view src/video/qtopia/SDL_sysevents.cc @ 885:9f6ad2286011

Date: Wed, 28 Apr 2004 16:52:41 -0400 From: "Damien A" Subject: testdyngl fix The test program you included in the latest version of SDL crashes on startup in Window (XP). The reason for this is that OpenGL functions on Windows use the __stdcall calling convention, not the C convention. Placing APIENTRY infront of the * operator solves this problem.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 30 Apr 2004 18:33:30 +0000
parents b8d311d90021
children c9b51268668f
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2004 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@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

#include <qpe/qpeapplication.h>

#include <stdio.h>
#include <string.h>
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_QWin.h"
#include "SDL_lowvideo.h"
#include "SDL_timer.h"

extern "C" {
#include "SDL_events_c.h"
#include "SDL_sysevents.h"
#include "SDL_sysevents_c.h"

  //  static SDLKey keymap[128];
/* This is special because we know it will be run in a loop in a separate
   thread.  Normally this function should loop as long as there are input
   states changing, i.e. new events arriving.
*/
void QT_PumpEvents(_THIS)
{
  if(!qApp) {
    return; 
  }
  //  printf("processing events: %p\n", qApp);
  //qApp->processOneEvent(); // wait for a event
  qApp->processEvents(); // and process all outstanding ones
#if 0
  BView *view;
	BRect bounds;
	BPoint point;
	uint32 buttons;
	const uint32 button_masks[3] = {
		B_PRIMARY_MOUSE_BUTTON,
		B_TERTIARY_MOUSE_BUTTON, 
		B_SECONDARY_MOUSE_BUTTON,
	};
	unsigned int    i, j;

	/* Check out the mouse buttons and position (slight race condition) */
	if ( SDL_Win->Lock() ) {
		/* Don't do anything if we have no view */
		view = SDL_Win->View();
		if ( ! view ) {
			SDL_Win->Unlock();
			return;
		}
		bounds = view->Bounds();
		/* Get new input state, if still active */
		if ( SDL_Win->IsActive() ) {
			key_flip = !key_flip;
			get_key_info(&keyinfo[key_flip]);
			view->GetMouse(&point, &buttons, true);
		} else {
			key_flip = key_flip;
			point = last_point;
			buttons = last_buttons;
		}
		SDL_Win->Unlock();
	} else {
		return;
	}

	/* If our view is active, we'll find key changes here */
	if ( memcmp(keyinfo[0].key_states, keyinfo[1].key_states, 16) != 0 ) {
		for ( i=0; i<16; ++i ) {
			Uint8 new_state, transition;

			new_state = keyinfo[key_flip].key_states[i];
			transition = keyinfo[!key_flip].key_states[i] ^
					keyinfo[ key_flip].key_states[i];
			for ( j=0; j<8; ++j ) {
				if ( transition&0x80 )
					QueueKey(i*8+j, new_state&0x80);
				transition <<= 1;
				new_state <<= 1;
			}
		}
	}

	/* We check keyboard, but not mouse if mouse isn't in window */
	if ( ! bounds.Contains(point) ) {
		/* Mouse moved outside our view? */
		if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) {
			SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
			be_app->SetCursor(B_HAND_CURSOR);
		}
		return;
	}
	/* Has the mouse moved back into our view? */
	if ( ! (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
		/* Reset the B_HAND_CURSOR to our own */
		SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
		SDL_SetCursor(NULL);
	}

	/* Check for mouse motion */
	if ( point != last_point ) {
		int x, y;

		SDL_Win->GetXYOffset(x, y);
		x = (int)point.x - x;
		y = (int)point.y - y;
		SDL_PrivateMouseMotion(0, 0, x, y);
	}
	last_point = point;

	/* Add any mouse button events */
	for ( i=0; i<SDL_TABLESIZE(button_masks); ++i ) {
		if ( (buttons ^ last_buttons) & button_masks[i] ) {
			if ( buttons & button_masks[i] ) {
				SDL_PrivateMouseButton(SDL_PRESSED, 1+i, 0, 0);
			} else {
				SDL_PrivateMouseButton(SDL_RELEASED, 1+i, 0, 0);
			}
		}
	}
	last_buttons = buttons;
#endif
}

void QT_InitOSKeymap(_THIS)
{
#if 0
  unsigned int i;

  /* Initialize all the key states as "up" */
  key_flip = 0;
  memset(keyinfo[key_flip].key_states, 0, 16);

  /* Initialize the key translation table */
  for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
    keymap[i] = SDLK_UNKNOWN;

