Mercurial > sdl-ios-xcode
view include/SDL_rwops.h @ 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 | 9154ec9ca3d2 |
children | 974c0fb74bf8 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002 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@libsdl.org */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* This file provides a general interface for SDL to read and write data sources. It can easily be extended to files, memory, etc. */ #ifndef _SDL_RWops_h #define _SDL_RWops_h #include <stdio.h> #include "SDL_types.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* This is the read/write operation structure -- very basic */ typedef struct SDL_RWops { /* Seek to 'offset' relative to whence, one of stdio's whence values: SEEK_SET, SEEK_CUR, SEEK_END Returns the final offset in the data source. */ int (*seek)(struct SDL_RWops *context, int offset, int whence); /* Read up to 'num' objects each of size 'objsize' from the data source to the area pointed at by 'ptr'. Returns the number of objects read, or -1 if the read failed. */ int (*read)(struct SDL_RWops *context, void *ptr, int size, int maxnum); /* Write exactly 'num' objects each of size 'objsize' from the area pointed at by 'ptr' to data source. Returns 'num', or -1 if the write failed. */ int (*write)(struct SDL_RWops *context, const void *ptr, int size, int num); /* Close and free an allocated SDL_FSops structure */ int (*close)(struct SDL_RWops *context); Uint32 type; union { struct { int autoclose; FILE *fp; } stdio; struct { Uint8 *base; Uint8 *here; Uint8 *stop; } mem; struct { void *data1; } unknown; } hidden; } SDL_RWops; /* Functions to create SDL_RWops structures from various data sources */ extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromFile(const char *file, const char *mode); extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromFP(FILE *fp, int autoclose); extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromMem(void *mem, int size); extern DECLSPEC SDL_RWops * SDLCALL SDL_AllocRW(void); extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops *area); /* Macros to easily read and write from an SDL_RWops structure */ #define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence) #define SDL_RWtell(ctx) (ctx)->seek(ctx, 0, SEEK_CUR) #define SDL_RWread(ctx, ptr, size, n) (ctx)->read(ctx, ptr, size, n) #define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n) #define SDL_RWclose(ctx) (ctx)->close(ctx) /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_RWops_h */