view src/video/maccommon/SDL_macevents.c @ 4139:568c9b3c0167 SDL-1.2

* Added configure option --enable-screensaver, to allow enabling the screensaver by default. * Use XResetScreenSaver() instead of disabling screensaver entirely. Full discussion summary from Erik on the SDL mailing list: Current behaviour ================= SDL changes the user's display power management settings without permission from the user and without telling the user. The interface that it uses to do so is DPMSDisable/DPMSEnable, which should only ever be used by configuration utilities like KControl, never by normal application programs, let alone by the libraries that they use. Using an interface that is not at all intended for what SDL tries to achieve means that it will not work as it should. Firstly, the power management is completely disabled during the whole lifetime of the SDL program, not only when it should be. Secondly, it makes SDL non-reentrant, meaning that things will break when multiple SDL programs are clients of the same X server simultaneously. Thirdly, no cleanup mechanism ensures that the setting is restored if the client does not do that (for example if it crashes). In addition to that, this interface is broken on xorg, [http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries to do does not work at all on that implementation of the X Window System. (The reason that the DPMSEnable works in KControl is that it calls DPMSSetTimeout immediately after, [http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]). The problems that the current behaviour causes ============================================== 1. Information leak. When the user is away, someone might see what the user has on the display when the user counts on the screensaver preventing this. This does not even require physical access to the workstation, it is enough to see it from a distance. 2. Draining battery. An SDL program that runs on a laptop will quickly drain the battery while the user is away. The system will soon shut down and require recharging before being usable again, while it should in fact have consumed very little energy if the user's settings would have been obeyed. 3. Wasting energy. Even if battery issues are not considered, energy as such is wasted. 4. Display wear. The display may be worn out. The problems that the current behaviour tries to solve ====================================================== 1. Preventing screensaver while playing movies. Many SDL applications are media players. They have reasons to prevent screensavers from being activated while a movie is being played. When a user clicks on the play button it can be interpreted as saying "play this movie, but do not turn off the display while playing it, because I will watch it even though I do not interact with the system". 2. Preventing screensaver when some input bypasses X. Sometimes SDL uses input from another source than the X server, so that the X server is bypassed. This obviously breaks the screensaver handling. SDL tries to work around that. 3. Preventing screensaver when all input bypasses X. There is something called Direct Graphics Access mode, where a program takes control of both the display and the input devices from the X server. This obviously means that the X server can not handle the screensaver alone, since screensaver handling depends on input handling. SDL does not do what it should to help the X server to handle the screensaver. Nor does SDL take care of screeensaver handling itself. SDL simply disables the screensaver completely. How the problems should be solved ================================= The correct way for an application program to prevent the screensaver under X is to call XResetScreenSaver. This was recently discovered and implemented by the mplayer developers, [http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to wrap this in an API call (SDL_ResetScreenSaver) and implement it for the other video targets (if they do not have a corresponding call, SDL should do what it takes on that particular target, for example sending fake key events). 1. When a movie is played, the player should reset the screensaver when the animation is advanced to a new frame. The same applies to anything similar, like slideshows. 2. When the X server is handling input, it must handle all input (keyboards, mice, gamepads, ...). This is necessary, not only to be able to handle the screensaver, but also so that it can send the events to the correct (the currently active) client. If there is an input device that the X server can not handle for some reason (such as lack of Plug and Play capability), the program that handles the device as a workaround must simulate what would happen if the X server would have handled the device, by calling XResetScreenSaver when input is received from the device. 3. When the X server is not handling the input, it depends on the program that does to call XResetScreenSaver whenever an input event occurs. Alternatively the program must handle the screensaver countdown internally and call XActivateScreenSaver.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 29 Feb 2008 13:55:44 +0000
parents f19931785c42
children a1b03ba2fcd0
line wrap: on
line source

