Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzEvents.m @ 1287:15a89a0c52bf
Date: Tue, 15 Feb 2005 21:28:48 +0900 (JST)
From: "Michael Leonhard"
Subject: [SDL] resize bug on Win32 and patch
This is my first post to this mailing list. In this email I will detail a
bug in the behavior of resizable SDL windows on Win32. Then I will
explain the solution and provide a patch.
Symptoms:
Under Windows, an SDL display created with the SDL_RESIZABLE flag exhibits
quirky behavior when being maximized. The window is resized to the proper
size, but it is shifted upwards about half the height of the title bar.
Similarly, a window whose origin is above the top of the screen will
spontaneously move its upper-left origin upon being resized. After two
such resize-induced moves, the title bar will be entirely off the top edge
of the screen. Subsequently, when the mouse is clicked and released on
the window border, the window will shrink its height spontaneously. This
height shrinkage occurs even if the user did not resize the border.
To observe this curious situation, please invoke:
SDL-1.2.8/test/testwm.exe -resize
Cause:
A pair of integers, SDL_windowX and SDL_windowY, are defined in
video/wincommon/SDL_sysevents.c. They are used by the DirectX video
driver and the DIB video driver:
video/windx5/SDL_dx5video.c
video/windib/SDL_dibvideo.c
As I understand the source code, the primary use of these variables is to
create a rectangle that represents the surface area in CLIENT SPACE.
Client space refers to a coordinate system that originates at the upper
left corner of a Win32 Window's drawable area. This is just inside the
window border and title bar. This client space rectangle, called bounds,
is subsequently converted to screen space with a call to
AdjustWindowRectEx. The problem is found in SDL's handling of the
WM_WINDOWPOSCHANGED message. According to MSDN,
"The WM_WINDOWPOSCHANGED message is sent to a window whose
size, position, or place in the Z order has changed as a
result of a call to the SetWindowPos function or another
window-management function."
I have confirmed that this message is indeed being sent to the SDL window
when the mouse is clicked on the window border, even if the window border
is not dragged.
In video/wincommon/SDL_sysevents.c, on line 464, in response to the
WM_WINDOWPOSCHANGED message, the (potentially) new client rectangle is
obtained. This rectangle is translated into screen coordinates and THEN
assigned to the SDL_windowX and Y variables. Thus screen coordinates are
being assigned to client coordinate variables. Once this is understood,
the solution is apparent: assign SDL_windowX and Y before translating the
rectangle to screen coordinates. This is accomplished by the following
patch.
-Mike_L
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 29 Jan 2006 08:50:06 +0000 |
parents | 8eb191652834 |
children | 604d73db6802 |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2003 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_QuartzVideo.h" #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" /* * In Panther, this header defines device dependent masks for * right side keys. These definitions only exist in Panther, but * the header seems to exist at least in Jaguar and probably earlier * versions of the OS, so this should't break anything. */ #include <IOKit/hidsystem/IOLLEvent.h> /* * These are not defined before Panther. To keep the code compiling * on systems without these, I will define if they don't exist. */ #ifndef NX_DEVICERCTLKEYMASK #define NX_DEVICELCTLKEYMASK 0x00000001 #endif #ifndef NX_DEVICELSHIFTKEYMASK #define NX_DEVICELSHIFTKEYMASK 0x00000002 #endif #ifndef NX_DEVICERSHIFTKEYMASK #define NX_DEVICERSHIFTKEYMASK 0x00000004 #endif #ifndef NX_DEVICELCMDKEYMASK #define NX_DEVICELCMDKEYMASK 0x00000008 #endif #ifndef NX_DEVICERCMDKEYMASK #define NX_DEVICERCMDKEYMASK 0x00000010 #endif #ifndef NX_DEVICELALTKEYMASK #define NX_DEVICELALTKEYMASK 0x00000020 #endif #ifndef NX_DEVICERALTKEYMASK #define NX_DEVICERALTKEYMASK 0x00000040 #endif #ifndef NX_DEVICERCTLKEYMASK #define NX_DEVICERCTLKEYMASK 0x00002000 #endif 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_RSHIFT] = SDLK_RSHIFT; 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_RCTRL] = SDLK_RCTRL; keymap[QZ_RALT] = SDLK_RALT; keymap[QZ_RMETA] = SDLK_RMETA; 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); } } if (getenv ("SDL_ENABLEAPPEVENTS")) [ NSApp sendEvent:event ]; } /* This is the original behavior, before support was added for * differentiating between left and right versions of the keys. */ static void QZ_DoUnsidedModifiers (_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); } } } /* This is a helper function for QZ_HandleModifierSide. This * function reverts back to behavior before the distinction between * sides was made. */ static void QZ_HandleNonDeviceModifier ( _THIS, unsigned int device_independent_mask, unsigned int newMods, unsigned int key_sym) { unsigned int currentMask, newMask; SDL_keysym key; key.scancode = 0; key.sym = key_sym; key.unicode = 0; key.mod = KMOD_NONE; /* Isolate just the bits we care about in the depedent bits so we can * figure out what changed */ currentMask = current_mods & device_independent_mask; newMask = newMods & device_independent_mask; if ( currentMask && currentMask != newMask ) { /* modifier up event */ SDL_PrivateKeyboard (SDL_RELEASED, &key); } else if ( newMask && currentMask != newMask ) { /* modifier down event */ SDL_PrivateKeyboard (SDL_PRESSED, &key); } } /* This is a helper function for QZ_HandleModifierSide. * This function sets the actual SDL_PrivateKeyboard event. */ static void QZ_HandleModifierOneSide ( _THIS, unsigned int newMods, unsigned int key_sym, unsigned int sided_device_dependent_mask ) { SDL_keysym key; unsigned int current_dep_mask, new_dep_mask; key.scancode = 0; key.sym = key_sym; key.unicode = 0; key.mod = KMOD_NONE; /* Isolate just the bits we care about in the depedent bits so we can * figure out what changed */ current_dep_mask = current_mods & sided_device_dependent_mask; new_dep_mask = newMods & sided_device_dependent_mask; /* We now know that this side bit flipped. But we don't know if * it went pressed to released or released to pressed, so we must * find out which it is. */ if( new_dep_mask && current_dep_mask != new_dep_mask ) { /* Modifier down event */ SDL_PrivateKeyboard (SDL_PRESSED, &key); } else /* Modifier up event */ { SDL_PrivateKeyboard (SDL_RELEASED, &key); } } /* This is a helper function for QZ_DoSidedModifiers. * This function will figure out if the modifier key is the left or right side, * e.g. left-shift vs right-shift. */ static void QZ_HandleModifierSide ( _THIS, int device_independent_mask, unsigned int newMods, unsigned int left_key_sym, unsigned int right_key_sym, unsigned int left_device_dependent_mask, unsigned int right_device_dependent_mask ) { unsigned int device_dependent_mask = 0; unsigned int diff_mod = 0; device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask; /* On the basis that the device independent mask is set, but there are * no device dependent flags set, we'll assume that we can't detect this * keyboard and revert to the unsided behavior. */ if ( (device_dependent_mask & newMods) == 0 ) { /* Revert to the old behavior */ QZ_HandleNonDeviceModifier ( this, device_independent_mask, newMods, left_key_sym ); return; } /* XOR the previous state against the new state to see if there's a change */ diff_mod = (device_dependent_mask & current_mods) ^ (device_dependent_mask & newMods); if ( diff_mod ) { /* A change in state was found. Isolate the left and right bits * to handle them separately just in case the values can simulataneously * change or if the bits don't both exist. */ if ( left_device_dependent_mask & diff_mod ) { QZ_HandleModifierOneSide ( this, newMods, left_key_sym, left_device_dependent_mask ); } if ( right_device_dependent_mask & diff_mod ) { QZ_HandleModifierOneSide ( this, newMods, right_key_sym, right_device_dependent_mask ); } } } /* This is a helper function for QZ_DoSidedModifiers. * This function will release a key press in the case that * it is clear that the modifier has been released (i.e. one side * can't still be down). */ static void QZ_ReleaseModifierSide ( _THIS, unsigned int device_independent_mask, unsigned int newMods, unsigned int left_key_sym, unsigned int right_key_sym, unsigned int left_device_dependent_mask, unsigned int right_device_dependent_mask ) { unsigned int device_dependent_mask = 0; SDL_keysym key; key.scancode = 0; key.sym = SDLK_UNKNOWN; key.unicode = 0; key.mod = KMOD_NONE; device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask; /* On the basis that the device independent mask is