002 #endif #ifndef NX_DEVICERSHIFTKEYMASK - #define NX_DEVICERSHIFTKEYMASK 0x00000004 +#define NX_DEVICERSHIFTKEYMASK 0x00000004 #endif #ifndef NX_DEVICELCMDKEYMASK - #define NX_DEVICELCMDKEYMASK 0x00000008 +#define NX_DEVICELCMDKEYMASK 0x00000008 #endif #ifndef NX_DEVICERCMDKEYMASK - #define NX_DEVICERCMDKEYMASK 0x00000010 +#define NX_DEVICERCMDKEYMASK 0x00000010 #endif #ifndef NX_DEVICELALTKEYMASK - #define NX_DEVICELALTKEYMASK 0x00000020 +#define NX_DEVICELALTKEYMASK 0x00000020 #endif #ifndef NX_DEVICERALTKEYMASK - #define NX_DEVICERALTKEYMASK 0x00000040 +#define NX_DEVICERALTKEYMASK 0x00000040 #endif #ifndef NX_DEVICERCTLKEYMASK - #define NX_DEVICERCTLKEYMASK 0x00002000 +#define NX_DEVICERCTLKEYMASK 0x00002000 #endif -void QZ_InitOSKeymap (_THIS) { +void +QZ_InitOSKeymap (_THIS) +{ const void *KCHRPtr; UInt32 state; UInt32 value; int i; int world = SDLK_WORLD_0; - for ( i=0; i<SDL_TABLESIZE(keymap); ++i ) + for (i = 0; i < SDL_TABLESIZE (keymap); ++i) keymap[i] = SDLK_UNKNOWN; /* This keymap is almost exactly the same as the OS 9 one */ @@ -182,51 +184,49 @@ keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER; keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT; keymap[QZ_IBOOK_DOWN] = SDLK_DOWN; - keymap[QZ_IBOOK_UP] = SDLK_UP; + keymap[QZ_IBOOK_UP] = SDLK_UP; keymap[QZ_IBOOK_LEFT] = SDLK_LEFT; /* - Up there we setup a static scancode->keysym map. However, it will not - work very well on international keyboard. Hence we now query MacOS - for its own keymap to adjust our own mapping table. However, this is - basically only useful for ascii char keys. This is also the reason - why we keep the static table, too. + Up there we setup a static scancode->keysym map. However, it will not + work very well on international keyboard. Hence we now query MacOS + for its own keymap to adjust our own mapping table. However, this is + basically only useful for ascii char keys. This is also the reason + why we keep the static table, too. */ /* Get a pointer to the systems cached KCHR */ - KCHRPtr = (void *)GetScriptManagerVariable(smKCHRCache); - if (KCHRPtr) - { + KCHRPtr = (void *) GetScriptManagerVariable (smKCHRCache); + if (KCHRPtr) { /* Loop over all 127 possible scan codes */ - for (i = 0; i < 0x7F; i++) - { + for (i = 0; i < 0x7F; i++) { /* We pretend a clean start to begin with (i.e. no dead keys active */ state = 0; /* Now translate the key code to a key value */ - value = KeyTranslate(KCHRPtr, i, &state) & 0xff; + value = KeyTranslate (KCHRPtr, i, &state) & 0xff; /* If the state become 0, it was a dead key. We need to translate again, - passing in the new state, to get the actual key value */ + passing in the new state, to get the actual key value */ if (state != 0) - value = KeyTranslate(KCHRPtr, i, &state) & 0xff; + value = KeyTranslate (KCHRPtr, i, &state) & 0xff; /* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */ - if (value >= 128) /* Some non-ASCII char, map it to SDLK_WORLD_* */ + if (value >= 128) /* Some non-ASCII char, map it to SDLK_WORLD_* */ keymap[i] = world++; - else if (value >= 32) /* non-control ASCII char */ + else if (value >= 32) /* non-control ASCII char */ keymap[i] = value; } } /* - The keypad codes are re-setup here, because the loop above cannot - distinguish between a key on the keypad and a regular key. We maybe - could get around this problem in another fashion: NSEvent's flags - include a "NSNumericPadKeyMask" bit; we could check that and modify - the symbol we return on the fly. However, this flag seems to exhibit - some weird behaviour related to the num lock key - */ + The keypad codes are re-setup here, because the loop above cannot + distinguish between a key on the keypad and a regular key. We maybe + could get around this problem in another fashion: NSEvent's flags + include a "NSNumericPadKeyMask" bit; we could check that and modify + the symbol we return on the fly. However, this flag seems to exhibit + some weird behaviour related to the num lock key + */ keymap[QZ_KP0] = SDLK_KP0; keymap[QZ_KP1] = SDLK_KP1; keymap[QZ_KP2] = SDLK_KP2; @@ -246,100 +246,102 @@ keymap[QZ_KP_ENTER] = SDLK_KP_ENTER; } -static void QZ_DoKey (_THIS, int state, NSEvent *event) { +static void +QZ_DoKey (_THIS, int state, NSEvent * event) +{ NSString *chars; unsigned int numChars; SDL_keysym