  //  keymap[0x01]		= SDLK_ESCAPE;
  //  keymap[B_F1_KEY]	= SDLK_F1;
  //  keymap[B_F2_KEY]	= SDLK_F2;
  //  keymap[B_F3_KEY]	= SDLK_F3;
  //  keymap[B_F4_KEY]	= SDLK_F4;
  //  keymap[B_F5_KEY]	= SDLK_F5;
  //  keymap[B_F6_KEY]	= SDLK_F6;
  //  keymap[B_F7_KEY]	= SDLK_F7;
  //  keymap[B_F8_KEY]	= SDLK_F8;
  //  keymap[B_F9_KEY]	= SDLK_F9;
  //  keymap[B_F10_KEY]	= SDLK_F10;
  //  keymap[B_F11_KEY]	= SDLK_F11;
  //  keymap[B_F12_KEY]	= SDLK_F12;
  //  keymap[B_PRINT_KEY]	= SDLK_PRINT;
  //keymap[B_SCROLL_KEY]	= SDLK_SCROLLOCK;
  //  keymap[B_PAUSE_KEY]	= SDLK_PAUSE;
  keymap[0x11]		= SDLK_BACKQUOTE;
  keymap[0x12]		= SDLK_1;
  keymap[0x13]		= SDLK_2;
  keymap[0x14]		= SDLK_3;
  keymap[0x15]		= SDLK_4;
  keymap[0x16]		= SDLK_5;
  keymap[0x17]		= SDLK_6;
  keymap[0x18]		= SDLK_7;
  keymap[0x19]		= SDLK_8;
  keymap[0x1a]		= SDLK_9;
  keymap[0x1b]		= SDLK_0;
  keymap[0x1c]		= SDLK_MINUS;
  keymap[0x1d]		= SDLK_EQUALS;
  keymap[0x1e]		= SDLK_BACKSPACE;
  keymap[0x1f]		= SDLK_INSERT;
  keymap[0x20]		= SDLK_HOME;
  keymap[0x21]		= SDLK_PAGEUP;
  //keymap[0x22]		= SDLK_NUMLOCK;
  keymap[0x23]		= SDLK_KP_DIVIDE;
  keymap[0x24]		= SDLK_KP_MULTIPLY;
  keymap[0x25]		= SDLK_KP_MINUS;
  keymap[0x26]		= SDLK_TAB;
  keymap[0x27]		= SDLK_q;
  keymap[0x28]		= SDLK_w;
  keymap[0x29]		= SDLK_e;
  keymap[0x2a]		= SDLK_r;
  keymap[0x2b]		= SDLK_t;
  keymap[0x2c]		= SDLK_y;
  keymap[0x2d]		= SDLK_u;
  keymap[0x2e]		= SDLK_i;
  keymap[0x2f]		= SDLK_o;
  keymap[0x30]		= SDLK_p;
  keymap[0x31]		= SDLK_LEFTBRACKET;
  keymap[0x32]		= SDLK_RIGHTBRACKET;
  keymap[0x33]		= SDLK_BACKSLASH;
  keymap[0x34]		= SDLK_DELETE;
  keymap[0x35]		= SDLK_END;
  keymap[0x36]		= SDLK_PAGEDOWN;
  keymap[0x37]		= SDLK_KP7;
  keymap[0x38]		= SDLK_KP8;
  keymap[0x39]		= SDLK_KP9;
  keymap[0x3a]		= SDLK_KP_PLUS;
  //keymap[0x3b]		= SDLK_CAPSLOCK;
  keymap[0x3c]		= SDLK_a;
  keymap[0x3d]		= SDLK_s;
  keymap[0x3e]		= SDLK_d;
  keymap[0x3f]		= SDLK_f;
  keymap[0x40]		= SDLK_g;
  keymap[0x41]		= SDLK_h;
  keymap[0x42]		= SDLK_j;
  keymap[0x43]		= SDLK_k;
  keymap[0x44]		= SDLK_l;
  keymap[0x45]		= SDLK_SEMICOLON;
  keymap[0x46]		= SDLK_QUOTE;
  keymap[0x47]		= SDLK_RETURN;
  keymap[0x48]		= SDLK_KP4;
  keymap[0x49]		= SDLK_KP5;
  keymap[0x4a]		= SDLK_KP6;
  keymap[0x4b]		= SDLK_LSHIFT;
  keymap[0x4c]		= SDLK_z;
  keymap[0x4d]		= SDLK_x;
  keymap[0x4e]		= SDLK_c;
  keymap[0x4f]		= SDLK_v;
  keymap[0x50]		= SDLK_b;
  keymap[0x51]		= SDLK_n;
  keymap[0x52]		= SDLK_m;
  keymap[0x53]		= SDLK_COMMA;
  keymap[0x54]		= SDLK_PERIOD;
  keymap[0x55]		= SDLK_SLASH;
  keymap[0x56]		= SDLK_RSHIFT;
  keymap[0x57]		= SDLK_UP;
  keymap[0x58]		= SDLK_KP1;
  keymap[0x59]		= SDLK_KP2;
  keymap[0x5a]		= SDLK_KP3;
  keymap[0x5b]		= SDLK_KP_ENTER;
  //keymap[0x5c]		= SDLK_LCTRL;
  //keymap[0x5d]		= SDLK_LALT;
  keymap[0x5e]		= SDLK_SPACE;
  //keymap[0x5f]		= SDLK_RALT;
  //keymap[0x60]		= SDLK_RCTRL;
  keymap[0x61]		= SDLK_LEFT;
  keymap[0x62]		= SDLK_DOWN;
  keymap[0x63]		= SDLK_RIGHT;
  keymap[0x64]		= SDLK_KP0;
  keymap[0x65]		= SDLK_KP_PERIOD;
  //keymap[0x66]		= SDLK_LMETA;
  //keymap[0x67]		= SDLK_RMETA;
  //keymap[0x68]		= SDLK_MENU;
  keymap[0x69]		= SDLK_EURO;
  keymap[0x6a]		= SDLK_KP_EQUALS;
  keymap[0x6b]		= SDLK_POWER;
#endif
}

}; /* Extern C */