view src/video/cocoa/SDL_cocoamouse.m @ 4525:3abf0b9cafad

pelya 2010-07-12 03:53:48 PDT In function GLES_RenderCopy() in SDL_renderer_gles.c:819 there is one memcpy() that can be avoided if we're updating whole texture. Because of that the SDL 1.3 in compatibility mode is working even slower than software rendering in SDL 1.2.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 14 Jul 2010 07:31:35 -0700
parents 3d91e31fcf71
children bdff53ed6c8b
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2010 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 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
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#include "SDL_events.h"
#include "SDL_cocoavideo.h"

#include "../../events/SDL_mouse_c.h"

void
Cocoa_InitMouse(_THIS)
{
}

static int
ConvertMouseButtonToSDL(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 */
    }
    return button;
}

void
Cocoa_HandleMouseEvent(_THIS, NSEvent *event)
{
    int i;
    NSPoint point = { 0, 0 };
    SDL_Window *window;
    SDL_Window *focus = SDL_GetMouseFocus();

    /* See if there are any fullscreen windows that might handle this event */
    window = NULL;
    for (i = 0; i < _this->num_displays; ++i) {
        SDL_VideoDisplay *display = &_this->displays[i];
        SDL_Window *candidate = display->fullscreen_window;

        if (candidate) {
            SDL_Rect bounds;

            Cocoa_GetDisplayBounds(_this, display, &bounds);
            point = [NSEvent mouseLocation];
            point.x = point.x - bounds.x;
            point.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - point.y - bounds.y;
            if ((point.x >= 0 && point.x < candidate->w) &&
                (point.y >= 0 && point.y < candidate->h)) {
                /* This is it! */
                window = candidate;
                break;
            } else if (candidate == focus) {
                SDL_SetMouseFocus(NULL);
            }
        }
    }

    if (!window) {
        return;
    }

    switch ([event type]) {
    case NSLeftMouseDown:
    case NSOtherMouseDown:
    case NSRightMouseDown:
        SDL_SendMouseButton(window, SDL_PRESSED, ConvertMouseButtonToSDL([event buttonNumber]));
        break;
    case NSLeftMouseUp:
    case NSOtherMouseUp:
    case NSRightMouseUp:
        SDL_SendMouseButton(window, SDL_RELEASED, ConvertMouseButtonToSDL([event buttonNumber]));
        break;
    case NSLeftMouseDragged:
    case NSRightMouseDragged:
    case NSOtherMouseDragged: /* usually middle mouse dragged */
    case NSMouseMoved:
        SDL_SendMouseMotion(window, 0, (int)point.x, (int)point.y);
        break;
    default: /* just to avoid compiler warnings */
        break;
    }
}

void
Cocoa_QuitMouse(_THIS)
{
}

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