key; - + /* - A key event can contain multiple characters, - or no characters at all. In most cases, it - will contain a single character. If it contains - 0 characters, we'll use 0 as the unicode. If it - contains multiple characters, we'll use 0 as - the scancode/keysym. - */ - chars = [ event characters ]; - numChars = [ chars length ]; + A key event can contain multiple characters, + or no characters at all. In most cases, it + will contain a single character. If it contains + 0 characters, we'll use 0 as the unicode. If it + contains multiple characters, we'll use 0 as + the scancode/keysym. + */ + chars =[event characters]; + numChars =[chars length]; if (numChars == 1) { - key.scancode = [ event keyCode ]; - key.sym = keymap [ key.scancode ]; - key.unicode = [ chars characterAtIndex:0 ]; - key.mod = KMOD_NONE; + key.scancode =[event keyCode]; + key.sym = keymap[key.scancode]; + key.unicode =[chars characterAtIndex:0]; + key.mod = KMOD_NONE; SDL_PrivateKeyboard (state, &key); - } - else if (numChars == 0) { - - key.scancode = [ event keyCode ]; - key.sym = keymap [ key.scancode ]; - key.unicode = 0; - key.mod = KMOD_NONE; + } else if (numChars == 0) { + + key.scancode =[event keyCode]; + key.sym = keymap[key.scancode]; + key.unicode = 0; + key.mod = KMOD_NONE; SDL_PrivateKeyboard (state, &key); - } - else /* (numChars > 1) */ { - + } else { /* (numChars > 1) */ + + int i; for (i = 0; i < numChars; i++) { key.scancode = 0; - key.sym = 0; - key.unicode = [ chars characterAtIndex:i]; - key.mod = KMOD_NONE; + key.sym = 0; + key.unicode =[chars characterAtIndex:i]; + key.mod = KMOD_NONE; SDL_PrivateKeyboard (state, &key); } } - + if (SDL_getenv ("SDL_ENABLEAPPEVENTS")) - [ NSApp sendEvent:event ]; + [NSApp sendEvent:event]; } /* This is the original behavior, before support was added for * differentiating between left and right versions of the keys. */ -static void QZ_DoUnsidedModifiers (_THIS, unsigned int newMods) { +static void +QZ_DoUnsidedModifiers (_THIS, unsigned int newMods) +{ - const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA }; + const int mapping[] = + { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA }; int i; int bit; SDL_keysym key; - - key.scancode = 0; - key.sym = SDLK_UNKNOWN; - key.unicode = 0; - key.mod = KMOD_NONE; + + key.scancode = 0; + key.sym = SDLK_UNKNOWN; + key.unicode = 0; + key.mod = KMOD_NONE; /* Iterate through the bits, testing each against the current modifiers */ - for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) { + for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; + bit <<= 1, ++i) { unsigned int currentMask, newMask; currentMask = current_mods & bit; - newMask = newMods & bit; + newMask = newMods & bit; - if ( currentMask && - currentMask != newMask ) { /* modifier up event */ + if (currentMask && currentMask != newMask) { /* modifier up event */ - key.sym = mapping[i]; - /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ - if (bit == NSAlphaShiftKeyMask) - SDL_PrivateKeyboard (SDL_PRESSED, &key); - SDL_PrivateKeyboard (SDL_RELEASED, &key); - } - else if ( newMask && - currentMask != newMask ) { /* modifier down event */ - - key.sym = mapping[i]; - SDL_PrivateKeyboard (SDL_PRESSED, &key); - /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ - if (bit == NSAlphaShiftKeyMask) - SDL_PrivateKeyboard (SDL_RELEASED, &key); + key.sym = mapping[i]; + /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ + if (bit == NSAlphaShiftKeyMask) + SDL_PrivateKeyboard (SDL_PRESSED, &key); + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } else if (newMask && currentMask != newMask) { /* modifier down event */ + + key.sym = mapping[i]; + SDL_PrivateKeyboard (SDL_PRESSED, &key); + /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ + if (bit == NSAlphaShiftKeyMask) + SDL_PrivateKeyboard (SDL_RELEASED, &key); } } } @@ -348,62 +350,63 @@ * function reverts back to behavior before the distinction between * sides was made. */ -static void QZ_HandleNonDeviceModifier ( _THIS, unsigned int device_independent_mask, unsigned int newMods, unsigned int key_sym) { +static void +QZ_HandleNonDeviceModifier (_THIS, unsigned int device_independent_mask, + unsigned int newMods, unsigned int key_sym) +{ unsigned int currentMask, newMask; SDL_keysym key; - - key.scancode = 0; - key.sym = key_sym; - key.unicode = 0; - key.mod = KMOD_NONE; - + + key.scancode = 0; + key.sym = key_sym; + key.unicode = 0; + key.mod = KMOD_NONE; + /* Isolate just the bits we care about in the depedent bits so we can * figure out what changed - */ + */ currentMask = current_mods & device_independent_mask; - newMask = newMods & device_independent_mask; - - if ( currentMask && - currentMask != newMask ) { /* modifier up event */ - SDL_PrivateKeyboard (SDL_RELEASED, &key); - } - else if ( newMask && - currentMask != newMask ) { /* modifier down event */ - SDL_PrivateKeyboard (SDL_PRESSED, &key); + newMask = newMods & device_independent_mask; + + if (currentMask && currentMask != newMask) { /* modifier up event */ + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } else if (newMask && currentMask != newMask) { /* modifier down event */ + SDL_PrivateKeyboard (SDL_PRESSED, &key); } } /* This is a helper function for QZ_HandleModifierSide. * This function sets the actual SDL_PrivateKeyboard event. */ -static void QZ_HandleModifierOneSide ( _THIS, unsigned int newMods, - unsigned int key_sym, - unsigned int sided_device_dependent_mask ) { - +static void +QZ_HandleModifierOneSide (_THIS, unsigned int newMods, + unsigned int key_sym, + unsigned int sided_device_dependent_mask) +{ + SDL_keysym key; unsigned int current_dep_mask, new_dep_mask; - - key.scancode = 0; - key.sym = key_sym; - key.unicode = 0; - key.mod = KMOD_NONE; - + + key.scancode = 0; + key.sym = key_sym; + key.unicode = 0; + key.mod = KMOD_NONE; + /* Isolate just the bits we care about in the depedent bits so we can * figure out what changed - */ + */ current_dep_mask = current_mods & sided_device_dependent_mask; - new_dep_mask = newMods & sided_device_dependent_mask; - + new_dep_mask = newMods & sided_device_dependent_mask; + /* We now know that this side bit flipped. But we don't know if * it went pressed to released or released to pressed, so we must * find out which it is. */ - if( new_dep_mask && - current_dep_mask != new_dep_mask ) { + if (new_dep_mask && current_dep_mask != new_dep_mask) { /* Modifier down event */ SDL_PrivateKeyboard (SDL_PRESSED, &key); - } - else /* Modifier up event */ { + } else { /* Modifier up event */ + SDL_PrivateKeyboard (SDL_RELEASED, &key); } } @@ -412,70 +415,79 @@ * This function will figure out if the modifier key is the left or right side, * e.g. left-shift vs right-shift. */ -static void QZ_HandleModifierSide ( _THIS, int device_independent_mask, - unsigned int newMods, - unsigned int left_key_sym, - unsigned int right_key_sym, - unsigned int left_device_dependent_mask, - unsigned int right_device_dependent_mask ) { +static void +QZ_HandleModifierSide (_THIS, int device_independent_mask, + unsigned int newMods, + unsigned int left_key_sym, + unsigned int right_key_sym, + unsigned int left_device_dependent_mask, + unsigned int right_device_dependent_mask) +{ unsigned int device_dependent_mask = 0; unsigned int diff_mod = 0; - - device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask; + + device_dependent_mask = + left_device_dependent_mask | right_device_dependent_mask; /* On the basis that the device independent mask is set, but there are * no device dependent flags set, we'll assume that we can't detect this * keyboard and revert to the unsided behavior. */ - if ( (device_dependent_mask & newMods) == 0 ) { + if ((device_dependent_mask & newMods) == 0) { /* Revert to the old behavior */ - QZ_HandleNonDeviceModifier ( this, device_independent_mask, newMods, left_key_sym ); + QZ_HandleNonDeviceModifier (this, device_independent_mask, newMods, + left_key_sym); return; } - + /* XOR the previous state against the new state to see if there's a change */ diff_mod = (device_dependent_mask & current_mods) ^ (device_dependent_mask & newMods); - if ( diff_mod ) { + if (diff_mod) { /* A change in state was found. Isolate the left and right bits * to handle them separately just in case the values can simulataneously * change or if the bits don't both exist. */ - if ( left_device_dependent_mask & diff_mod ) { - QZ_HandleModifierOneSide ( this, newMods, left_key_sym, left_device_dependent_mask ); + if (left_device_dependent_mask & diff_mod) { + QZ_HandleModifierOneSide (this, newMods, left_key_sym, + left_device_dependent_mask); } - if ( right_device_dependent_mask & diff_mod ) { - QZ_HandleModifierOneSide ( this, newMods, right_key_sym, right_device_dependent_mask ); + if (right_device_dependent_mask & diff_mod) { + QZ_HandleModifierOneSide (this, newMods, right_key_sym, + right_device_dependent_mask); } } } - + /* This is a helper function for QZ_DoSidedModifiers. * This function will release a key press in the case that * it is clear that the modifier has been released (i.e. one side * can't still be down). */ -static void QZ_ReleaseModifierSide ( _THIS, - unsigned int device_independent_mask, - unsigned int newMods, - unsigned int left_key_sym, - unsigned int right_key_sym, - unsigned int left_device_dependent_mask, - unsigned int right_device_dependent_mask ) { +static void +QZ_ReleaseModifierSide (_THIS, + unsigned int device_independent_mask, + unsigned int newMods, + unsigned int left_key_sym, + unsigned int right_key_sym, + unsigned int left_device_dependent_mask, + unsigned int right_device_dependent_mask) +{ unsigned int device_dependent_mask = 0; SDL_keysym key; - - key.scancode = 0; - key.sym = SDLK_UNKNOWN; - key.unicode = 0; - key.mod = KMOD_NONE; - - device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask; + + key.scancode = 0; + key.sym = SDLK_UNKNOWN; + key.unicode = 0; + key.mod = KMOD_NONE; + + device_dependent_mask = + left_device_dependent_mask | right_device_dependent_mask; /* On the basis that the device independent mask is set, but there are * no device dependent flags set, we'll assume that we can't detect this * keyboard and revert to the unsided behavior. */ - if ( (device_dependent_mask & current_mods) == 0 ) { + if ((device_dependent_mask & current_mods) == 0) { /* In this case, we can't detect the keyboard, so use the left side * to represent both, and release it. */ @@ -484,19 +496,19 @@ return; } - - + + /* * This could have been done in an if-else case because at this point, * we know that all keys have been released when calling this function. * But I'm being paranoid so I want to handle each separately, * so I hope this doesn't cause other problems. */ - if ( left_device_dependent_mask & current_mods ) { + if (left_device_dependent_mask & current_mods) { key.sym = left_key_sym; SDL_PrivateKeyboard (SDL_RELEASED, &key); } - if ( right_device_dependent_mask & current_mods ) { + if (right_device_dependent_mask & current_mods) { key.sym = right_key_sym; SDL_PrivateKeyboard (SDL_RELEASED, &key); } @@ -505,26 +517,25 @@ /* This is a helper function for QZ_DoSidedModifiers. * This function handles the CapsLock case. */ -static void QZ_HandleCapsLock (_THIS, unsigned int newMods) { +static void +QZ_HandleCapsLock (_THIS, unsigned int newMods) +{ unsigned int currentMask, newMask; SDL_keysym key; - - key.scancode = 0; - key.sym = SDLK_CAPSLOCK; - key.unicode = 0; - key.mod = KMOD_NONE; - - currentMask = current_mods & NSAlphaShiftKeyMask; - newMask = newMods & NSAlphaShiftKeyMask; + + key.scancode = 0; + key.sym = SDLK_CAPSLOCK; + key.unicode = 0; + key.mod = KMOD_NONE; - if ( currentMask && - currentMask != newMask ) { /* modifier up event */ - /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ - SDL_PrivateKeyboard (SDL_PRESSED, &key); - SDL_PrivateKeyboard (SDL_RELEASED, &key); - } - else if ( newMask && - currentMask != newMask ) { /* modifier down event */ + currentMask = current_mods & NSAlphaShiftKeyMask; + newMask = newMods & NSAlphaShiftKeyMask; + + if (currentMask && currentMask != newMask) { /* modifier up event */ + /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ + SDL_PrivateKeyboard (SDL_PRESSED, &key); + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } else if (newMask && currentMask != newMask) { /* modifier down event */ /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ SDL_PrivateKeyboard (SDL_PRESSED, &key); SDL_PrivateKeyboard (SDL_RELEASED, &key); @@ -534,50 +545,59 @@ /* This function will handle the modifier keys and also determine the * correct side of the key. */ -static void QZ_DoSidedModifiers (_THIS, unsigned int newMods) { - /* Set up arrays for the key syms for the left and right side. */ - const unsigned int left_mapping[] = { SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA }; - const unsigned int right_mapping[] = { SDLK_RSHIFT, SDLK_RCTRL, SDLK_RALT, SDLK_RMETA }; - /* Set up arrays for the device dependent masks with indices that +static void +QZ_DoSidedModifiers (_THIS, unsigned int newMods) +{ + /* Set up arrays for the key syms for the left and right side. */ + const unsigned int left_mapping[] = + { SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA }; + const unsigned int right_mapping[] = + { SDLK_RSHIFT, SDLK_RCTRL, SDLK_RALT, SDLK_RMETA }; + /* Set up arrays for the device dependent masks with indices that * correspond to the _mapping arrays */ - const unsigned int left_device_mapping[] = { NX_DEVICELSHIFTKEYMASK, NX_DEVICELCTLKEYMASK, NX_DEVICELALTKEYMASK, NX_DEVICELCMDKEYMASK }; - const unsigned int right_device_mapping[] = { NX_DEVICERSHIFTKEYMASK, NX_DEVICERCTLKEYMASK, NX_DEVICERALTKEYMASK, NX_DEVICERCMDKEYMASK }; + const unsigned int left_device_mapping[] = + { NX_DEVICELSHIFTKEYMASK, NX_DEVICELCTLKEYMASK, NX_DEVICELALTKEYMASK, + NX_DEVICELCMDKEYMASK + }; + const unsigned int right_device_mapping[] = + { NX_DEVICERSHIFTKEYMASK, NX_DEVICERCTLKEYMASK, NX_DEVICERALTKEYMASK, + NX_DEVICERCMDKEYMASK + }; unsigned int i; unsigned int bit; - + /* Handle CAPSLOCK separately because it doesn't have a left/right side */ - QZ_HandleCapsLock ( this, newMods ); - + QZ_HandleCapsLock (this, newMods); + /* Iterate through the bits, testing each against the current modifiers */ for (i = 0, bit = NSShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) { - + unsigned int currentMask, newMask; - + currentMask = current_mods & bit; - newMask = newMods & bit; - + newMask = newMods & bit; + /* If the bit is set, we must always examine it because the left * and right side keys may alternate or both may be pressed. */ - if ( newMask ) { - QZ_HandleModifierSide ( this, bit, newMods, - left_mapping[i], - right_mapping[i], - left_device_mapping[i], - right_device_mapping[i] ); + if (newMask) { + QZ_HandleModifierSide (this, bit, newMods, + left_mapping[i], + right_mapping[i], + left_device_mapping[i], + right_device_mapping[i]); } /* If the state changed from pressed to unpressed, we must examine - * the device dependent bits to release the correct keys. - */ - else if ( currentMask && - currentMask != newMask ) { /* modifier up event */ - QZ_ReleaseModifierSide ( this, bit, newMods, - left_mapping[i], - right_mapping[i], - left_device_mapping[i], - right_device_mapping[i] ); + * the device dependent bits to release the correct keys. + */ + else if (currentMask && currentMask != newMask) { /* modifier up event */ + QZ_ReleaseModifierSide (this, bit, newMods, + left_mapping[i], + right_mapping[i], + left_device_mapping[i], + right_device_mapping[i]); } } } @@ -588,48 +608,54 @@ * operating system version supports it. Otherwise, the code * will not try to make the distinction. */ -static void QZ_DoModifiers (_THIS, unsigned int newMods) { - +static void +QZ_DoModifiers (_THIS, unsigned int newMods) +{ + if (current_mods == newMods) - return; - + return; + /* * Starting with Panther (10.3.0), the ability to distinguish between * left side and right side modifiers is available. */ - if( system_version >= 0x1030 ) { + if (system_version >= 0x1030) { QZ_DoSidedModifiers (this, newMods); - } - else { + } else { QZ_DoUnsidedModifiers (this, newMods); } - + current_mods = newMods; } -static void QZ_GetMouseLocation (_THIS, NSPoint *p) { - *p = [ NSEvent mouseLocation ]; /* global coordinates */ +static void +QZ_GetMouseLocation (_THIS, NSPoint * p) +{ + *p =[NSEvent mouseLocation]; /* global coordinates */ if (qz_window) QZ_PrivateGlobalToLocal (this, p); QZ_PrivateCocoaToSDL (this, p); } -void QZ_DoActivate (_THIS) { +void +QZ_DoActivate (_THIS) +{ - SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (QZ_IsMouseInWindow (this) ? SDL_APPMOUSEFOCUS : 0)); - + SDL_PrivateAppActive (1, + SDL_APPINPUTFOCUS | (QZ_IsMouseInWindow (this) ? + SDL_APPMOUSEFOCUS : 0)); + /* Hide the cursor if it was hidden by SDL_ShowCursor() */ if (!cursor_should_be_visible) QZ_HideMouse (this); /* Regrab input, only if it was previously grabbed */ - if ( current_grab_mode == SDL_GRAB_ON ) { - + 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); - } - else { + } else { /* Update SDL's mouse location */ NSPoint p; QZ_GetMouseLocation (this, &p); @@ -637,13 +663,15 @@ } } -void QZ_DoDeactivate (_THIS) { - +void +QZ_DoDeactivate (_THIS) +{ + SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS | SDL_APPMOUSEFOCUS); /* Get the current cursor location, for restore on activate */ QZ_GetMouseLocation (this, &cursor_loc); - + /* Reassociate mouse and cursor */ CGAssociateMouseAndMouseCursorPosition (1); @@ -652,64 +680,68 @@ QZ_ShowMouse (this); } -void QZ_SleepNotificationHandler (void * refcon, - io_service_t service, - natural_t messageType, - void * messageArgument ) +void +QZ_SleepNotificationHandler (void *refcon, + io_service_t service, + natural_t messageType, void *messageArgument) { - SDL_VideoDevice *this = (SDL_VideoDevice*)refcon; - - switch(messageType) - { - case kIOMessageSystemWillSleep: - IOAllowPowerChange(power_connection, (long) messageArgument); - break; - case kIOMessageCanSystemSleep: - IOAllowPowerChange(power_connection, (long) messageArgument); - break; - case kIOMessageSystemHasPoweredOn: - /* awake */ - SDL_PrivateExpose(); - break; - } + SDL_VideoDevice *this = (SDL_VideoDevice *) refcon; + + switch (messageType) { + case kIOMessageSystemWillSleep: + IOAllowPowerChange (power_connection, (long) messageArgument); + break; + case kIOMessageCanSystemSleep: + IOAllowPowerChange (power_connection, (long) messageArgument); + break; + case kIOMessageSystemHasPoweredOn: + /* awake */ + SDL_PrivateExpose (); + break; + } } -void QZ_RegisterForSleepNotifications (_THIS) +void +QZ_RegisterForSleepNotifications (_THIS) { - CFRunLoopSourceRef rls; - IONotificationPortRef thePortRef; - io_object_t notifier; + CFRunLoopSourceRef rls; + IONotificationPortRef thePortRef; + io_object_t notifier; - power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, ¬ifier); + power_connection = + IORegisterForSystemPower (this, &thePortRef, + QZ_SleepNotificationHandler, ¬ifier); - if (power_connection == 0) - NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed."); + if (power_connection == 0) + NSLog + (@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed."); - rls = IONotificationPortGetRunLoopSource (thePortRef); - CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode); - CFRelease (rls); + rls = IONotificationPortGetRunLoopSource (thePortRef); + CFRunLoopAddSource (CFRunLoopGetCurrent (), rls, kCFRunLoopDefaultMode); + CFRelease (rls); } /* Try to map Quartz mouse buttons to SDL's lingo... */ -static int QZ_OtherMouseButtonToSDL(int button) +static int +QZ_OtherMouseButtonToSDL (int button) { - switch (button) - { - case 0: - return(SDL_BUTTON_LEFT); /* 1 */ - case 1: - return(SDL_BUTTON_RIGHT); /* 3 */ - case 2: - return(SDL_BUTTON_MIDDLE); /* 2 */ + switch (button) { + case 0: + return (SDL_BUTTON_LEFT); /* 1 */ + case 1: + return (SDL_BUTTON_RIGHT); /* 3 */ + case 2: + return (SDL_BUTTON_MIDDLE); /* 2 */ } /* >= 3: skip 4 & 5, since those are the SDL mousewheel buttons. */ - return(button + 3); + return (button + 3); } -void QZ_PumpEvents (_THIS) +void +QZ_PumpEvents (_THIS) { static Uint32 screensaverTicks = 0; Uint32 nowTicks; @@ -722,251 +754,246 @@ NSAutoreleasePool *pool; if (!SDL_VideoSurface) - return; /* don't do anything if there's no screen surface. */ + return; /* don't do anything if there's no screen surface. */ /* Update activity every five seconds to prevent screensaver. --ryan. */ - nowTicks = SDL_GetTicks(); - if ((nowTicks - screensaverTicks) > 5000) - { - UpdateSystemActivity(UsrActivity); + nowTicks = SDL_GetTicks (); + if ((nowTicks - screensaverTicks) > 5000) { + UpdateSystemActivity (UsrActivity); screensaverTicks = nowTicks; } - pool = [ [ NSAutoreleasePool alloc ] init ]; - distantPast = [ NSDate distantPast ]; + pool =[[NSAutoreleasePool alloc] init]; + distantPast =[NSDate distantPast]; winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h); - + /* 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; - + do { - + /* Poll for an event. This will not block */ - event = [ NSApp nextEventMatchingMask:NSAnyEventMask - untilDate:distantPast - inMode: NSDefaultRunLoopMode dequeue:YES ]; + event =[NSApp nextEventMatchingMask: NSAnyEventMask untilDate: distantPast inMode: NSDefaultRunLoopMode dequeue:YES]; if (event != nil) { int button; unsigned int type; BOOL isInGameWin; - - #define DO_MOUSE_DOWN(button) do { \ + +#define DO_MOUSE_DOWN(button) do { \ if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) { \ SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \ expect_mouse_up |= 1<<button; \ } \ [ NSApp sendEvent:event ]; \ } while(0) - - #define DO_MOUSE_UP(button) do { \ + +#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 ]; + + type =[event type]; isInGameWin = QZ_IsMouseInWindow (this); - QZ_DoModifiers(this, [ event modifierFlags ] ); + QZ_DoModifiers (this,[event modifierFlags]); switch (type) { - case NSLeftMouseDown: - if ( SDL_getenv("SDL_HAS3BUTTONMOUSE") ) { - DO_MOUSE_DOWN (SDL_BUTTON_LEFT); + case NSLeftMouseDown: + if (SDL_getenv ("SDL_HAS3BUTTONMOUSE")) { + DO_MOUSE_DOWN (SDL_BUTTON_LEFT); + } else { + if (NSCommandKeyMask & current_mods) { + last_virtual_button = SDL_BUTTON_RIGHT; + DO_MOUSE_DOWN (SDL_BUTTON_RIGHT); + } else if (NSAlternateKeyMask & current_mods) { + last_virtual_button = SDL_BUTTON_MIDDLE; + DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE); } else { - if ( NSCommandKeyMask & current_mods ) { - last_virtual_button = SDL_BUTTON_RIGHT; - DO_MOUSE_DOWN (SDL_BUTTON_RIGHT); - } - else if ( NSAlternateKeyMask & current_mods ) { - last_virtual_button = SDL_BUTTON_MIDDLE; - DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE); - } - else { - DO_MOUSE_DOWN (SDL_BUTTON_LEFT); - } - } - break; - - case NSLeftMouseUp: - if ( last_virtual_button != 0 ) { - DO_MOUSE_UP (last_virtual_button); - last_virtual_button = 0; - } - else { - DO_MOUSE_UP (SDL_BUTTON_LEFT); - } - break; - - case NSOtherMouseDown: - case NSRightMouseDown: - button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]); - DO_MOUSE_DOWN (button); - break; - - case NSOtherMouseUp: - case NSRightMouseUp: - button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]); - DO_MOUSE_UP (button); - break; - - case NSSystemDefined: - /* - Future: up to 32 "mouse" buttons can be handled. - if ([event subtype] == 7) { - unsigned int buttons; - buttons = [ event data2 ]; - */ - break; - case NSLeftMouseDragged: - case NSRightMouseDragged: - case NSOtherMouseDragged: /* usually middle mouse dragged */ - case NSMouseMoved: - if ( grab_state == QZ_INVISIBLE_GRAB ) { - - /* - 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. - */ - CGMouseDelta dx1, dy1; - CGGetLastMouseDelta (&dx1, &dy1); - dx += dx1; - dy += dy1; - } - 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; - QZ_GetMouseLocation (this, &p); - SDL_PrivateMouseMotion (0, 0, p.x, p.y); - 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 ]; + DO_MOUSE_DOWN (SDL_BUTTON_LEFT); } - - /* - 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; - QZ_GetMouseLocation (this, &p); + } + break; + + case NSLeftMouseUp: + if (last_virtual_button != 0) { + DO_MOUSE_UP (last_virtual_button); + last_virtual_button = 0; + } else { + DO_MOUSE_UP (SDL_BUTTON_LEFT); + } + break; + + case NSOtherMouseDown: + case NSRightMouseDown: + button = QZ_OtherMouseButtonToSDL ([event buttonNumber]); + DO_MOUSE_DOWN (button); + break; + + case NSOtherMouseUp: + case NSRightMouseUp: + button = QZ_OtherMouseButtonToSDL ([event buttonNumber]); + DO_MOUSE_UP (button); + break; + + case NSSystemDefined: + /* + Future: up to 32 "mouse" buttons can be handled. + if ([event subtype] == 7) { + unsigned int buttons; + buttons = [ event data2 ]; + */ + break; + case NSLeftMouseDragged: + case NSRightMouseDragged: + case NSOtherMouseDragged: /* usually middle mouse dragged */ + case NSMouseMoved: + if (grab_state == QZ_INVISIBLE_GRAB) { + + /* + 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. + */ + CGMouseDelta dx1, dy1; + CGGetLastMouseDelta (&dx1, &dy1); + dx += dx1; + dy += dy1; + } 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; + QZ_GetMouseLocation (this, &p); + SDL_PrivateMouseMotion (0, 0, p.x, p.y); + firstMouseEvent = 0; + } else { - 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); + /* + 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]; + } + + /* + 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; + QZ_GetMouseLocation (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); + } else if (!isInGameWin + && (SDL_GetAppState () & SDL_APPMOUSEFOCUS)) { + + SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); + if (grab_state == QZ_INVISIBLE_GRAB) + /*The cursor has left the window even though it is + disassociated from the mouse (and therefore + shouldn't move): this can happen with Wacom + tablets, and it effectively breaks the grab, since + mouse down events now go to background + applications. The only possibility to avoid this + seems to be talking to the tablet driver + (AppleEvents) to constrain its mapped area to the + window, which may not be worth the effort. For + now, handle the condition more gracefully than + before by reassociating cursor and mouse until the + cursor enters the window again, making it obvious + to the user that the grab is broken. */ + CGAssociateMouseAndMouseCursorPosition (1); + if (!cursor_should_be_visible) + QZ_ShowMouse (this); + } else if (isInGameWin + && (SDL_GetAppState () & + (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == + SDL_APPINPUTFOCUS) { + + SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); + if (!cursor_should_be_visible) + QZ_HideMouse (this); + if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above */ + QZ_PrivateWarpCursor (this, + SDL_VideoSurface->w / + 2, SDL_VideoSurface->h / 2); + CGAssociateMouseAndMouseCursorPosition (0); } - else - if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { - - SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); - if (grab_state == QZ_INVISIBLE_GRAB) - /*The cursor has left the window even though it is - disassociated from the mouse (and therefore - shouldn't move): this can happen with Wacom - tablets, and it effectively breaks the grab, since - mouse down events now go to background - applications. The only possibility to avoid this - seems to be talking to the tablet driver - (AppleEvents) to constrain its mapped area to the - window, which may not be worth the effort. For - now, handle the condition more gracefully than - before by reassociating cursor and mouse until the - cursor enters the window again, making it obvious - to the user that the grab is broken.*/ - CGAssociateMouseAndMouseCursorPosition (1); - if (!cursor_should_be_visible) - QZ_ShowMouse (this); - } - else - if ( isInGameWin && (SDL_GetAppState() & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == SDL_APPINPUTFOCUS ) { - - SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); - if (!cursor_should_be_visible) - QZ_HideMouse (this); - if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/ - QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); - CGAssociateMouseAndMouseCursorPosition (0); - } - } - break; - case NSScrollWheel: - if ( isInGameWin ) { - float dy, dx; - Uint8 button; - dy = [ event deltaY ]; - dx = [ event deltaX ]; - if ( dy > 0.0 || dx > 0.0 ) /* Scroll up */ - button = SDL_BUTTON_WHEELUP; - else /* Scroll down */ - button = SDL_BUTTON_WHEELDOWN; - /* For now, wheel is sent as a quick down+up */ - SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); - SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); - } - break; - case NSKeyUp: - QZ_DoKey (this, SDL_RELEASED, event); - break; - case NSKeyDown: - QZ_DoKey (this, SDL_PRESSED, event); - break; - case NSFlagsChanged: - break; - /* case NSAppKitDefined: break; */ - /* case NSApplicationDefined: break; */ - /* case NSPeriodic: break; */ - /* case NSCursorUpdate: break; */ - default: - [ NSApp sendEvent:event ]; + } + break; + case NSScrollWheel: + if (isInGameWin) { + float dy, dx; + Uint8 button; + dy =[event deltaY]; + dx =[event deltaX]; + if (dy > 0.0 || dx > 0.0) /* Scroll up */ + button = SDL_BUTTON_WHEELUP; + else /* Scroll down */ + button = SDL_BUTTON_WHEELDOWN; + /* For now, wheel is sent as a quick down+up */ + SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); + SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); + } + break; + case NSKeyUp: + QZ_DoKey (this, SDL_RELEASED, event); + break; + case NSKeyDown: + QZ_DoKey (this, SDL_PRESSED, event); + break; + case NSFlagsChanged: + break; + /* case NSAppKitDefined: break; */ + /* case NSApplicationDefined: break; */ + /* case NSPeriodic: break; */ + /* case NSCursorUpdate: break; */ + default: + [NSApp sendEvent:event]; } } - } while (event != nil); - + } + while (event != nil); + /* handle accumulated mouse moved events */ if (dx != 0 || dy != 0) SDL_PrivateMouseMotion (0, 1, dx, dy); - - [ pool release ]; + + [pool release]; } -void QZ_UpdateMouse (_THIS) +void +QZ_UpdateMouse (_THIS) { NSPoint p; QZ_GetMouseLocation (this, &p);