set, but there are * no device dependent flags set, we'll assume that we can't detect this * keyboard and revert to the unsided behavior. */ if ( (device_dependent_mask & current_mods) == 0 ) { /* In this case, we can't detect the keyboard, so use the left side * to represent both, and release it. */ key.sym = left_key_sym; SDL_PrivateKeyboard (SDL_RELEASED, &key); return; } /* * This could have been done in an if-else case because at this point, * we know that all keys have been released when calling this function. * But I'm being paranoid so I want to handle each separately, * so I hope this doesn't cause other problems. */ if ( left_device_dependent_mask & current_mods ) { key.sym = left_key_sym; SDL_PrivateKeyboard (SDL_RELEASED, &key); } if ( right_device_dependent_mask & current_mods ) { key.sym = right_key_sym; SDL_PrivateKeyboard (SDL_RELEASED, &key); } } /* This is a helper function for QZ_DoSidedModifiers. * This function handles the CapsLock case. */ static void QZ_HandleCapsLock (_THIS, unsigned int newMods) { unsigned int currentMask, newMask; SDL_keysym key; key.scancode = 0; key.sym = SDLK_CAPSLOCK; key.unicode = 0; key.mod = KMOD_NONE; currentMask = current_mods & NSAlphaShiftKeyMask; newMask = newMods & NSAlphaShiftKeyMask; if ( currentMask && currentMask != newMask ) { /* modifier up event */ /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ SDL_PrivateKeyboard (SDL_PRESSED, &key); SDL_PrivateKeyboard (SDL_RELEASED, &key); } else if ( newMask && currentMask != newMask ) { /* modifier down event */ /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ SDL_PrivateKeyboard (SDL_PRESSED, &key); SDL_PrivateKeyboard (SDL_RELEASED, &key); } } /* This function will handle the modifier keys and also determine the * correct side of the key. */ static void QZ_DoSidedModifiers (_THIS, unsigned int newMods) { /* Set up arrays for the key syms for the left and right side. */ const unsigned int left_mapping[] = { SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA }; const unsigned int right_mapping[] = { SDLK_RSHIFT, SDLK_RCTRL, SDLK_RALT, SDLK_RMETA }; /* Set up arrays for the device dependent masks with indices that * correspond to the _mapping arrays */ const unsigned int left_device_mapping[] = { NX_DEVICELSHIFTKEYMASK, NX_DEVICELCTLKEYMASK, NX_DEVICELALTKEYMASK, NX_DEVICELCMDKEYMASK }; const unsigned int right_device_mapping[] = { NX_DEVICERSHIFTKEYMASK, NX_DEVICERCTLKEYMASK, NX_DEVICERALTKEYMASK, NX_DEVICERCMDKEYMASK }; unsigned int i; unsigned int bit; /* Handle CAPSLOCK separately because it doesn't have a left/right side */ QZ_HandleCapsLock ( this, newMods ); /* Iterate through the bits, testing each against the current modifiers */ for (i = 0, bit = NSShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) { unsigned int currentMask, newMask; currentMask = current_mods & bit; newMask = newMods & bit; /* If the bit is set, we must always examine it because the left * and right side keys may alternate or both may be pressed. */ if ( newMask ) { QZ_HandleModifierSide ( this, bit, newMods, left_mapping[i], right_mapping[i], left_device_mapping[i], right_device_mapping[i] ); } /* If the state changed from pressed to unpressed, we must examine * the device dependent bits to release the correct keys. */ else if ( currentMask && currentMask != newMask ) { /* modifier up event */ QZ_ReleaseModifierSide ( this, bit, newMods, left_mapping[i], right_mapping[i], left_device_mapping[i], right_device_mapping[i] ); } } } /* This function is called to handle the modifiers. * It will try to distinguish between the left side and right side * of the keyboard for those modifiers that qualify if the * operating system version supports it. Otherwise, the code * will not try to make the distinction. */ static void QZ_DoModifiers (_THIS, unsigned int newMods) { if (current_mods == newMods) return; /* * Starting with Panther (10.3.0), the ability to distinguish between * left side and right side modifiers is available. */ if( system_version >= 0x1030 ) { QZ_DoSidedModifiers (this, newMods); } else { QZ_DoUnsidedModifiers (this, newMods); } current_mods = newMods; } static void QZ_GetMouseLocation (_THIS, NSPoint *p) { *p = [ NSEvent mouseLocation ]; /* global coordinates */ if (qz_window) QZ_PrivateGlobalToLocal (this, p); QZ_PrivateCocoaToSDL (this, p); } static void QZ_DoActivate (_THIS) { /* Hide