view src/events/SDL_mouse.c @ 4355:9b464226e541 SDL-1.2

Fixed bug #855 Ludwig Nussel 2009-10-18 06:31:52 PDT an mprotect call was added to fix bug 528. However that results in a buffer that allows writing and code execution. Ie the no-execute security features of modern operating systems are defeated this way. Two mprotect calls are needed. One to make the buffer executable but not writeable when done and another one to make the buffer writeable again if the content needs to be changed.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 18 Oct 2009 17:31:37 +0000
parents 429c8dd3175d
children
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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 Sint16 SDL_MouseMaxX = 0;
static Sint16 SDL_MouseMaxY = 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_MouseMaxX = 0;
	SDL_MouseMaxY = 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)
{
	/* This clips absolute mouse coordinates when the apparent
	   display surface is smaller than the real display surface.
	 */
	if ( SDL_VideoSurface && SDL_VideoSurface->offset ) {
		*y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
		*x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
				SDL_VideoSurface->format->BytesPerPixel;
	}
}

void SDL_SetMouseRange(int maxX, int maxY)
{
	SDL_MouseMaxX = (Sint16)maxX;
	SDL_MouseMaxY = (Sint16)maxY;
}

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

	/* 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_MouseMaxX )
		X = SDL_MouseMaxX-1;
	else
		X = (Uint16)x;

	if ( y < 0 )
		Y = 0;
	else
	if ( y >= SDL_MouseMaxY )
		Y = SDL_MouseMaxY-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_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_MouseMaxX )
			x = SDL_MouseMaxX-1;

		if ( y < 0 )
			y = 0;
		else
		if ( y >= SDL_MouseMaxY )
			y = SDL_MouseMaxY-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);
}