view src/video/quartz/SDL_QuartzWM.m @ 172:37e3ca9254c7

Date: Sat, 8 Sep 2001 04:42:23 +0200 From: Max Horn <max@quendi.de> Subject: SDL/OSX: Joystick; Better key handling I just finished implementing improved keyhandling for OS X (in fact the code should be easily ported to the "normal" MacOS part of SDL, I just had no chance yet). Works like this: First init the mapping table statically like before. Them, it queries the OS for the "official" key table, then iterates over all 127 scancode and gets the associates ascii code. It ignores everythng below 32 (has to, as it would lead to many problems if we did not... e.g. both ESC and NUM LOCk produce an ascii code 27 on my keyboard), and all stuff above 127 is mapped to SDLK_WORLD_* simply in the order it is encountered. In addition, caps lock is now working, too. The code work flawless for me, but since I only have one keyboard, I may have not encountered some serious problem... but I am pretty confident that it is better than the old code in most cases. The joystick driver works fine for me, too. I think it can be added to CVS already. It would simply be helpful if more people would test it. Hm, I wonder if Maelstrom or GLTron has Joystick support? That would be a wonderful test application :) I also took the liberty of modifying some text files like BUGS, README.CVS, README.MacOSX (which now contains the OS X docs I long promised)
author Sam Lantinga <slouken@libsdl.org>
date Tue, 11 Sep 2001 19:00:18 +0000
parents e92aa316c517
children e8157fcb3114
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999, 2000, 2001  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@devolution.com
*/

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_cursor_visible = 1;
    
static int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { 

    if ( cursor == NULL) {
        if ( QZ_cursor_visible ) {
            HideCursor ();
            QZ_cursor_visible = 0;
        }
    }
    else {
        SetCursor(&cursor->curs);
        if ( ! QZ_cursor_visible ) {
            ShowCursor ();
            QZ_cursor_visible = 1;
        }
    }

    return 1;
}

static void  QZ_PrivateWarpCursor (_THIS, int fullscreen, int h, int x, int y) {

    CGPoint p;
    
    /* We require absolute screen coordiates for our warp */
    p.x = x;
    p.y = h - y;
        
    if ( fullscreen )
        /* Already absolute coordinates */
        CGDisplayMoveCursorToPoint(display_id, p);
    else {
        /* Convert to absolute screen coordinates */
        NSPoint base, screen;
        base = NSMakePoint (p.x, p.y);
        screen = [ qz_window convertBaseToScreen:base ];
        p.x = screen.x;
        p.y = device_height - screen.y;
        CGDisplayMoveCursorToPoint (display_id, p);
    }
}

static void QZ_WarpWMCursor     (_THIS, Uint16 x, Uint16 y) {
    
    /* Only allow warping when in foreground */
    if ( ! inForeground )
        return;
            
    /* Do the actual warp */
    QZ_PrivateWarpCursor (this, SDL_VideoSurface->flags & SDL_FULLSCREEN, 
        SDL_VideoSurface->h, x, y);
    
    /* Generate mouse moved event */
    SDL_PrivateMouseMotion (SDL_RELEASED, 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) {
/* Convert icon/mask to NSImage, assign with NSWindow's setMiniwindowImage method */
}

static int  QZ_IconifyWindow (_THIS) { 

    /* Bug! minimize erases the framebuffer */
    if ( ! [ qz_window isMiniaturized ] ) {
        [ qz_window miniaturize:nil ];
        return 1;
    }
    else {
        SDL_SetError ("qz_window already iconified");
        return 0;
    }
}

/*
static int  QZ_GetWMInfo  (_THIS, SDL_SysWMinfo *info) { 
    info->nsWindowPtr = qz_window;
    return 0; 
}*/

static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode) {

    switch (grab_mode) {
	case SDL_GRAB_QUERY:
            break;
	case SDL_GRAB_OFF:
            CGAssociateMouseAndMouseCursorPosition (1);
            currentGrabMode = SDL_GRAB_OFF;
            break;
	case SDL_GRAB_ON:
            QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
            CGAssociateMouseAndMouseCursorPosition (0);
            currentGrabMode = SDL_GRAB_ON;
            break;
        case SDL_GRAB_FULLSCREEN:
            break;
    }
        
    return currentGrabMode;
}