the cursor if it was hidden by SDL_ShowCursor() */ if (!cursor_should_be_visible) QZ_HideMouse (this); /* 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); } } static void QZ_DoDeactivate (_THIS) { /* Get the current cursor location, for restore on activate */ QZ_GetMouseLocation (this, &cursor_loc); /* Reassociate mouse and cursor */ CGAssociateMouseAndMouseCursorPosition (1); /* Show the cursor if it was hidden by SDL_ShowCursor() */ if (!cursor_should_be_visible) QZ_ShowMouse (this); } 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; } } void QZ_RegisterForSleepNotifications (_THIS) { CFRunLoopSourceRef rls; IONotificationPortRef thePortRef; io_object_t notifier; power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, ¬ifier); if (power_connection == 0) NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed."); rls = IONotificationPortGetRunLoopSource (thePortRef); CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode); CFRelease (rls); } // Try to map Quartz mouse buttons to SDL's lingo... static int QZ_OtherMouseButtonToSDL(int button) { switch (button) { case 0: return(SDL_BUTTON_LEFT); // 1 case 1: return(SDL_BUTTON_RIGHT); // 3 case 2: return(SDL_BUTTON_MIDDLE); // 2 } // >= 3: skip 4 & 5, since those are the SDL mousewheel buttons. return(button + 3); } void QZ_PumpEvents (_THIS) { int firstMouseEvent; CGMouseDelta dx, dy; NSDate *distantPast; NSEvent *event; NSRect winRect; NSAutoreleasePool *pool; if (!SDL_VideoSurface) return; /* don't do anything if there's no screen surface. */ /* Update activity every five seconds to prevent screensaver. --ryan. */ static Uint32 screensaverTicks = 0; Uint32 nowTicks = SDL_GetTicks(); if ((nowTicks - screensaverTicks) > 5000) { UpdateSystemActivity(UsrActivity); screensaverTicks = nowTicks; } pool = [ [ NSAutoreleasePool alloc ] init ]; distantPast = [ NSDate distantPast ]; winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h); /* 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) { int button; unsigned int type; BOOL isInGameWin; #define DO_MOUSE_DOWN(button) do { \ if ( [ NSApp isActive ] ) { \ 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 ]; isInGameWin = QZ_IsMouseInWindow (this); QZ_DoModifiers(this, [ event modifierFlags ] ); 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 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 NSOtherMouseDown: case NSRightMouseDown: button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]); DO_MOUSE_DOWN (button); break; case NSOtherMouseUp: case NSRightMouseUp: button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]); DO_MOUSE_UP (button); 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; QZ_GetMouseLocation (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; QZ_GetMouseLocation (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); } else if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); if (grab_state == QZ_INVISIBLE_GRAB) /*The cursor has left the window even though it is disassociated from the mouse (and therefore shouldn't move): this can happen with Wacom tablets, and it effectively breaks the grab, since mouse down events now go to background applications. The only possibility to avoid this seems to be talking to the tablet driver (AppleEvents) to constrain its mapped area to the window, which may not be worth the effort. For now, handle the condition more gracefully than before by reassociating cursor and mouse until the cursor enters the window again, making it obvious to the user that the grab is broken.*/ CGAssociateMouseAndMouseCursorPosition (1); if (!cursor_should_be_visible) QZ_ShowMouse (this); } else if ( isInGameWin && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); if (!cursor_should_be_visible) QZ_HideMouse (this); if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/ QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); CGAssociateMouseAndMouseCursorPosition (0); } } break; case NSScrollWheel: if ( isInGameWin ) { float dy, dx; Uint8 button; dy = [ event deltaY ]; dx = [ event deltaX ]; if ( dy > 0.0 || dx > 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: 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 ]; } void QZ_UpdateMouse (_THIS) { NSPoint p; QZ_GetMouseLocation (this, &p); SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS); SDL_PrivateMouseMotion (0, 0, p.x, p.y); }