Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_sysmouse.cc @ 4072:6930cd5ab933 SDL-1.2
Final fix for bug #373
------- Comment #13 From Christian Walther 2007-07-15 10:04:56 [reply] -------
Created an attachment (id=229) [details]
patch to reinstate the SDL cursor after an NSApplicationActivatedEvent
Oops, you're right. My testcursor.c has diverged so far from the original that
I missed that. In fact, now that I think about it, that issue isn't even
addressed by the cursor rectangle patch - it is only concerned with windowed
mode (and fixes the problem there as a side effect). The problem in fullscreen
is still the same as before. How about the attachment for a fix? (I can confirm
that [NSCursor set] doesn't seem to have any effect when called from
QZ_DoActivate().)
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 15 Jul 2007 17:22:39 +0000 |
parents | 4e29535b821b |
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 <AppKit.h> #include <GameKit.h> #include "SDL_BWin.h" extern "C" { #include "../SDL_cursor_c.h" #include "SDL_sysmouse_c.h" /* Convert bits to padded bytes */ #define PADDED_BITS(bits) ((bits+7)/8) /* The implementation dependent data for the window manager cursor */ struct WMcursor { char *bits; }; /* Can this be done in the BeOS? */ WMcursor *BE_CreateWMCursor(_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) { WMcursor *cursor; int allowed_x; int allowed_y; int run, pad, i; char *cptr; allowed_x = 16; /* BeOS limitation */ allowed_y = 16; /* BeOS limitation */ if ( (w > allowed_x) || (h > allowed_y) ) { SDL_SetError("Only cursors of dimension (%dx%d) are allowed", allowed_x, allowed_y); return(NULL); } /* Allocate the cursor */ cursor = (WMcursor *)SDL_malloc(sizeof(WMcursor)); if ( cursor == NULL ) { SDL_OutOfMemory(); return(NULL); } cursor->bits = (char *)SDL_malloc(4+2*((allowed_x/8)*allowed_y)); if ( cursor->bits == NULL ) { SDL_free(cursor); SDL_OutOfMemory(); return(NULL); } cursor->bits[0] = allowed_y; /* Size of the cursor */ cursor->bits[1] = 1; /* Bit depth of cursor */ cursor->bits[2] = hot_y; cursor->bits[3] = hot_x; cptr = &cursor->bits[4]; /* Pad out to the normal cursor size */ run = PADDED_BITS(w); pad = PADDED_BITS(allowed_x)-run; for ( i=0; i<h; ++i ) { SDL_memcpy(cptr, data, run); SDL_memset(cptr+run, 0, pad); data += run; cptr += (run+pad); } for ( ; i<allowed_y; ++i ) { SDL_memset(cptr, 0, run+pad); cptr += (run+pad); } for ( i=0; i<h; ++i ) { /* FIXME: The mask should be OR'd with the data to turn inverted color pixels black, since inverted color pixels aren't supported under BeOS. */ SDL_memcpy(cptr, mask, run); SDL_memset(cptr+run, 0, pad); mask += run; cptr += (run+pad); } for ( ; i<allowed_y; ++i ) { SDL_memset(cptr, 0, run+pad); cptr += (run+pad); } return(cursor); } int BE_ShowWMCursor(_THIS, WMcursor *cursor) { if ( be_app->Lock() ) { if ( cursor == NULL ) { if ( SDL_BlankCursor != NULL ) { be_app->SetCursor(SDL_BlankCursor->bits); } } else { be_app->SetCursor(cursor->bits); } be_app->Unlock(); } return(1); } void BE_FreeWMCursor(_THIS, WMcursor *cursor) { SDL_free(cursor->bits); SDL_free(cursor); } /* Implementation by Christian Bauer <cbauer@student.physik.uni-mainz.de> */ void BE_WarpWMCursor(_THIS, Uint16 x, Uint16 y) { BPoint pt; SDL_Win->GetXYOffset(pt.x, pt.y); pt.x += x; pt.y += y; SDL_Win->Lock(); SDL_Win->ConvertToScreen(&pt); SDL_Win->Unlock(); set_mouse_position((int32)pt.x, (int32)pt.y); } /* Check to see if we need to enter or leave mouse relative mode */ void BE_CheckMouseMode(_THIS) { /* If the mouse is hidden and input is grabbed, we use relative mode */ if ( !(SDL_cursorstate & CURSOR_VISIBLE) && (_this->input_grab != SDL_GRAB_OFF) ) { mouse_relative = 1; } else { mouse_relative = 0; } } }; /* Extern C */