Mercurial > sdl-ios-xcode
view src/events/SDL_events.c @ 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 | 1870bb49ab18 |
children | b8d311d90021 |
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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 /* General event handling code for SDL */ #include <stdio.h> #include <string.h> #include "SDL.h" #include "SDL_thread.h" #include "SDL_mutex.h" #include "SDL_events.h" #include "SDL_events_c.h" #include "SDL_timer_c.h" #ifndef DISABLE_JOYSTICK #include "SDL_joystick_c.h" #endif #ifndef ENABLE_X11 #define DISABLE_X11 #endif #include "SDL_syswm.h" #include "SDL_sysevents.h" /* Public data -- the event filter */ SDL_EventFilter SDL_EventOK = NULL; Uint8 SDL_ProcessEvents[SDL_NUMEVENTS]; static Uint32 SDL_eventstate = 0; /* Private data -- event queue */ #define MAXEVENTS 128 static struct { SDL_mutex *lock; int active; int head; int tail; SDL_Event event[MAXEVENTS]; int wmmsg_next; struct SDL_SysWMmsg wmmsg[MAXEVENTS]; } SDL_EventQ; /* Private data -- event locking structure */ static struct { SDL_mutex *lock; int safe; } SDL_EventLock; /* Thread functions */ static SDL_Thread *SDL_EventThread = NULL; /* Thread handle */ static Uint32 event_thread; /* The event thread id */ void SDL_Lock_EventThread(void) { if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) { /* Grab lock and spin until we're sure event thread stopped */ SDL_mutexP(SDL_EventLock.lock); while ( ! SDL_EventLock.safe ) { SDL_Delay(1); } } } void SDL_Unlock_EventThread(void) { if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) { SDL_mutexV(SDL_EventLock.lock); } } static int SDL_GobbleEvents(void *unused) { SDL_SetTimerThreaded(2); event_thread = SDL_ThreadID(); while ( SDL_EventQ.active ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; /* Get events from the video subsystem */ if ( video ) { video->PumpEvents(this); } /* Queue pending key-repeat events */ SDL_CheckKeyRepeat(); #ifndef DISABLE_JOYSTICK /* Check for joystick state change */ if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) { SDL_JoystickUpdate(); } #endif /* Give up the CPU for the rest of our timeslice */ SDL_EventLock.safe = 1; if( SDL_timer_running ) { SDL_ThreadedTimerCheck(); } SDL_Delay(1); /* Check for event locking. On the P of the lock mutex, if the lock is held, this thread will wait until the lock is released before continuing. The safe flag will be set, meaning that the other thread can go about it's business. The safe flag is reset before the V, so as soon as the mutex is free, other threads can see that it's not safe to interfere with the event thread. */ SDL_mutexP(SDL_EventLock.lock); SDL_EventLock.safe = 0; SDL_mutexV(SDL_EventLock.lock); } SDL_SetTimerThreaded(0); event_thread = 0; return(0); } static int SDL_StartEventThread(Uint32 flags) { /* Reset everything to zero */ SDL_EventThread = NULL; memset(&SDL_EventLock, 0, sizeof(SDL_EventLock)); /* Create the lock and set ourselves active */ #ifndef DISABLE_THREADS SDL_EventQ.lock = SDL_CreateMutex(); if ( SDL_EventQ.lock == NULL ) { #ifdef macintosh /* On MacOS 7/8, you can't multithread, so no lock needed */ ; #else return(-1); #endif } #endif /* !DISABLE_THREADS */ SDL_EventQ.active = 1; if ( (flags&SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) { SDL_EventLock.lock = SDL_CreateMutex(); if ( SDL_EventLock.lock == NULL ) { return(-1); } SDL_EventLock.safe = 0; SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL); if ( SDL_EventThread == NULL ) { return(-1); } } else { event_thread = 0; } return(0); } static void SDL_StopEventThread(void) { SDL_EventQ.active = 0; if ( SDL_EventThread ) { SDL_WaitThread(SDL_EventThread, NULL); SDL_EventThread = NULL; SDL_DestroyMutex(SDL_EventLock.lock); } SDL_DestroyMutex(SDL_EventQ.lock); } Uint32 SDL_EventThreadID(void) { return(event_thread); } /* Public functions */ void SDL_StopEventLoop(void) { /* Halt the event thread, if running */ SDL_StopEventThread(); /* Clean out EventQ */ SDL_EventQ.head = 0; SDL_EventQ.tail = 0; SDL_EventQ.wmmsg_next = 0; } /* This function (and associated calls) may be called more than once */ int SDL_StartEventLoop(Uint32 flags) { int retcode; /* Clean out the event queue */ SDL_EventThread = NULL; SDL_EventQ.lock = NULL; SDL_StopEventLoop(); /* No filter to start with, process most event types */ SDL_EventOK = NULL; memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents)); SDL_eventstate = ~0; /* It's not save to call SDL_EventState() yet */ SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT); SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE; /* Initialize event handlers */ retcode = 0; retcode += SDL_AppActiveInit(); retcode += SDL_KeyboardInit(); retcode += SDL_MouseInit(); retcode += SDL_QuitInit(); if ( retcode < 0 ) { /* We don't expect them to fail, but... */ return(-1); } /* Create the lock and event thread */ if ( SDL_StartEventThread(flags) < 0 ) { SDL_StopEventLoop(); return(-1); } return(0); } /* Add an event to the event queue -- called