Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzWM.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 | 74262d2647ca |
children | 1970e458070d |
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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 */ static void QZ_ChangeGrabState (_THIS, int action); struct WMcursor { Cursor curs; }; static void QZ_FreeWMCursor (_THIS, WMcursor *cursor) { if ( cursor != NULL ) free (cursor); } /* Use the Carbon cursor routines for now */ static WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) { WMcursor *cursor; int row, bytes; /* Allocate the cursor memory */ cursor = (WMcursor *)malloc(sizeof(WMcursor)); if ( cursor == NULL ) { SDL_OutOfMemory(); return(NULL); } memset(cursor, 0, sizeof(*cursor)); if (w > 16) w = 16; if (h > 16) h = 16; bytes = (w+7)/8; for ( row=0; row<h; ++row ) { memcpy(&cursor->curs.data[row], data, bytes); data += bytes; } for ( row=0; row<h; ++row ) { memcpy(&cursor->curs.mask[row], mask, bytes); mask += bytes; } cursor->curs.hotSpot.h = hot_x; cursor->curs.hotSpot.v = hot_y; return(cursor); } static int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { if ( cursor == NULL) { if ( cursor_visible ) { HideCursor (); cursor_visible = NO; QZ_ChangeGrabState (this, QZ_HIDECURSOR); } } else { SetCursor(&cursor->curs); if ( ! cursor_visible ) { ShowCursor (); cursor_visible = YES; QZ_ChangeGrabState (this, QZ_SHOWCURSOR); } } return 1; } /* Coordinate conversion functions, for convenience Cocoa sets the origin at the lower left corner of the window/screen SDL, CoreGraphics/WindowServer, and QuickDraw use the origin at the upper left corner The routines were written so they could be called before SetVideoMode() has finished; this might have limited usefulness at the moment, but the extra cost is trivial. */ /* Convert Cocoa screen coordinate to Cocoa window coordinate */ static void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p) { *p = [ qz_window convertScreenToBase:*p ]; } /* Convert Cocoa window coordinate to Cocoa screen coordinate */ static void QZ_PrivateLocalToGlobal (_THIS, NSPoint *p) { *p = [ qz_window convertBaseToScreen:*p ]; } /* Convert SDL coordinate to Cocoa coordinate */ static void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) { int height; if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ height = CGDisplayPixelsHigh (display_id); } else { height = NSHeight ( [ qz_window frame ] ); if ( [ qz_window styleMask ] & NSTitledWindowMask ) { height -= 22; } } p->y = height - p->y - 1; } /* Convert Cocoa coordinate to SDL coordinate */ static void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) { QZ_PrivateSDLToCocoa (this, p); } /* Convert SDL coordinate to window server (CoreGraphics) coordinate */ static CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) { CGPoint cgp; if ( ! CGDisplayIsCaptured (display_id) ) { /* not captured => not fullscreen => local coord */ int height; QZ_PrivateSDLToCocoa (this, p); QZ_PrivateLocalToGlobal (this, p); height = CGDisplayPixelsHigh (display_id); p->y = height - p->y; } cgp.x = p->x; cgp.y = p->y; return cgp; } /* Convert window server (CoreGraphics) coordinate to SDL coordinate */ static void QZ_PrivateCGToSDL (_THIS, NSPoint *p) { if ( ! CGDisplayIsCaptured (display_id) ) { /* not captured => not fullscreen => local coord */ int height; /* Convert CG Global to Cocoa Global */ height = CGDisplayPixelsHigh (display_id); p->y = height - p->y; QZ_PrivateGlobalToLocal (this, p); QZ_PrivateCocoaToSDL (this, p); } } static void QZ_PrivateWarpCursor (_THIS, int x, int y) { NSPoint p; CGPoint cgp; p = NSMakePoint (x, y); cgp = QZ_PrivateSDLToCG (this, &p); QZ_PrivateCGToSDL (this, &p); /* this is the magic call that fixes cursor "freezing" after warp */ CGSetLocalEventsSuppressionInterval (0.0); CGWarpMouseCursorPosition (cgp); } static void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y) { /* Only allow warping when in foreground */ if ( ! in_foreground ) return; /* Do the actual warp */ QZ_PrivateWarpCursor (this, x, y); /* Generate the mouse moved event */ SDL_PrivateMouseMotion (0, 0, x, y); } static void QZ_MoveWMCursor (_THIS, int x, int y) { } static void QZ_CheckMouseMode (_THIS) { } static void QZ_SetCaption (_THIS, const char *title, const char *icon) { if ( qz_window != nil ) { NSString *string; if ( title != NULL ) { string = [ [ NSString alloc ] initWithCString:title ]; [ qz_window setTitle:string ]; [ string release ]; } if ( icon != NULL ) { string = [ [ NSString alloc ] initWithCString:icon ]; [ qz_window setMiniwindowTitle:string ]; [ string release ]; } } } static void QZ_SetIcon (_THIS, SDL_Surface *icon, Uint8 *mask) { NSBitmapImageRep *imgrep; NSImage *img; SDL_Surface *mergedSurface; Uint8 *surfPtr; int i,j,masksize; NSAutoreleasePool *pool; SDL_Rect rrect; NSSize imgSize = {icon->w, icon->h}; pool = [ [ NSAutoreleasePool alloc ] init ]; SDL_GetClipRect(icon, &rrect); /* create a big endian RGBA surface */ mergedSurface = SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA, icon->w, icon->h, 32, 0xff<<24, 0xff<<16, 0xff<<8, 0xff<<0); if (mergedSurface==NULL) { NSLog(@"Error creating surface for merge"); goto freePool; } if (SDL_BlitSurface(icon,&rrect,mergedSurface,&rrect)) { NSLog(@"Error blitting to mergedSurface"); goto freePool; } if (mask) { masksize=icon->w*icon->h; surfPtr = (Uint8 *)mergedSurface->pixels; #define ALPHASHIFT 3 for (i=0;i<masksize;i+=8) for (j=0;j<8;j++) surfPtr[ALPHASHIFT+((i+j)<<2)]=(mask[i>>3]&(1<<(7-j)))?0xFF:0x00; } imgrep = [ [ NSBitmapImageRep alloc] initWithBitmapDataPlanes:(unsigned char **)&mergedSurface->pixels pixelsWide:icon->w pixelsHigh:icon->h bitsPerSample:8 samplesPerPixel:4 hasAlpha:YES isPlanar:NO colorSpaceName:NSDeviceRGBColorSpace bytesPerRow:icon->w<<2 bitsPerPixel:32 ]; img = [ [ NSImage alloc ] initWithSize:imgSize ]; [ img addRepresentation: imgrep ]; [ NSApp setApplicationIconImage:img ]; [ img release ]; [ imgrep release ]; SDL_FreeSurface(mergedSurface); freePool: [pool release]; } static int QZ_IconifyWindow (_THIS) { if ( ! [ qz_window isMiniaturized ] ) { [ qz_window miniaturize:nil ]; return 1; } else { SDL_SetError ("window already iconified"); return 0; } } /* static int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info) { info->nsWindowPtr = qz_window; return 0; }*/ static void QZ_ChangeGrabState (_THIS, int action) { /* Figure out what the next state should be based on the action. Ignore actions that can't change the current state. */ if ( grab_state == QZ_UNGRABBED ) { if ( action == QZ_ENABLE_GRAB ) { if ( cursor_visible ) grab_state = QZ_VISIBLE_GRAB; else grab_state = QZ_INVISIBLE_GRAB; } } else if ( grab_state == QZ_VISIBLE_GRAB ) { if ( action == QZ_DISABLE_GRAB ) grab_state = QZ_UNGRABBED; else if ( action == QZ_HIDECURSOR ) grab_state = QZ_INVISIBLE_GRAB; } else { assert( grab_state == QZ_INVISIBLE_GRAB ); if ( action == QZ_DISABLE_GRAB ) grab_state = QZ_UNGRABBED; else if ( action == QZ_SHOWCURSOR ) grab_state = QZ_VISIBLE_GRAB; } /* now apply the new state */ if (grab_state == QZ_UNGRABBED) { CGAssociateMouseAndMouseCursorPosition (1); } else if (grab_state == QZ_VISIBLE_GRAB) { CGAssociateMouseAndMouseCursorPosition (1); } else { assert( grab_state == QZ_INVISIBLE_GRAB ); QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); CGAssociateMouseAndMouseCursorPosition (0); } } static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode) { int doGrab = grab_mode & SDL_GRAB_ON; /*int fullscreen = grab_mode & SDL_GRAB_FULLSCREEN;*/ if ( this->screen == NULL ) { SDL_SetError ("QZ_GrabInput: screen is NULL"); return SDL_GRAB_OFF; } if ( ! video_set ) { /*SDL_SetError ("QZ_GrabInput: video is not set, grab will take effect on mode switch"); */ current_grab_mode = grab_mode; return grab_mode; /* Will be set later on mode switch */ } if ( grab_mode != SDL_GRAB_QUERY ) { if ( doGrab ) QZ_ChangeGrabState (this, QZ_ENABLE_GRAB); else QZ_ChangeGrabState (this, QZ_DISABLE_GRAB); current_grab_mode = doGrab ? SDL_GRAB_ON : SDL_GRAB_OFF; } return current_grab_mode; } /* Resize icon, BMP format */ static unsigned char QZ_ResizeIcon[] = { 0x42,0x4d,0x31,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x36,0x00,0x00,0x00,0x28,0x00, 0x00,0x00,0x0d,0x00,0x00,0x00,0x0d,0x00,0x00,0x00,0x01,0x00,0x18,0x00,0x00,0x00, 0x00,0x00,0xfb,0x01,0x00,0x00,0x13,0x0b,0x00,0x00,0x13,0x0b,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00,0x00,0x00,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff, 0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda, 0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8, 0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xda,0xda,0xda,0x87, 0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8, 0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd5,0xd5,0xd5,0x87,0x87,0x87,0xe8,0xe8,0xe8, 0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda, 0xda,0xda,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda, 0xda,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7, 0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xda,0xda,0xda,0x87,0x87,0x87,0xe8, 0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xd7,0xd7,0xd7,0x87,0x87,0x87,0xe8,0xe8, 0xe8,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xd9,0xd9,0xd9,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xdc, 0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb, 0xdb,0x87,0x87,0x87,0xe8,0xe8,0xe8,0xff,0xff,0xff,0xff,0xff,0xff,0x0b,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdb,0xdb,0xdb,0x87,0x87,0x87,0xe8, 0xe8,0xe8,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xdc,0xdc,0xdc,0x87,0x87,0x87,0xff,0xff,0xff,0x0b,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xdc, 0xdc,0xdc,0xff,0xff,0xff,0x0b,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0x0b }; static void QZ_DrawResizeIcon (_THIS, RgnHandle dirtyRegion) { /* Check if we should draw the resize icon */ if (SDL_VideoSurface->flags & SDL_RESIZABLE) { Rect icon; SetRect (&icon, SDL_VideoSurface->w - 13, SDL_VideoSurface->h - 13, SDL_VideoSurface->w, SDL_VideoSurface->h); if (RectInRgn (&icon, dirtyRegion)) { SDL_Rect icon_rect; /* Create the icon image */ if (resize_icon == NULL) { SDL_RWops *rw; SDL_Surface *tmp; rw = SDL_RWFromMem (QZ_ResizeIcon, sizeof(QZ_ResizeIcon)); tmp = SDL_LoadBMP_RW (rw, SDL_TRUE); resize_icon = SDL_ConvertSurface (tmp, SDL_VideoSurface->format, SDL_SRCCOLORKEY); SDL_SetColorKey (resize_icon, SDL_SRCCOLORKEY, 0xFFFFFF); SDL_FreeSurface (tmp); } icon_rect.x = SDL_VideoSurface->w - 13; icon_rect.y = SDL_VideoSurface->h - 13; icon_rect.w = 13; icon_rect.h = 13; SDL_BlitSurface (resize_icon, NULL, SDL_VideoSurface, &icon_rect); } } }