Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzWM.m @ 240:529ba31e8679
Include the README files with the source distribution
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 22 Nov 2001 03:43:57 +0000 |
parents | e92aa316c517 |
children | e8157fcb3114 |
line wrap: on
line source
/* 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; }