view src/video/quartz/SDL_QuartzEvents.m @ 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 4bcf7dd06c47
children 7ec821f3cbd0
line wrap: on
line source

/*
    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
*/
#include <stdlib.h>	// For getenv()
#include <IOKit/IOMessage.h> // For wake from sleep detection
#include <IOKit/pwr_mgt/IOPMLib.h> // For wake from sleep detection
#include "SDL_QuartzKeys.h"

static 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 )
        keymap[i] = SDLK_UNKNOWN;

    /* This keymap is almost exactly the same as the OS 9 one */
    keymap[QZ_ESCAPE] = SDLK_ESCAPE;
    keymap[QZ_F1] = SDLK_F1;
    keymap[QZ_F2] = SDLK_F2;
    keymap[QZ_F3] = SDLK_F3;
    keymap[QZ_F4] = SDLK_F4;
    keymap[QZ_F5] = SDLK_F5;
    keymap[QZ_F6] = SDLK_F6;
    keymap[QZ_F7] = SDLK_F7;
    keymap[QZ_F8] = SDLK_F8;
    keymap[QZ_F9] = SDLK_F9;
    keymap[QZ_F10] = SDLK_F10;
    keymap[QZ_F11] = SDLK_F11;
    keymap[QZ_F12] = SDLK_F12;
    keymap[QZ_PRINT] = SDLK_PRINT;
    keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
    keymap[QZ_PAUSE] = SDLK_PAUSE;
    keymap[QZ_POWER] = SDLK_POWER;
    keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
    keymap[QZ_1] = SDLK_1;
    keymap[QZ_2] = SDLK_2;
    keymap[QZ_3] = SDLK_3;
    keymap[QZ_4] = SDLK_4;
    keymap[QZ_5] = SDLK_5;
    keymap[QZ_6] = SDLK_6;
    keymap[QZ_7] = SDLK_7;
    keymap[QZ_8] = SDLK_8;
    keymap[QZ_9] = SDLK_9;
    keymap[QZ_0] = SDLK_0;
    keymap[QZ_MINUS] = SDLK_MINUS;
    keymap[QZ_EQUALS] = SDLK_EQUALS;
    keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
    keymap[QZ_INSERT] = SDLK_INSERT;
    keymap[QZ_HOME] = SDLK_HOME;
    keymap[QZ_PAGEUP] = SDLK_PAGEUP;
    keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
    keymap[QZ_TAB] = SDLK_TAB;
    keymap[QZ_q] = SDLK_q;
    keymap[QZ_w] = SDLK_w;
    keymap[QZ_e] = SDLK_e;
    keymap[QZ_r] = SDLK_r;
    keymap[QZ_t] = SDLK_t;
    keymap[QZ_y] = SDLK_y;
    keymap[QZ_u] = SDLK_u;
    keymap[QZ_i] = SDLK_i;
    keymap[QZ_o] = SDLK_o;
    keymap[QZ_p] = SDLK_p;
    keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
    keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
    keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
    keymap[QZ_DELETE] = SDLK_DELETE;
    keymap[QZ_END] = SDLK_END;
    keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
    keymap[QZ_KP7] = SDLK_KP7;
    keymap[QZ_KP8] = SDLK_KP8;
    keymap[QZ_KP9] = SDLK_KP9;
    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
    keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
    keymap[QZ_a] = SDLK_a;
    keymap[QZ_s] = SDLK_s;
    keymap[QZ_d] = SDLK_d;
    keymap[QZ_f] = SDLK_f;
    keymap[QZ_g] = SDLK_g;
    keymap[QZ_h] = SDLK_h;
    keymap[QZ_j] = SDLK_j;
    keymap[QZ_k] = SDLK_k;
    keymap[QZ_l] = SDLK_l;
    keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
    keymap[QZ_QUOTE] = SDLK_QUOTE;
    keymap[QZ_RETURN] = SDLK_RETURN;
    keymap[QZ_KP4] = SDLK_KP4;
    keymap[QZ_KP5] = SDLK_KP5;
    keymap[QZ_KP6] = SDLK_KP6;
    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
    keymap[QZ_LSHIFT] = SDLK_LSHIFT;
    keymap[QZ_z] = SDLK_z;
    keymap[QZ_x] = SDLK_x;
    keymap[QZ_c] = SDLK_c;
    keymap[QZ_v] = SDLK_v;
    keymap[QZ_b] = SDLK_b;
    keymap[QZ_n] = SDLK_n;
    keymap[QZ_m] = SDLK_m;
    keymap[QZ_COMMA] = SDLK_COMMA;
    keymap[QZ_PERIOD] = SDLK_PERIOD;
    keymap[QZ_SLASH] = SDLK_SLASH;
    keymap[QZ_UP] = SDLK_UP;
    keymap[QZ_KP1] = SDLK_KP1;
    keymap[QZ_KP2] = SDLK_KP2;
    keymap[QZ_KP3] = SDLK_KP3;
    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
    keymap[QZ_LCTRL] = SDLK_LCTRL;
    keymap[QZ_LALT] = SDLK_LALT;
    keymap[QZ_LMETA] = SDLK_LMETA;
    keymap[QZ_SPACE] = SDLK_SPACE;
    keymap[QZ_LEFT] = SDLK_LEFT;
    keymap[QZ_DOWN] = SDLK_DOWN;
    keymap[QZ_RIGHT] = SDLK_RIGHT;
    keymap[QZ_KP0] = SDLK_KP0;
    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
    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_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.
     */