with the queue locked */ static int SDL_AddEvent(SDL_Event *event) { int tail, added; tail = (SDL_EventQ.tail+1)%MAXEVENTS; if ( tail == SDL_EventQ.head ) { /* Overflow, drop event */ added = 0; } else { SDL_EventQ.event[SDL_EventQ.tail] = *event; if (event->type == SDL_SYSWMEVENT) { /* Note that it's possible to lose an event */ int next = SDL_EventQ.wmmsg_next; SDL_EventQ.wmmsg[next] = *event->syswm.msg; SDL_EventQ.event[SDL_EventQ.tail].syswm.msg = &SDL_EventQ.wmmsg[next]; SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS; } SDL_EventQ.tail = tail; added = 1; } return(added); } /* Cut an event, and return the next valid spot, or the tail */ /* -- called with the queue locked */ static int SDL_CutEvent(int spot) { if ( spot == SDL_EventQ.head ) { SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS; return(SDL_EventQ.head); } else if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) { SDL_EventQ.tail = spot; return(SDL_EventQ.tail); } else /* We cut the middle -- shift everything over */ { int here, next; /* This can probably be optimized with memcpy() -- careful! */ if ( --SDL_EventQ.tail < 0 ) { SDL_EventQ.tail = MAXEVENTS-1; } for ( here=spot; here != SDL_EventQ.tail; here = next ) { next = (here+1)%MAXEVENTS; SDL_EventQ.event[here] = SDL_EventQ.event[next]; } return(spot); } /* NOTREACHED */ } /* Lock the event queue, take a peep at it, and unlock it */ int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 mask) { int i, used; /* Don't look after we've quit */ if ( ! SDL_EventQ.active ) { return(-1); } /* Lock the event queue */ used = 0; if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) { if ( action == SDL_ADDEVENT ) { for ( i=0; i<numevents; ++i ) { used += SDL_AddEvent(&events[i]); } } else { SDL_Event tmpevent; int spot; /* If 'events' is NULL, just see if they exist */ if ( events == NULL ) { action = SDL_PEEKEVENT; numevents = 1; events = &tmpevent; } spot = SDL_EventQ.head; while ((used < numevents)&&(spot != SDL_EventQ.tail)) { if ( mask & SDL_EVENTMASK(SDL_EventQ.event[spot].type) ) { events[used++] = SDL_EventQ.event[spot]; if ( action == SDL_GETEVENT ) { spot = SDL_CutEvent(spot); } else { spot = (spot+1)%MAXEVENTS; } } else { spot = (spot+1)%MAXEVENTS; } } } SDL_mutexV(SDL_EventQ.lock); } else { SDL_SetError("Couldn't lock event queue"); used = -1; } return(used); } /* Run the system dependent event loops */ void SDL_PumpEvents(void) { if ( !SDL_EventThread ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; /* Get events from the video subsystem */ if ( video ) { video->PumpEvents(this); } /* Queue pending key-repeat events */ SDL_CheckKeyRepeat(); #ifndef DISABLE_JOYSTICK /* Check for joystick state change */ if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) { SDL_JoystickUpdate(); } #endif } } /* Public functions */ int SDL_PollEvent (SDL_Event *event) { SDL_PumpEvents(); /* We can't return -1, just return 0 (no event) on error */ if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 ) return 0; return 1; } int SDL_WaitEvent (SDL_Event *event) { while ( 1 ) { SDL_PumpEvents(); switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) { case -1: return 0; case 1: return 1; case 0: SDL_Delay(10); } } } int SDL_PushEvent(SDL_Event *event) { if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 ) return -1; return 0; } void SDL_SetEventFilter (SDL_EventFilter filter) { SDL_Event bitbucket; /* Set filter and discard pending events */ SDL_EventOK = filter; while ( SDL_PollEvent(&bitbucket) > 0 ) ; } SDL_EventFilter SDL_GetEventFilter(void) { return(SDL_EventOK); } Uint8 SDL_EventState (Uint8 type, int state) { SDL_Event bitbucket; Uint8 current_state; /* If SDL_ALLEVENTS was specified... */ if ( type == 0xFF ) { current_state = SDL_IGNORE; for ( type=0; type<SDL_NUMEVENTS; ++type ) { if ( SDL_ProcessEvents[type] != SDL_IGNORE ) { current_state = SDL_ENABLE; } SDL_ProcessEvents[type] = state; if ( state == SDL_ENABLE ) { SDL_eventstate |= (0x00000001 << (type)); } else { SDL_eventstate &= ~(0x00000001 << (type)); } } while ( SDL_PollEvent(&bitbucket) > 0 ) ; return(current_state); } /* Just set the state for one event type */ current_state = SDL_ProcessEvents[type]; switch (state) { case SDL_IGNORE: case SDL_ENABLE: /* Set state and discard pending events */ SDL_ProcessEvents[type] = state; if ( state == SDL_ENABLE ) { SDL_eventstate |= (0x00000001 << (type)); } else { SDL_eventstate &= ~(0x00000001 << (type)); } while ( SDL_PollEvent(&bitbucket) > 0 ) ; break; default: /* Querying state? */ break; } return(current_state); } /* This is a generic event handler. */ int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message) { int posted; posted = 0; if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) { SDL_Event event; memset(&event, 0, sizeof(event)); event.type = SDL_SYSWMEVENT; event.syswm.msg = message; if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { posted = 1; SDL_PushEvent(&event); } } /* Update internal event state */ return(posted); }