/*
    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 <stdio.h>

#if defined(__APPLE__) && defined(__MACH__)
#include <Carbon/Carbon.h>
#elif TARGET_API_MAC_CARBON && (UNIVERSAL_INTERFACES_VERSION > 0x0335)
#include <Carbon.h>
#else
#include <Script.h>
#include <LowMem.h>
#include <Devices.h>
#include <DiskInit.h>
#include <ToolUtils.h>
#endif

#include "SDL_events.h"
#include "SDL_video.h"
#include "SDL_syswm.h"
#include "../../events/SDL_events_c.h"
#include "../../events/SDL_sysevents.h"
#include "../SDL_cursor_c.h"
#include "SDL_macevents_c.h"
#include "SDL_mackeys.h"
#include "SDL_macmouse_c.h"

/* Define this to be able to collapse SDL windows.
#define USE_APPEARANCE_MANAGER
 */

/* Macintosh resource constants */
#define mApple	128			/* Apple menu resource */
#define iAbout	1			/* About menu item */

/* Functions to handle the About menu */
static void Mac_DoAppleMenu(_THIS, long item);

/* The translation table from a macintosh key scancode to a SDL keysym */
static SDLKey MAC_keymap[256];
static SDL_keysym *TranslateKey(int scancode, int modifiers,
                                SDL_keysym *keysym, int pressed);

/* Handle activation and deactivation  -- returns whether an event was posted */
static int Mac_HandleActivate(int activate)
{
	if ( activate ) {
		/* Show the current SDL application cursor */
		SDL_SetCursor(NULL);

		/* put our mask back case it changed during context switch */
		SetEventMask(everyEvent & ~autoKeyMask);
	} else {
#if TARGET_API_MAC_CARBON
		{ Cursor cursor;
			SetCursor(GetQDGlobalsArrow(&cursor));
		}
#else
		SetCursor(&theQD->arrow);
#endif
		if ( ! Mac_cursor_showing ) {
			ShowCursor();
			Mac_cursor_showing = 1;
		}
	}
	return(SDL_PrivateAppActive(activate, SDL_APPINPUTFOCUS));
}

static void myGlobalToLocal(_THIS, Point *pt)
{
	if ( SDL_VideoSurface && !(SDL_VideoSurface->flags&SDL_FULLSCREEN) ) {
		GrafPtr saveport;
		GetPort(&saveport);
#if TARGET_API_MAC_CARBON
		SetPort(GetWindowPort(SDL_Window));
#else
		SetPort(SDL_Window);
#endif
		GlobalToLocal(pt);
		SetPort(saveport);
	}
}

/* The main MacOS event handler */
static int Mac_HandleEvents(_THIS, int wait4it)
{
	static int mouse_button = 1;
	int i;
	EventRecord event;

#if TARGET_API_MAC_CARBON
	/* There's no GetOSEvent() in the Carbon API. *sigh* */
#define cooperative_multitasking 1
#else
	int cooperative_multitasking;
	/* If we're running fullscreen, we can hog the MacOS events,
	   otherwise we had better play nicely with the other apps.
	*/
	if ( this->screen && (this->screen->flags & SDL_FULLSCREEN) ) {
		cooperative_multitasking = 0;
	} else {
		cooperative_multitasking = 1;
	}
#endif

	/* If we call WaitNextEvent(), MacOS will check other processes
	 * and allow them to run, and perform other high-level processing.
	 */
	if ( cooperative_multitasking || wait4it ) {
		UInt32 wait_time;

		/* Are we polling or not? */
		if ( wait4it ) {
			wait_time = 2147483647;
		} else {
			wait_time = 0;
		}
		WaitNextEvent(everyEvent, &event, wait_time, nil);
	} else {
#if ! TARGET_API_MAC_CARBON
		GetOSEvent(everyEvent, &event);
#endif
	}

#if TARGET_API_MAC_CARBON
	/* for some reason, event.where isn't set ? */
	GetGlobalMouse ( &event.where );
#endif

	/* Check for mouse motion */
	if ( (event.where.h != last_where.h) ||
	     (event.where.v != last_where.v) ) {
		Point pt;
		pt = last_where = event.where;
		myGlobalToLocal(this, &pt);
		SDL_PrivateMouseMotion(0, 0, pt.h, pt.v);
	}

