view src/video/qtopia/SDL_sysevents.cc @ 1922:4905cac7a4bd

Fixed OpenGL blend modes, added power of 2 texture code
author Sam Lantinga <slouken@libsdl.org>
date Sat, 22 Jul 2006 19:03:31 +0000
parents c121d94672cb
children
line wrap: on
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2006 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 <qpe/qpeapplication.h>

#include <stdio.h>
#include <string.h>
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_QWin.h"
#include "SDL_lowvideo.h"
#include "SDL_timer.h"

extern "C"
{
#include "../../events/SDL_sysevents.h"
#include "../../events/SDL_events_c.h"
#include "SDL_sysevents_c.h"

    //  static SDLKey keymap[128];
/* This is special because we know it will be run in a loop in a separate
   thread.  Normally this function should loop as long as there are input
   states changing, i.e. new events arriving.
*/
    void QT_PumpEvents(_THIS)
    {
        if (!qApp) {
            return;
        }
        //  printf("processing events: %p\n", qApp);
        //qApp->processOneEvent(); // wait for a event
        qApp->processEvents();  // and process all outstanding ones
#if 0
        BView *view;
        BRect bounds;
        BPoint point;
        uint32 buttons;
        const uint32 button_masks[3] = {
            B_PRIMARY_MOUSE_BUTTON,
            B_TERTIARY_MOUSE_BUTTON,
            B_SECONDARY_MOUSE_BUTTON,
        };
        unsigned int i, j;

        /* Check out the mouse buttons and position (slight race condition) */
        if (SDL_Win->Lock()) {
            /* Don't do anything if we have no view */
            view = SDL_Win->View();
            if (!view) {
                SDL_Win->Unlock();
                return;
            }
            bounds = view->Bounds();
            /* Get new input state, if still active */
            if (SDL_Win->IsActive()) {
                key_flip = !key_flip;
                get_key_info(&keyinfo[key_flip]);
                view->GetMouse(&point, &buttons, true);
            } else {
                key_flip = key_flip;
                point = last_point;
                buttons = last_buttons;
            }
            SDL_Win->Unlock();
        } else {
            return;
        }

        /* If our view is active, we'll find key changes here */
        if (SDL_memcmp(keyinfo[0].key_states, keyinfo[1].key_states, 16) != 0) {
            for (i = 0; i < 16; ++i) {
                Uint8 new_state, transition;

                new_state = keyinfo[key_flip].key_states[i];
                transition = keyinfo[!key_flip].key_states[i] ^
                    keyinfo[key_flip].key_states[i];
                for (j = 0; j < 8; ++j) {
                    if (transition & 0x80)
                        QueueKey(i * 8 + j, new_state & 0x80);
                    transition <<= 1;
                    new_state <<= 1;
                }
            }
        }

        /* We check keyboard, but not mouse if mouse isn't in window */
        if (!bounds.Contains(point)) {
            /* Mouse moved outside our view? */
            if (SDL_GetAppState() & SDL_APPMOUSEFOCUS) {
                SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
                be_app->SetCursor(B_HAND_CURSOR);
            }
            return;
        }
        /* Has the mouse moved back into our view? */
        if (!(SDL_GetAppState() & SDL_APPMOUSEFOCUS)) {
            /* Reset the B_HAND_CURSOR to our own */
            SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
            SDL_SetCursor(NULL);
        }

        /* Check for mouse motion */
        if (point != last_point) {
            int x, y;

            SDL_Win->GetXYOffset(x, y);
            x = (int) point.x - x;
            y = (int) point.y - y;
            SDL_PrivateMouseMotion(0, 0, x, y);
        }
        last_point = point;

        /* Add any mouse button events */
        for (i = 0; i < SDL_TABLESIZE(button_masks); ++i) {
            if ((buttons ^ last_buttons) & button_masks[i]) {
                if (buttons & button_masks[i]) {
                    SDL_PrivateMouseButton(SDL_PRESSED, 1 + i, 0, 0);
                } else {
                    SDL_PrivateMouseButton(SDL_RELEASED, 1 + i, 0, 0);
                }
            }
        }
        last_buttons = buttons;
#endif
    }

    void QT_InitOSKeymap(_THIS)
    {
#if 0
        unsigned int i;

        /* Initialize all the key states as "up" */
        key_flip = 0;
        SDL_memset(keyinfo[key_flip].key_states, 0, 16);

        /* Initialize the key translation table */
        for (i = 0; i < SDL_TABLESIZE(keymap); ++i)
            keymap[i] = SDLK_UNKNOWN;