    /* Get a pointer to the systems cached KCHR */
    KCHRPtr = (void *)GetScriptManagerVariable(smKCHRCache);
    if (KCHRPtr)
    {
        /* Loop over all 127 possible scan codes */
        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;

            /* 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 */
            if (state != 0)
                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_* */
                keymap[i] = world++;
            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
    */
    keymap[QZ_KP0] = SDLK_KP0;
    keymap[QZ_KP1] = SDLK_KP1;
    keymap[QZ_KP2] = SDLK_KP2;
    keymap[QZ_KP3] = SDLK_KP3;
    keymap[QZ_KP4] = SDLK_KP4;
    keymap[QZ_KP5] = SDLK_KP5;
    keymap[QZ_KP6] = SDLK_KP6;
    keymap[QZ_KP7] = SDLK_KP7;
    keymap[QZ_KP8] = SDLK_KP8;
    keymap[QZ_KP9] = SDLK_KP9;
    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
}

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 ];

    if (numChars == 1) {

        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;

        SDL_PrivateKeyboard (state, &key);
    }
    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;

            SDL_PrivateKeyboard (state, &key);
        }
    }
}

static void QZ_DoModifiers (_THIS, unsigned int newMods) {

    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;

    /* Iterate through the bits, testing each against the current modifiers */
    for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {

        unsigned int currentMask, newMask;

        currentMask = current_mods & bit;
        newMask     = newMods & bit;

        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);
        }
    }

    current_mods = newMods;
}

static void QZ_DoActivate (_THIS)
{
    in_foreground = YES;
    
    /* Hide the mouse cursor if was hidden */
    if (!cursor_visible) {
        HideCursor ();
    }

    /* Regrab input, only if it was previously grabbed */
    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);
    }

    SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
}

static void QZ_DoDeactivate (_THIS) {

    in_foreground = NO;

    /* Get the current cursor location, for restore on activate */
    cursor_loc = [ NSEvent mouseLocation ]; /* global coordinates */
    if (qz_window)
        QZ_PrivateGlobalToLocal (this, &cursor_loc);
    QZ_PrivateCocoaToSDL (this, &cursor_loc);
    
    /* Reassociate mouse and cursor */
    CGAssociateMouseAndMouseCursorPosition (1);

    /* Show the cursor */
    ShowCursor ();

    SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
}

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;
     }
}

static void QZ_RegisterForSleepNotifications (_THIS)
{
     CFRunLoopSourceRef rls;
     IONotificationPortRef thePortRef;
     io_object_t notifier;

     power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier);

     if (power_connection == 0)
         NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");

     rls = IONotificationPortGetRunLoopSource (thePortRef);
     CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
     CFRelease (rls);
}

static void QZ_PumpEvents (_THIS)
{
    int firstMouseEvent;
    CGMouseDelta dx, dy;

    NSDate *distantPast;
    NSEvent *event;
    NSRect winRect;
    NSRect titleBarRect;
    NSAutoreleasePool *pool;

    pool = [ [ NSAutoreleasePool alloc ] init ];
    distantPast = [ NSDate distantPast ];

    winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
    titleBarRect = NSMakeRect (0, SDL_VideoSurface->h, SDL_VideoSurface->w,
                                SDL_VideoSurface->h + 22);
    
    /* 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 ];
        if (event != nil) {

            unsigned int type;
            BOOL isForGameWin;
            BOOL isInGameWin;
            
            #define DO_MOUSE_DOWN(button) do {                                               \
                            if ( in_foreground ) {                                           \
                                if ( isInGameWin ) {                                         \
                                    SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);      \
                                    expect_mouse_up |= 1<<button;                            \
                                }                                                            \
                            }                                                                \
                            else {                                                           \
                                QZ_DoActivate (this);                                        \
                            }                                                                \
                            [ NSApp sendEvent:event ];                                       \
            } while(0)
            
            #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 ];
            isForGameWin = (qz_window == [ event window ]);
            isInGameWin = NSPointInRect([event locationInWindow], winRect);
            switch (type) {
                case NSLeftMouseDown:
                    if ( 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 {
                            DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
                        }
                    }
                    break;
                case NSOtherMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE); break;
                case NSRightMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);  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 NSOtherMouseUp:   DO_MOUSE_UP (SDL_BUTTON_MIDDLE); break;
                case NSRightMouseUp:   DO_MOUSE_UP (SDL_BUTTON_RIGHT);  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 = [ event locationInWindow ];
                        QZ_PrivateCocoaToSDL (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 ];
                    }
                    
                    /* 
                        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 = [ event locationInWindow ]; 
                        QZ_PrivateCocoaToSDL (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);
                    }
                    break;
                case NSScrollWheel:
                    if ( isInGameWin ) {
                        float dy;
                        Uint8 button;
                        dy = [ event deltaY ];
                        if ( dy > 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:
                    QZ_DoModifiers(this, [ event modifierFlags ] );
                    break;
                case NSAppKitDefined:
                    switch ( [ event subtype ] ) {
                        case NSApplicationActivatedEventType:
                            QZ_DoActivate (this);
                            break;
                        case NSApplicationDeactivatedEventType:
                            QZ_DoDeactivate (this);
                            break;
                    }
                    [ NSApp sendEvent:event ];
                    break;
                    /* case NSApplicationDefined: break; */
                    /* case NSPeriodic: break; */
                    /* case NSCursorUpdate: break; */
                default:
                    [ NSApp sendEvent:event ];
            }
        }
    } while (event != nil);
    
    /* handle accumulated mouse moved events */
    if (dx != 0 || dy != 0)
        SDL_PrivateMouseMotion (0, 1, dx, dy);
    
    [ pool release ];
}