	/* Check the current state of the keyboard */
	if ( SDL_GetAppState() & SDL_APPINPUTFOCUS ) {
		KeyMap keys;
		const Uint32 *keysptr = (Uint32 *) &keys;
		const Uint32 *last_keysptr = (Uint32 *) &last_keys;

		/* Check for special non-event keys */
		if ( event.modifiers != last_mods ) {
			static struct {
				EventModifiers mask;
				SDLKey key;
			} mods[] = {
				{ alphaLock,		SDLK_CAPSLOCK },
#if 0 /* These are handled below in the GetKeys() code */
				{ cmdKey,		SDLK_LMETA },
				{ shiftKey,		SDLK_LSHIFT },
				{ rightShiftKey,	SDLK_RSHIFT },
				{ optionKey,		SDLK_LALT },
				{ rightOptionKey,	SDLK_RALT },
				{ controlKey,		SDLK_LCTRL },
				{ rightControlKey,	SDLK_RCTRL },
#endif /* 0 */
				{ 0,			0 }
			};
			SDL_keysym keysym;
			Uint8 mode;
			EventModifiers mod, mask;
		

			/* Set up the keyboard event */
			keysym.scancode = 0;
			keysym.sym = SDLK_UNKNOWN;
			keysym.mod = KMOD_NONE;
			keysym.unicode = 0;

			/* See what has changed, and generate events */
			mod = event.modifiers;
			for ( i=0; mods[i].mask; ++i ) {
				mask = mods[i].mask;
				if ( (mod&mask) != (last_mods&mask) ) {
					keysym.sym = mods[i].key;
					if ( (mod&mask) ||
					     (mods[i].key == SDLK_CAPSLOCK) ) {
						mode = SDL_PRESSED;
					} else {
						mode = SDL_RELEASED;
					}
					SDL_PrivateKeyboard(mode, &keysym);
				}
			}

			/* Save state for next time */
			last_mods = mod;
		}

		/* Check for normal event keys, but we have to scan the
		   actual keyboard state because on Mac OS X a keydown event
		   is immediately followed by a keyup event.
		*/
		GetKeys(keys);
		if ( (keysptr[0] != last_keysptr[0]) ||
		     (keysptr[1] != last_keysptr[1]) ||
		     (keysptr[2] != last_keysptr[2]) ||
		     (keysptr[3] != last_keysptr[3]) ) {
			SDL_keysym keysym;
			int old_bit, new_bit;

#ifdef DEBUG_KEYBOARD
			fprintf(sterr, "New keys: 0x%x 0x%x 0x%x 0x%x\n",
				new_keys[0], new_keys[1],
				new_keys[2], new_keys[3]);
#endif
			for ( i=0; i<128; ++i ) {
				old_bit = (((Uint8 *)last_keys)[i/8]>>(i%8)) & 0x01;
				new_bit = (((Uint8 *)keys)[i/8]>>(i%8)) & 0x01;
				if ( old_bit != new_bit ) {
					/* Post the keyboard event */
#ifdef DEBUG_KEYBOARD
					fprintf(stderr,"Scancode: 0x%2.2X\n",i);
#endif
					SDL_PrivateKeyboard(new_bit,
				            TranslateKey(i, event.modifiers,
				                         &keysym, new_bit));
				}
			}

			/* Save state for next time */
			last_keys[0] = keys[0];
			last_keys[1] = keys[1];
			last_keys[2] = keys[2];
			last_keys[3] = keys[3];
		}
	}

