Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzWM.m @ 4170:092c0bc69155 SDL-1.2
Fixed bug #618
Description From Tim Angus 2008-08-30 12:23:56 (-) [reply]
As we all know SDL 1.2 doesn't handle dead keys well since one key press
potentially equals two (or more) characters. For example, on many layouts,
keying <backquote>,<space> results in <no character>,<backquote><space>. Since
the unicode member of the SDL_keysym struct only has room for one character,
only one can be returned.
On Linux, the first character is returned. On Windows however, unless the exact
number of characters generated by the keypress is 1, nothing is returned. The
following patch addresses this inconsistency.
Updated patch which includes a further fix to the handling of the numpad when
numlock is on. This further fix is courtesy Amanieu d'Antras.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 13 Apr 2009 08:42:09 +0000 |
parents | a1b03ba2fcd0 |
children | 976bc19f8f6b |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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 "SDL_config.h" #include "SDL_QuartzVideo.h" #include "SDL_QuartzWM.h" void QZ_FreeWMCursor (_THIS, WMcursor *cursor) { if ( cursor != NULL ) { [ cursor->nscursor release ]; free (cursor); } } WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) { WMcursor *cursor; NSBitmapImageRep *imgrep; NSImage *img; unsigned char *planes[5]; int i; NSAutoreleasePool *pool; pool = [ [ NSAutoreleasePool alloc ] init ]; /* Allocate the cursor memory */ cursor = (WMcursor *)SDL_malloc(sizeof(WMcursor)); if (cursor == NULL) goto outOfMemory; /* create the image representation and get the pointers to its storage */ imgrep = [ [ [ NSBitmapImageRep alloc ] initWithBitmapDataPlanes: NULL pixelsWide: w pixelsHigh: h bitsPerSample: 1 samplesPerPixel: 2 hasAlpha: YES isPlanar: YES colorSpaceName: NSDeviceBlackColorSpace bytesPerRow: (w+7)/8 bitsPerPixel: 0 ] autorelease ]; if (imgrep == nil) goto outOfMemory; [ imgrep getBitmapDataPlanes: planes ]; /* copy data and mask, extending the mask to all black pixels because the inversion effect doesn't work with Cocoa's alpha-blended cursors */ for (i = 0; i < (w+7)/8*h; i++) { planes[0][i] = data[i]; planes[1][i] = mask[i] | data[i]; } /* create image and cursor */ img = [ [ [ NSImage alloc ] initWithSize: NSMakeSize(w, h) ] autorelease ]; if (img == nil) goto outOfMemory; [ img addRepresentation: imgrep ]; if (system_version < 0x1030) { /* on 10.2, cursors must be 16*16 */ if (w > 16 || h > 16) { /* too big: scale it down */ [ img setScalesWhenResized: YES ]; hot_x = hot_x*16/w; hot_y = hot_y*16/h; } else { /* too small (or just right): extend it (from the bottom left corner, so hot_y must be adjusted) */ hot_y += 16 - h; } [ img setSize: NSMakeSize(16, 16) ]; } cursor->nscursor = [ [ NSCursor alloc ] initWithImage: img hotSpot: NSMakePoint(hot_x, hot_y) ]; if (cursor->nscursor == nil) goto outOfMemory; [ pool release ]; return(cursor); outOfMemory: [ pool release ]; if (cursor != NULL) SDL_free(cursor); SDL_OutOfMemory(); return(NULL); } void QZ_UpdateCursor (_THIS) { BOOL state; if (cursor_should_be_visible || !(SDL_GetAppState() & SDL_APPMOUSEFOCUS)) { state = YES; } else { state = NO; } if (state != cursor_visible) { if (state) { [ NSCursor unhide ]; } else { [ NSCursor hide ]; } cursor_visible = state; } } BOOL QZ_IsMouseInWindow (_THIS) { if (qz_window == nil || (mode_flags & SDL_FULLSCREEN)) return YES; /*fullscreen*/ else { NSPoint p = [ qz_window mouseLocationOutsideOfEventStream ]; p.y -= 1.0f; /* Apparently y goes from 1 to h, not from 0 to h-1 (i.e. the "location of the mouse" seems to be defined as "the location of the top left corner of the mouse pointer's hot pixel" */ return NSPointInRect(p, [ window_view frame ]); } } int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { if ( cursor == NULL) { if ( cursor_should_be_visible ) { cursor_should_be_visible = NO; QZ_ChangeGrabState (this, QZ_HIDECURSOR); } QZ_UpdateCursor(this); } else { if (qz_window ==nil || (mode_flags & SDL_FULLSCREEN)) { [ cursor->nscursor set ]; } else { [ qz_window invalidateCursorRectsForView: [ qz_window contentView ] ]; } if ( ! cursor_should_be_visible ) { cursor_should_be_visible = YES; QZ_ChangeGrabState (this, QZ_SHOWCURSOR); } QZ_UpdateCursor(this); } 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 */ void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p) { *p = [ qz_window convertScreenToBase:*p ]; } /* Convert Cocoa window coordinate to Cocoa screen coordinate */ void QZ_PrivateLocalToGlobal (_THIS, NSPoint *p) { *p = [ qz_window convertBaseToScreen:*p ]; } /* Convert SDL coordinate to Cocoa coordinate */ void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) { if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ p->y = CGDisplayPixelsHigh (display_id) - p->y; } else { *p = [ window_view convertPoint:*p