view src/events/SDL_mouse.c @ 1668:4da1ee79c9af SDL-1.3

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author Sam Lantinga <slouken@libsdl.org>
date Mon, 29 May 2006 04:04:35 +0000
parents 782fd950bd46
children eef792d31de8
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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"

/* General mouse handling code for SDL */

#include "SDL_events.h"
#include "SDL_events_c.h"
#include "../video/SDL_cursor_c.h"
#include "../video/SDL_sysvideo.h"


/* These are static for our mouse handling code */
static Sint16 SDL_MouseX = 0;
static Sint16 SDL_MouseY = 0;
static Sint16 SDL_DeltaX = 0;
static Sint16 SDL_DeltaY = 0;
static Uint8 SDL_ButtonState = 0;


/* Public functions */
int
SDL_MouseInit(void)
{
    /* The mouse is at (0,0) */
    SDL_MouseX = 0;
    SDL_MouseY = 0;
    SDL_DeltaX = 0;
    SDL_DeltaY = 0;
    SDL_ButtonState = 0;

    /* That's it! */
    return (0);
}

void
SDL_MouseQuit(void)
{
}

/* We lost the mouse, so post button up messages for all pressed buttons */
void
SDL_ResetMouse(void)
{
    Uint8 i;
    for (i = 0; i < sizeof(SDL_ButtonState) * 8; ++i) {
        if (SDL_ButtonState & SDL_BUTTON(i)) {
            SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
        }
    }
}

Uint8
SDL_GetMouseState(int *x, int *y)
{
    if (x) {
        *x = SDL_MouseX;
    }
    if (y) {
        *y = SDL_MouseY;
    }
    return (SDL_ButtonState);
}

Uint8
SDL_GetRelativeMouseState(int *x, int *y)
{
    if (x)
        *x = SDL_DeltaX;
    if (y)
        *y = SDL_DeltaY;
    SDL_DeltaX = 0;
    SDL_DeltaY = 0;
    return (SDL_ButtonState);
}

static void
ClipOffset(Sint16 * x, Sint16 * y)
{
    SDL_VideoDevice *_this = SDL_GetVideoDevice();

    /* This clips absolute mouse coordinates when the apparent
       display surface is smaller than the real display surface.
     */
    if (SDL_VideoSurface->offset) {
        *y -= SDL_VideoSurface->offset / SDL_VideoSurface->pitch;
        *x -= (SDL_VideoSurface->offset % SDL_VideoSurface->pitch) /
            SDL_VideoSurface->format->BytesPerPixel;
    }
}

/* These are global for SDL_eventloop.c */
int
SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
{
    SDL_VideoDevice *_this = SDL_GetVideoDevice();
    int posted;
    Uint16 X, Y;
    Sint16 Xrel;
    Sint16 Yrel;

    /* Don't handle mouse motion if there's no cursor surface */
    if (SDL_VideoSurface == NULL) {
        return (0);
    }

    /* Default buttonstate is the current one */
    if (!buttonstate) {
        buttonstate = SDL_ButtonState;
    }

    Xrel = x;
    Yrel = y;
    if (relative) {
        /* Push the cursor around */
        x = (SDL_MouseX + x);
        y = (SDL_MouseY + y);
    } else {
        /* Do we need to clip {x,y} ? */
        ClipOffset(&x, &y);
    }

    /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
    if (x < 0)
        X = 0;
    else if (x >= SDL_VideoSurface->w)
        X = SDL_VideoSurface->w - 1;
    else
        X = (Uint16) x;

    if (y < 0)
        Y = 0;
    else if (y >= SDL_VideoSurface->h)
        Y = SDL_VideoSurface->h - 1;
    else
        Y = (Uint16) y;

    /* If not relative mode, generate relative motion from clamped X/Y.
       This prevents lots of extraneous large delta relative motion when
       the screen is windowed mode and the mouse is outside the window.
     */
    if (!relative) {
        Xrel = X - SDL_MouseX;
        Yrel = Y - SDL_MouseY;
    }

    /* Drop events that don't change state */
    if (!Xrel && !Yrel) {
#if 0
        printf("Mouse event didn't change state - dropped!\n");
#endif
        return (0);
    }

    /* Update internal mouse state */
    SDL_ButtonState = buttonstate;
    SDL_MouseX = X;
    SDL_MouseY = Y;
    SDL_DeltaX += Xrel;
    SDL_DeltaY += Yrel;
    SDL_MoveCursor(SDL_MouseX, SDL_MouseY);

    /* Post the event, if desired */
    posted = 0;
    if (SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE) {
        SDL_Event event;
        SDL_memset(&event, 0, sizeof(event));
        event.type = SDL_MOUSEMOTION;
        event.motion.state = buttonstate;
        event.motion.x = X;
        event.motion.y = Y;
        event.motion.xrel = Xrel;
        event.motion.yrel = Yrel;
        if ((SDL_EventOK == NULL) || (*SDL_EventOK) (&event)) {
            posted = 1;
            SDL_PushEvent(&event);
        }
    }
    return (posted);
}

int
SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
{
    SDL_VideoDevice *_this = SDL_GetVideoDevice();
    SDL_Event event;
    int posted;
    int move_mouse;
    Uint8 buttonstate;

    SDL_memset(&event, 0, sizeof(event));

    /* Check parameters */
    if (x || y) {
        ClipOffset(&x, &y);
        move_mouse = 1;
        /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
        if (x < 0)
            x = 0;
        else if (x >= SDL_VideoSurface->w)
            x = SDL_VideoSurface->w - 1;

        if (y < 0)
            y = 0;
        else if (y >= SDL_VideoSurface->h)
            y = SDL_VideoSurface->h - 1;
    } else {
        move_mouse = 0;
    }
    if (!x)
        x = SDL_MouseX;
    if (!y)
        y = SDL_MouseY;

    /* Figure out which event to perform */
    buttonstate = SDL_ButtonState;
    switch (state) {
    case SDL_PRESSED:
        event.type = SDL_MOUSEBUTTONDOWN;
        buttonstate |= SDL_BUTTON(button);
        break;
    case SDL_RELEASED:
        event.type = SDL_MOUSEBUTTONUP;
        buttonstate &= ~SDL_BUTTON(button);
        break;
    default:
        /* Invalid state -- bail */
        return (0);
    }

    /* Update internal mouse state */
    SDL_ButtonState = buttonstate;
    if (move_mouse) {
        SDL_MouseX = x;
        SDL_MouseY = y;
        SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
    }

    /* Post the event, if desired */
    posted = 0;
    if (SDL_ProcessEvents[event.type] == SDL_ENABLE) {
        event.button.state = state;
        event.button.button = button;
        event.button.x = x;
        event.button.y = y;
        if ((SDL_EventOK == NULL) || (*SDL_EventOK) (&event)) {
            posted = 1;
            SDL_PushEvent(&event);
        }
    }
    return (posted);
}

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