	/* Handle normal events */
	switch (event.what) {
	  case mouseDown: {
		WindowRef win;
		short area;
				
		area = FindWindow(event.where, &win);
		/* Support switching between the SIOUX console
		   and SDL_Window by clicking in the window.
		 */
		if ( win && (win != FrontWindow()) ) {
			SelectWindow(win);
		} 
		switch (area) {
		  case inMenuBar: /* Only the apple menu exists */
			Mac_DoAppleMenu(this, MenuSelect(event.where));
			HiliteMenu(0);
			break;
		  case inDrag:
#if TARGET_API_MAC_CARBON
			DragWindow(win, event.where, NULL);
#else
			DragWindow(win, event.where, &theQD->screenBits.bounds);
#endif
			break;
		  case inGoAway:
			if ( TrackGoAway(win, event.where) ) {
				SDL_PrivateQuit();
			}
			break;
		  case inContent:
			myGlobalToLocal(this, &event.where);
			/* Treat command-click as right mouse button */
			if ( event.modifiers & optionKey ) {
				mouse_button = 2;
			} else if ( event.modifiers & cmdKey ) {
				mouse_button = 3;
			} else {
				mouse_button = 1;
			}
			SDL_PrivateMouseButton(SDL_PRESSED,
				mouse_button, event.where.h, event.where.v);
			break;
		  case inGrow: {
			int newSize;

			/* Don't allow resize if video mode isn't resizable */
			if ( ! SDL_PublicSurface ||
			     ! (SDL_PublicSurface->flags & SDL_RESIZABLE) ) {
				break;
			}
#if TARGET_API_MAC_CARBON
			newSize = GrowWindow(win, event.where, NULL);
#else
			newSize = GrowWindow(win, event.where, &theQD->screenBits.bounds);
#endif
			if ( newSize ) {
#if !TARGET_API_MAC_CARBON
				EraseRect ( &theQD->screenBits.bounds );
#endif
				SizeWindow ( win, LoWord (newSize), HiWord (newSize), 1 );
				SDL_PrivateResize ( LoWord (newSize), HiWord (newSize) );
			}
		  	} break;
		  case inZoomIn:
		  case inZoomOut:
			if ( TrackBox (win, event.where, area )) {
				Rect rect;
#if !TARGET_API_MAC_CARBON
				EraseRect ( &theQD->screenBits.bounds );
#endif
				ZoomWindow ( win, area, 0);
				if ( area == inZoomIn ) {
					GetWindowUserState(SDL_Window, &rect);
				} else {
					GetWindowStandardState(SDL_Window, &rect);
				}
				SDL_PrivateResize (rect.right-rect.left,
				                   rect.bottom-rect.top);
			}
			break;
#if TARGET_API_MAC_CARBON
		  case inCollapseBox:
			if ( TrackBox (win, event.where, area )) {
				if ( IsWindowCollapsable(win) ) {
					CollapseWindow (win, !IsWindowCollapsed(win));
					/* There should be something done like in inGrow case, but... */
				}
			}
			break;
#endif /* TARGET_API_MAC_CARBON */
		  case inSysWindow:
#if TARGET_API_MAC_CARBON
			/* Never happens in Carbon? */
#else
			SystemClick(&event, win);
#endif
			break;
		  default:
			break;
		}
	  }
	  break;
	  case mouseUp: {
		myGlobalToLocal(this, &event.where);
		/* Release the mouse button we simulated in the last press.
		   The drawback of this methos is we cannot press more than
		   one button. However, this doesn't matter, since there is
		   only a single logical mouse button, even if you have a
		   multi-button mouse, this doesn't matter at all.
		 */
		SDL_PrivateMouseButton(SDL_RELEASED,
			mouse_button, event.where.h, event.where.v);
	  }
	  break;
#if 0 /* Handled above the switch statement */
	  case keyDown: {
		SDL_keysym keysym;

		SDL_PrivateKeyboard(SDL_PRESSED,
			TranslateKey((event.message&keyCodeMask)>>8
		                     event.modifiers, &keysym, 1));
	  }
	  break;
	  case keyUp: {
		SDL_keysym keysym;

