view src/video/maccommon/SDL_mackeys.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 f6ffac90895c
children b8d311d90021
line wrap: on
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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

/* These are the Macintosh key scancode constants -- from Inside Macintosh */

#define MK_ESCAPE		0x35
#define MK_F1			0x7A
#define MK_F2			0x78
#define MK_F3			0x63
#define MK_F4			0x76
#define MK_F5			0x60
#define MK_F6			0x61
#define MK_F7			0x62
#define MK_F8			0x64
#define MK_F9			0x65
#define MK_F10			0x6D
#define MK_F11			0x67
#define MK_F12			0x6F
#define MK_PRINT		0x69
#define MK_SCROLLOCK		0x6B
#define MK_PAUSE		0x71
#define MK_POWER		0x7F
#define MK_BACKQUOTE		0x32
#define MK_1			0x12
#define MK_2			0x13
#define MK_3			0x14
#define MK_4			0x15
#define MK_5			0x17
#define MK_6			0x16
#define MK_7			0x1A
#define MK_8			0x1C
#define MK_9			0x19
#define MK_0			0x1D
#define MK_MINUS		0x1B
#define MK_EQUALS		0x18
#define MK_BACKSPACE		0x33
#define MK_INSERT		0x72
#define MK_HOME			0x73
#define MK_PAGEUP		0x74
#define MK_NUMLOCK		0x47
#define MK_KP_EQUALS		0x51
#define MK_KP_DIVIDE		0x4B
#define MK_KP_MULTIPLY		0x43
#define MK_TAB			0x30
#define MK_q			0x0C
#define MK_w			0x0D
#define MK_e			0x0E
#define MK_r			0x0F
#define MK_t			0x11
#define MK_y			0x10
#define MK_u			0x20
#define MK_i			0x22
#define MK_o			0x1F
#define MK_p			0x23
#define MK_LEFTBRACKET		0x21
#define MK_RIGHTBRACKET		0x1E
#define MK_BACKSLASH		0x2A
#define MK_DELETE		0x75
#define MK_END			0x77
#define MK_PAGEDOWN		0x79
#define MK_KP7			0x59
#define MK_KP8			0x5B
#define MK_KP9			0x5C
#define MK_KP_MINUS		0x4E
#define MK_CAPSLOCK		0x39
#define MK_a			0x00
#define MK_s			0x01
#define MK_d			0x02
#define MK_f			0x03
#define MK_g			0x05
#define MK_h			0x04
#define MK_j			0x26
#define MK_k			0x28
#define MK_l			0x25
#define MK_SEMICOLON		0x29
#define MK_QUOTE		0x27
#define MK_RETURN		0x24
#define MK_KP4			0x56
#define MK_KP5			0x57
#define MK_KP6			0x58
#define MK_KP_PLUS		0x45
#define MK_LSHIFT		0x38
#define MK_z			0x06
#define MK_x			0x07
#define MK_c			0x08
#define MK_v			0x09
#define MK_b			0x0B
#define MK_n			0x2D
#define MK_m			0x2E
#define MK_COMMA		0x2B
#define MK_PERIOD		0x2F
#define MK_SLASH		0x2C
#if 0	/* These are the same as the left versions - use left by default */
#define MK_RSHIFT		0x38
#endif
#define MK_UP			0x7E
#define MK_KP1			0x53
#define MK_KP2			0x54
#define MK_KP3			0x55
#define MK_KP_ENTER		0x4C
#define MK_LCTRL		0x3B
#define MK_LALT			0x3A
#define MK_LMETA		0x37
#define MK_SPACE		0x31
#if 0	/* These are the same as the left versions - use left by default */
#define MK_RMETA		0x37
#define MK_RALT			0x3A
#define MK_RCTRL		0x3B
#endif
#define MK_LEFT			0x7B
#define MK_DOWN			0x7D
#define MK_RIGHT		0x7C
#define MK_KP0			0x52
#define MK_KP_PERIOD		0x41

/* Wierd, these keys are on my iBook under MacOS X */
#define MK_IBOOK_ENTER		0x34
#define MK_IBOOK_LEFT		0x3B
#define MK_IBOOK_RIGHT		0x3C
#define MK_IBOOK_DOWN		0x3D
#define MK_IBOOK_UP		0x3E