Mercurial > sdl-ios-xcode
view src/video/picogui/SDL_pgevents.c @ 1013:a649064a3215
Date: Tue, 14 Dec 2004 12:08:30 +0100
From: Marcin Konicki
Subject: Re: [SDL] SDL 1.2.8 Prerelease
I'm sending small fix for BeOS, which prevents filling up SDL's message
queue too fast.
Without it, SDL receives "key down" messages from BeOS code, for each key
repeat (BeOS handles key repeats itself, and application can check if
received "key down" message from BeOS is first time key down, or if it's
repeat, and which repeat it is). Since there is no way for "sdl driver" to
turn off "default" SDL's key-repeat mechanism, they were working both at
the same time (and queue could be filled up very fast).
So this patch removes handling "key down" message from BeOS if it's
key_repeat "type".
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 14 Dec 2004 18:23:27 +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 Micah Dowty micahjd@users.sourceforge.net */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif #include "SDL.h" #include "SDL_sysevents.h" #include "SDL_events_c.h" #include "SDL_pgvideo.h" #include "SDL_pgevents_c.h" int PG_HandleClose(struct pgEvent *evt) { SDL_PrivateQuit(); return 1; /* Intercept the event's normal quit handling */ } int PG_HandleResize(struct pgEvent *evt) { SDL_PrivateResize(evt->e.size.w, evt->e.size.h); return 0; } int PG_HandleKey(struct pgEvent *evt) { SDL_keysym sym; memset(&sym,0,sizeof(sym)); sym.sym = evt->e.kbd.key; sym.mod = evt->e.kbd.mods; SDL_PrivateKeyboard(evt->type == PG_WE_KBD_KEYDOWN, &sym); return 0; } int PG_HandleChar(struct pgEvent *evt) { SDL_keysym sym; memset(&sym,0,sizeof(sym)); sym.unicode = evt->e.kbd.key; sym.mod = evt->e.kbd.mods; SDL_PrivateKeyboard(evt->type == PG_WE_KBD_KEYDOWN, &sym); return 0; } int PG_HandleMouseButton(struct pgEvent *evt) { /* We need to focus the canvas when it's clicked */ if (evt->extra) { SDL_VideoDevice *this = (SDL_VideoDevice *) evt->extra; pgFocus(this->hidden->wCanvas); } SDL_PrivateMouseButton(evt->type == PG_WE_PNTR_DOWN, evt->e.pntr.chbtn, evt->e.pntr.x, evt->e.pntr.y); return 0; } int PG_HandleMouseMotion(struct pgEvent *evt) { SDL_PrivateMouseMotion(evt->e.pntr.btn,0,evt->e.pntr.x, evt->e.pntr.y); return 0; } void PG_PumpEvents(_THIS) { /* Process all pending events */ pgEventPoll(); } void PG_InitOSKeymap(_THIS) { /* We need no keymap */ } void PG_InitEvents(_THIS) { /* Turn on all the mouse and keyboard triggers for our canvas, normally less important * events like mouse movement are ignored to save bandwidth. */ pgSetWidget(this->hidden->wCanvas, PG_WP_TRIGGERMASK, pgGetWidget(this->hidden->wCanvas, PG_WP_TRIGGERMASK) | PG_TRIGGER_UP | PG_TRIGGER_DOWN | PG_TRIGGER_MOVE | PG_TRIGGER_KEYUP | PG_TRIGGER_KEYDOWN | PG_TRIGGER_CHAR,0); /* Start our canvas out focused, so we get keyboard input */ pgFocus(this->hidden->wCanvas); /* Set up bindings for all the above event handlers */ pgBind(this->hidden->wApp, PG_WE_CLOSE, &PG_HandleClose, NULL); pgBind(this->hidden->wCanvas, PG_WE_BUILD, &PG_HandleResize, NULL); pgBind(this->hidden->wCanvas, PG_WE_KBD_CHAR, &PG_HandleChar, NULL); pgBind(this->hidden->wCanvas, PG_WE_KBD_KEYUP, &PG_HandleKey, NULL); pgBind(this->hidden->wCanvas, PG_WE_KBD_KEYDOWN, &PG_HandleKey, NULL); pgBind(this->hidden->wCanvas, PG_WE_PNTR_MOVE, &PG_HandleMouseMotion, NULL); pgBind(this->hidden->wCanvas, PG_WE_PNTR_UP, &PG_HandleMouseButton, NULL); pgBind(this->hidden->wCanvas, PG_WE_PNTR_DOWN, &PG_HandleMouseButton, this); } /* end of SDL_pgevents.c ... */