		SDL_PrivateKeyboard(SDL_RELEASED,
			TranslateKey((event.message&keyCodeMask)>>8
		                     event.modifiers, &keysym, 0));
	  }
	  break;
#endif
	  case updateEvt: {
		BeginUpdate(SDL_Window);
	#if SDL_VIDEO_OPENGL
		if (SDL_VideoSurface->flags & SDL_OPENGL)
			SDL_GL_SwapBuffers();
		else
	#endif
		if ( (SDL_VideoSurface->flags & SDL_HWSURFACE) ==
						SDL_SWSURFACE ) {
			SDL_UpdateRect(SDL_VideoSurface, 0, 0, 0, 0);
		}
		EndUpdate(SDL_Window);
	  }
	  /* If this was an update event for the SIOUX console, we return 0
             in order to stop an endless series of updates being triggered.
	  */
	  if ( (WindowRef) event.message != SDL_Window ) {
		return 0;
	  }
	  break;
	  case activateEvt: {
		Mac_HandleActivate(!!(event.modifiers & activeFlag));
	  }
	  break;
	  case diskEvt: {
#if TARGET_API_MAC_CARBON
		/* What are we supposed to do? */;
#else
		if ( ((event.message>>16)&0xFFFF) != noErr ) {
			Point spot;
			SetPt(&spot, 0x0070, 0x0050);
			DIBadMount(spot, event.message);
		}
#endif
	  }
	  break;
	  case osEvt: {
		switch ((event.message>>24) & 0xFF) {
#if 0 /* Handled above the switch statement */
		  case mouseMovedMessage: {
			myGlobalToLocal(this, &event.where);
			SDL_PrivateMouseMotion(0, 0,
					event.where.h, event.where.v);
		  }
		  break;
#endif /* 0 */
		  case suspendResumeMessage: {
			Mac_HandleActivate(!!(event.message & resumeFlag));
		  }
		  break;
		}
	  }
	  break;
	  default: {
		;
	  }
	  break;
	}
	return (event.what != nullEvent);
}


void Mac_PumpEvents(_THIS)
{
	/* Process pending MacOS events */
	while ( Mac_HandleEvents(this, 0) ) {
		/* Loop and check again */;
	}
}

void Mac_InitOSKeymap(_THIS)
{
	const void *KCHRPtr;
	UInt32 state;
	UInt32 value;
	int i;
	int world = SDLK_WORLD_0;

	/* Map the MAC keysyms */
	for ( i=0; i<SDL_arraysize(MAC_keymap); ++i )
		MAC_keymap[i] = SDLK_UNKNOWN;