toView: nil ]; /* We need a workaround in OpenGL mode */ if ( SDL_VideoSurface->flags & SDL_OPENGL ) { p->y = [window_view frame].size.height - p->y; } } } /* Convert Cocoa coordinate to SDL coordinate */ void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) { if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ p->y = CGDisplayPixelsHigh (display_id) - p->y; } else { *p = [ window_view convertPoint:*p fromView: nil ]; /* We need a workaround in OpenGL mode */ if ( SDL_VideoSurface != NULL && (SDL_VideoSurface->flags & SDL_OPENGL) ) { p->y = [window_view frame].size.height - p->y; } } } /* Convert SDL coordinate to window server (CoreGraphics) coordinate */ 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; } #if 0 /* Dead code */ /* Convert window server (CoreGraphics) coordinate to SDL coordinate */ 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); } } #endif /* Dead code */ void QZ_PrivateWarpCursor (_THIS, int x, int y) { NSPoint p; CGPoint cgp; p = NSMakePoint (x, y); cgp = QZ_PrivateSDLToCG (this, &p); /* this is the magic call that fixes cursor "freezing" after warp */ CGSetLocalEventsSuppressionInterval (0.0); CGWarpMouseCursorPosition (cgp); } void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y) { /* Only allow warping when in foreground */ if ( ! [ NSApp isActive ] ) return; /* Do the actual warp */ if (grab_state != QZ_INVISIBLE_GRAB) QZ_PrivateWarpCursor (this, x, y); /* Generate the mouse moved event */ SDL_PrivateMouseMotion (0, 0, x, y); } void QZ_MoveWMCursor (_THIS, int x, int y) { } void QZ_CheckMouseMode (_THIS) { } void QZ_SetCaption (_THIS, const char *title, const char *icon) { if ( qz_window != nil ) { NSString *string; if ( title != NULL ) { string = [ [ NSString alloc ] initWithUTF8String:title ]; [ qz_window setTitle:string ]; [ string release ]; } if ( icon != NULL ) { string = [ [ NSString alloc ] initWithUTF8String:icon ]; [ qz_window setMiniwindowTitle:string ]; [ string release ]; } } } void QZ_SetIcon (_THIS, SDL_Surface *icon, Uint8 *mask) { NSBitmapImageRep *imgrep; NSImage *img; SDL_Surface *mergedSurface; NSAutoreleasePool *pool; Uint8 *pixels; SDL_bool iconSrcAlpha; Uint8 iconAlphaValue; int i, j, maskPitch, index; pool = [ [ NSAutoreleasePool alloc ] init ]; imgrep = [ [ [ NSBitmapImageRep alloc ] initWithBitmapDataPlanes: NULL pixelsWide: icon->w pixelsHigh: icon->h bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bytesPerRow: 4*icon->w bitsPerPixel: 32 ] autorelease ]; if (imgrep == nil) goto freePool; pixels = [ imgrep bitmapData ]; SDL_memset(pixels, 0, 4*icon->w*icon->h); /* make the background, which will survive in colorkeyed areas, completely transparent */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN #define BYTEORDER_DEPENDENT_RGBA_MASKS 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #else #define BYTEORDER_DEPENDENT_RGBA_MASKS 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #endif mergedSurface = SDL_CreateRGBSurfaceFrom(pixels, icon->w, icon->h, 32, 4*icon->w, BYTEORDER_DEPENDENT_RGBA_MASKS); if (mergedSurface == NULL) goto freePool; /* blit, with temporarily cleared SRCALPHA flag because we want to copy, not alpha-blend */ iconSrcAlpha = ((icon->flags & SDL_SRCALPHA) != 0); iconAlphaValue = icon->format->alpha; SDL_SetAlpha(icon, 0, 255); SDL_BlitSurface(icon, NULL, mergedSurface, NULL); if (iconSrcAlpha) SDL_SetAlpha(icon, SDL_SRCALPHA, iconAlphaValue); SDL_FreeSurface(mergedSurface); /* apply mask, source alpha, and premultiply color values by alpha */ maskPitch = (icon->w+7)/8; for (i = 0; i < icon->h; i++) { for (j = 0; j < icon->w; j++) { index = i*4*icon->w + j*4; if (!(mask[i*maskPitch + j/8] & (128 >> j%8))) { pixels[index + 3] = 0; } else { if (iconSrcAlpha) { if (icon->format->Amask == 0) pixels[index + 3] = icon->format->alpha; } else { pixels[index + 3] = 255; } } if (pixels[index + 3] < 255) { pixels[index + 0] = (Uint16)pixels[index + 0]*pixels[index + 3]/255; pixels[index + 1] = (Uint16)pixels[index + 1]*pixels[index + 3]/255; pixels[index + 2] = (Uint16)pixels[index + 2]*pixels[index + 3]/255; } } } img = [ [ [ NSImage alloc ] initWithSize: NSMakeSize(icon->w, icon->h) ] autorelease ]; if (img == nil) goto freePool; [ img addRepresentation: imgrep ]; [ NSApp setApplicationIconImage:img ]; freePool: [ pool release ]; } int QZ_IconifyWindow (_THIS) { if ( ! [ qz_window isMiniaturized ] ) { [ qz_window miniaturize:nil ]; if ( ! [ qz_window isMiniaturized ] ) { SDL_SetError ("window iconification failed"); return 0; } return 1; } else { SDL_SetError ("window already iconified"); return 0; } } /* int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info) { info->nsWindowPtr = qz_window; return 0; }*/ 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_should_be_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); } } 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; }