        //  keymap[0x01]              = SDLK_ESCAPE;
        //  keymap[B_F1_KEY]  = SDLK_F1;
        //  keymap[B_F2_KEY]  = SDLK_F2;
        //  keymap[B_F3_KEY]  = SDLK_F3;
        //  keymap[B_F4_KEY]  = SDLK_F4;
        //  keymap[B_F5_KEY]  = SDLK_F5;
        //  keymap[B_F6_KEY]  = SDLK_F6;
        //  keymap[B_F7_KEY]  = SDLK_F7;
        //  keymap[B_F8_KEY]  = SDLK_F8;
        //  keymap[B_F9_KEY]  = SDLK_F9;
        //  keymap[B_F10_KEY] = SDLK_F10;
        //  keymap[B_F11_KEY] = SDLK_F11;
        //  keymap[B_F12_KEY] = SDLK_F12;
        //  keymap[B_PRINT_KEY]       = SDLK_PRINT;
        //keymap[B_SCROLL_KEY]        = SDLK_SCROLLOCK;
        //  keymap[B_PAUSE_KEY]       = SDLK_PAUSE;
        keymap[0x11] = SDLK_BACKQUOTE;
        keymap[0x12] = SDLK_1;
        keymap[0x13] = SDLK_2;
        keymap[0x14] = SDLK_3;
        keymap[0x15] = SDLK_4;
        keymap[0x16] = SDLK_5;
        keymap[0x17] = SDLK_6;
        keymap[0x18] = SDLK_7;
        keymap[0x19] = SDLK_8;
        keymap[0x1a] = SDLK_9;
        keymap[0x1b] = SDLK_0;
        keymap[0x1c] = SDLK_MINUS;
        keymap[0x1d] = SDLK_EQUALS;
        keymap[0x1e] = SDLK_BACKSPACE;
        keymap[0x1f] = SDLK_INSERT;
        keymap[0x20] = SDLK_HOME;
        keymap[0x21] = SDLK_PAGEUP;
        //keymap[0x22]                = SDLK_NUMLOCK;
        keymap[0x23] = SDLK_KP_DIVIDE;
        keymap[0x24] = SDLK_KP_MULTIPLY;
        keymap[0x25] = SDLK_KP_MINUS;
        keymap[0x26] = SDLK_TAB;
        keymap[0x27] = SDLK_q;
        keymap[0x28] = SDLK_w;
        keymap[0x29] = SDLK_e;
        keymap[0x2a] = SDLK_r;
        keymap[0x2b] = SDLK_t;
        keymap[0x2c] = SDLK_y;
        keymap[0x2d] = SDLK_u;
        keymap[0x2e] = SDLK_i;
        keymap[0x2f] = SDLK_o;
        keymap[0x30] = SDLK_p;
        keymap[0x31] = SDLK_LEFTBRACKET;
        keymap[0x32] = SDLK_RIGHTBRACKET;
        keymap[0x33] = SDLK_BACKSLASH;
        keymap[0x34] = SDLK_DELETE;
        keymap[0x35] = SDLK_END;
        keymap[0x36] = SDLK_PAGEDOWN;
        keymap[0x37] = SDLK_KP7;
        keymap[0x38] = SDLK_KP8;
        keymap[0x39] = SDLK_KP9;
        keymap[0x3a] = SDLK_KP_PLUS;
        //keymap[0x3b]                = SDLK_CAPSLOCK;
        keymap[0x3c] = SDLK_a;
        keymap[0x3d] = SDLK_s;
        keymap[0x3e] = SDLK_d;
        keymap[0x3f] = SDLK_f;
        keymap[0x40] = SDLK_g;
        keymap[0x41] = SDLK_h;
        keymap[0x42] = SDLK_j;
        keymap[0x43] = SDLK_k;
        keymap[0x44] = SDLK_l;
        keymap[0x45] = SDLK_SEMICOLON;
        keymap[0x46] = SDLK_QUOTE;
        keymap[0x47] = SDLK_RETURN;
        keymap[0x48] = SDLK_KP4;
        keymap[0x49] = SDLK_KP5;
        keymap[0x4a] = SDLK_KP6;
        keymap[0x4b] = SDLK_LSHIFT;
        keymap[0x4c] = SDLK_z;
        keymap[0x4d] = SDLK_x;
        keymap[0x4e] = SDLK_c;
        keymap[0x4f] = SDLK_v;
        keymap[0x50] = SDLK_b;
        keymap[0x51] = SDLK_n;
        keymap[0x52] = SDLK_m;
        keymap[0x53] = SDLK_COMMA;
        keymap[0x54] = SDLK_PERIOD;
        keymap[0x55] = SDLK_SLASH;
        keymap[0x56] = SDLK_RSHIFT;
        keymap[0x57] = SDLK_UP;
        keymap[0x58] = SDLK_KP1;
        keymap[0x59] = SDLK_KP2;
        keymap[0x5a] = SDLK_KP3;
        keymap[0x5b] = SDLK_KP_ENTER;
        //keymap[0x5c]                = SDLK_LCTRL;
        //keymap[0x5d]                = SDLK_LALT;
        keymap[0x5e] = SDLK_SPACE;
        //keymap[0x5f]                = SDLK_RALT;
        //keymap[0x60]                = SDLK_RCTRL;
        keymap[0x61] = SDLK_LEFT;
        keymap[0x62] = SDLK_DOWN;
        keymap[0x63] = SDLK_RIGHT;
        keymap[0x64] = SDLK_KP0;
        keymap[0x65] = SDLK_KP_PERIOD;
        //keymap[0x66]                = SDLK_LMETA;
        //keymap[0x67]                = SDLK_RMETA;
        //keymap[0x68]                = SDLK_MENU;
        keymap[0x69] = SDLK_EURO;
        keymap[0x6a] = SDLK_KP_EQUALS;
        keymap[0x6b] = SDLK_POWER;
#endif
    }

};                              /* Extern C */

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