	/* Defined MAC_* constants */
	MAC_keymap[MK_ESCAPE] = SDLK_ESCAPE;
	MAC_keymap[MK_F1] = SDLK_F1;
	MAC_keymap[MK_F2] = SDLK_F2;
	MAC_keymap[MK_F3] = SDLK_F3;
	MAC_keymap[MK_F4] = SDLK_F4;
	MAC_keymap[MK_F5] = SDLK_F5;
	MAC_keymap[MK_F6] = SDLK_F6;
	MAC_keymap[MK_F7] = SDLK_F7;
	MAC_keymap[MK_F8] = SDLK_F8;
	MAC_keymap[MK_F9] = SDLK_F9;
	MAC_keymap[MK_F10] = SDLK_F10;
	MAC_keymap[MK_F11] = SDLK_F11;
	MAC_keymap[MK_F12] = SDLK_F12;
	MAC_keymap[MK_PRINT] = SDLK_PRINT;
	MAC_keymap[MK_SCROLLOCK] = SDLK_SCROLLOCK;
	MAC_keymap[MK_PAUSE] = SDLK_PAUSE;
	MAC_keymap[MK_POWER] = SDLK_POWER;
	MAC_keymap[MK_BACKQUOTE] = SDLK_BACKQUOTE;
	MAC_keymap[MK_1] = SDLK_1;
	MAC_keymap[MK_2] = SDLK_2;
	MAC_keymap[MK_3] = SDLK_3;
	MAC_keymap[MK_4] = SDLK_4;
	MAC_keymap[MK_5] = SDLK_5;
	MAC_keymap[MK_6] = SDLK_6;
	MAC_keymap[MK_7] = SDLK_7;
	MAC_keymap[MK_8] = SDLK_8;
	MAC_keymap[MK_9] = SDLK_9;
	MAC_keymap[MK_0] = SDLK_0;
	MAC_keymap[MK_MINUS] = SDLK_MINUS;
	MAC_keymap[MK_EQUALS] = SDLK_EQUALS;
	MAC_keymap[MK_BACKSPACE] = SDLK_BACKSPACE;
	MAC_keymap[MK_INSERT] = SDLK_INSERT;
	MAC_keymap[MK_HOME] = SDLK_HOME;
	MAC_keymap[MK_PAGEUP] = SDLK_PAGEUP;
	MAC_keymap[MK_NUMLOCK] = SDLK_NUMLOCK;
	MAC_keymap[MK_KP_EQUALS] = SDLK_KP_EQUALS;
	MAC_keymap[MK_KP_DIVIDE] = SDLK_KP_DIVIDE;
	MAC_keymap[MK_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
	MAC_keymap[MK_TAB] = SDLK_TAB;
	MAC_keymap[MK_q] = SDLK_q;
	MAC_keymap[MK_w] = SDLK_w;
	MAC_keymap[MK_e] = SDLK_e;
	MAC_keymap[MK_r] = SDLK_r;
	MAC_keymap[MK_t] = SDLK_t;
	MAC_keymap[MK_y] = SDLK_y;
	MAC_keymap[MK_u] = SDLK_u;
	MAC_keymap[MK_i] = SDLK_i;
	MAC_keymap[MK_o] = SDLK_o;
	MAC_keymap[MK_p] = SDLK_p;
	MAC_keymap[MK_LEFTBRACKET] = SDLK_LEFTBRACKET;
	MAC_keymap[MK_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
	MAC_keymap[MK_BACKSLASH] = SDLK_BACKSLASH;
	MAC_keymap[MK_DELETE] = SDLK_DELETE;
	MAC_keymap[MK_END] = SDLK_END;
	MAC_keymap[MK_PAGEDOWN] = SDLK_PAGEDOWN;
	MAC_keymap[MK_KP7] = SDLK_KP7;
	MAC_keymap[MK_KP8] = SDLK_KP8;
	MAC_keymap[MK_KP9] = SDLK_KP9;
	MAC_keymap[MK_KP_MINUS] = SDLK_KP_MINUS;
	MAC_keymap[MK_CAPSLOCK] = SDLK_CAPSLOCK;
	MAC_keymap[MK_a] = SDLK_a;
	MAC_keymap[MK_s] = SDLK_s;
	MAC_keymap[MK_d] = SDLK_d;
	MAC_keymap[MK_f] = SDLK_f;
	MAC_keymap[MK_g] = SDLK_g;
	MAC_keymap[MK_h] = SDLK_h;
	MAC_keymap[MK_j] = SDLK_j;
	MAC_keymap[MK_k] = SDLK_k;
	MAC_keymap[MK_l] = SDLK_l;
	MAC_keymap[MK_SEMICOLON] = SDLK_SEMICOLON;
	MAC_keymap[MK_QUOTE] = SDLK_QUOTE;
	MAC_keymap[MK_RETURN] = SDLK_RETURN;
	MAC_keymap[MK_KP4] = SDLK_KP4;
	MAC_keymap[MK_KP5] = SDLK_KP5;
	MAC_keymap[MK_KP6] = SDLK_KP6;
	MAC_keymap[MK_KP_PLUS] = SDLK_KP_PLUS;
	MAC_keymap[MK_LSHIFT] = SDLK_LSHIFT;
	MAC_keymap[MK_z] = SDLK_z;
	MAC_keymap[MK_x] = SDLK_x;
	MAC_keymap[MK_c] = SDLK_c;
	MAC_keymap[MK_v] = SDLK_v;
	MAC_keymap[MK_b] = SDLK_b;
	MAC_keymap[MK_n] = SDLK_n;
	MAC_keymap[MK_m] = SDLK_m;
	MAC_keymap[MK_COMMA] = SDLK_COMMA;
	MAC_keymap[MK_PERIOD] = SDLK_PERIOD;
	MAC_keymap[MK_SLASH] = SDLK_SLASH;
#if 0	/* These are the same as the left versions - use left by default */
	MAC_keymap[MK_RSHIFT] = SDLK_RSHIFT;
#endif
	MAC_keymap[MK_UP] = SDLK_UP;
	MAC_keymap[MK_KP1] = SDLK_KP1;
	MAC_keymap[MK_KP2] = SDLK_KP2;
	MAC_keymap[MK_KP3] = SDLK_KP3;
	MAC_keymap[MK_KP_ENTER] = SDLK_KP_ENTER;
	MAC_keymap[MK_LCTRL] = SDLK_LCTRL;
	MAC_keymap[MK_LALT] = SDLK_LALT;
	MAC_keymap[MK_LMETA] = SDLK_LMETA;
	MAC_keymap[MK_SPACE] = SDLK_SPACE;
#if 0	/* These are the same as the left versions - use left by default */
	MAC_keymap[MK_RMETA] = SDLK_RMETA;
	MAC_keymap[MK_RALT] = SDLK_RALT;
	MAC_keymap[MK_RCTRL] = SDLK_RCTRL;
#endif
	MAC_keymap[MK_LEFT] = SDLK_LEFT;
	MAC_keymap[MK_DOWN] = SDLK_DOWN;
	MAC_keymap[MK_RIGHT] = SDLK_RIGHT;
	MAC_keymap[MK_KP0] = SDLK_KP0;
	MAC_keymap[MK_KP_PERIOD] = SDLK_KP_PERIOD;

#if defined(__APPLE__) && defined(__MACH__)
	/* Wierd, these keys are on my iBook under Mac OS X
	   Note that the left arrow keysym is the same as left ctrl!?
	 */
	MAC_keymap[MK_IBOOK_ENTER] = SDLK_KP_ENTER;
	MAC_keymap[MK_IBOOK_RIGHT] = SDLK_RIGHT;
	MAC_keymap[MK_IBOOK_DOWN] = SDLK_DOWN;
	MAC_keymap[MK_IBOOK_UP] = SDLK_UP;
	MAC_keymap[MK_IBOOK_LEFT] = SDLK_LEFT;
#endif /* Mac OS X */

	/* Up there we setup a static scancode->keysym map. However, it will not
	 * work very well on international keyboard. Hence we now query MacOS
	 * for its own keymap to adjust our own mapping table. However, this is
	 * bascially only useful for ascii char keys. This is also the reason
	 * why we keep the static table, too.
	 */
	
	/* Get a pointer to the systems cached KCHR */
	KCHRPtr = (void *)GetScriptManagerVariable(smKCHRCache);
	if (KCHRPtr)
	{
		/* Loop over all 127 possible scan codes */
		for (i = 0; i < 0x7F; i++)
		{
			/* We pretend a clean start to begin with (i.e. no dead keys active */
			state = 0;
			
			/* Now translate the key code to a key value */
			value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
			
			/* If the state become 0, it was a dead key. We need to translate again,
			passing in the new state, to get the actual key value */
			if (state != 0)
				value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
			
			/* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */
			if (value >= 128)	 /* Some non-ASCII char, map it to SDLK_WORLD_* */
				MAC_keymap[i] = world++;
			else if (value >= 32)	 /* non-control ASCII char */
				MAC_keymap[i] = value;
		}
	}
	
	/* The keypad codes are re-setup here, because the loop above cannot
	 * distinguish between a key on the keypad and a regular key. We maybe
	 * could get around this problem in another fashion: NSEvent's flags
	 * include a "NSNumericPadKeyMask" bit; we could check that and modify
	 * the symbol we return on the fly. However, this flag seems to exhibit
	 * some weird behaviour related to the num lock key
	 */
	MAC_keymap[MK_KP0] = SDLK_KP0;
	MAC_keymap[MK_KP1] = SDLK_KP1;
	MAC_keymap[MK_KP2] = SDLK_KP2;
	MAC_keymap[MK_KP3] = SDLK_KP3;
	MAC_keymap[MK_KP4] = SDLK_KP4;
	MAC_keymap[MK_KP5] = SDLK_KP5;
	MAC_keymap[MK_KP6] = SDLK_KP6;
	MAC_keymap[MK_KP7] = SDLK_KP7;
	MAC_keymap[MK_KP8] = SDLK_KP8;
	MAC_keymap[MK_KP9] = SDLK_KP9;
	MAC_keymap[MK_KP_MINUS] = SDLK_KP_MINUS;
	MAC_keymap[MK_KP_PLUS] = SDLK_KP_PLUS;
	MAC_keymap[MK_KP_PERIOD] = SDLK_KP_PERIOD;
	MAC_keymap[MK_KP_EQUALS] = SDLK_KP_EQUALS;
	MAC_keymap[MK_KP_DIVIDE] = SDLK_KP_DIVIDE;
	MAC_keymap[MK_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
	MAC_keymap[MK_KP_ENTER] = SDLK_KP_ENTER;
}

static SDL_keysym *TranslateKey(int scancode, int modifiers,
                                SDL_keysym *keysym, int pressed)
{
	/* Set the keysym information */
	keysym->scancode = scancode;
	keysym->sym = MAC_keymap[keysym->scancode];
	keysym->mod = KMOD_NONE;
	keysym->unicode = 0;
	if ( pressed && SDL_TranslateUNICODE ) {
		static unsigned long state = 0;
		static Ptr keymap = nil;
		Ptr new_keymap;

		/* Get the current keyboard map resource */
		new_keymap = (Ptr)GetScriptManagerVariable(smKCHRCache);
		if ( new_keymap != keymap ) {
			keymap = new_keymap;
			state = 0;
		}
		keysym->unicode = KeyTranslate(keymap,
			keysym->scancode|modifiers, &state) & 0xFFFF;
	}
	return(keysym);
}

void Mac_InitEvents(_THIS)
{
	/* Create apple menu bar */
	apple_menu = GetMenu(mApple);
	if ( apple_menu != nil ) {
		AppendResMenu(apple_menu, 'DRVR');
		InsertMenu(apple_menu, 0);
	}
	DrawMenuBar();

	/* Get rid of spurious events at startup */
	FlushEvents(everyEvent, 0);
	
	/* Allow every event but keyrepeat */
	SetEventMask(everyEvent & ~autoKeyMask);
}

void Mac_QuitEvents(_THIS)
{
	ClearMenuBar();
	if ( apple_menu != nil ) {
		ReleaseResource((char **)apple_menu);
	}

	/* Clean up pending events */
	FlushEvents(everyEvent, 0);
}

static void Mac_DoAppleMenu(_THIS, long choice)
{
#if !TARGET_API_MAC_CARBON  /* No Apple menu in OS X */
	short menu, item;

	item = (choice&0xFFFF);
	choice >>= 16;
	menu = (choice&0xFFFF);
	
	switch (menu) {
		case mApple: {
			switch (item) {
				case iAbout: {
					/* Run the about box */;
				}
				break;
				default: {
					Str255 name;
					
					GetMenuItemText(apple_menu, item, name);
					OpenDeskAcc(name);
				}
				break;
			}
		}
		break;
		default: {
			/* Ignore other menus */;
		}
	}
#endif /* !TARGET_API_MAC_CARBON */
}

#if !TARGET_API_MAC_CARBON
/* Since we don't initialize QuickDraw, we need to get a pointer to qd */
struct QDGlobals *theQD = NULL;
#endif

/* Exported to the macmain code */
void SDL_InitQuickDraw(struct QDGlobals *the_qd)
{
#if !TARGET_API_MAC_CARBON
	theQD = the_qd;
#endif
}