view src/video/quartz/SDL_QuartzEvents.m @ 453:a6fa62b1be09

Updated for embedded Visual C++ 4.0
author Sam Lantinga <slouken@libsdl.org>
date Tue, 20 Aug 2002 00:20:06 +0000
parents 140798e1e7a6
children c4338ecf45f9
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002    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
*/
#include <sys/time.h>

#include "SDL_QuartzKeys.h"



static SDLKey keymap[256];
static unsigned int currentMods = 0; /* Current keyboard modifiers, to track modifier state */
static int last_virtual_button = 0; /* Last virtual mouse button pressed */

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

    for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
        keymap[i] = SDLK_UNKNOWN;

    /* This keymap is almost exactly the same as the OS 9 one */
    keymap[QZ_ESCAPE] = SDLK_ESCAPE;
    keymap[QZ_F1] = SDLK_F1;
    keymap[QZ_F2] = SDLK_F2;
    keymap[QZ_F3] = SDLK_F3;
    keymap[QZ_F4] = SDLK_F4;
    keymap[QZ_F5] = SDLK_F5;
    keymap[QZ_F6] = SDLK_F6;
    keymap[QZ_F7] = SDLK_F7;
    keymap[QZ_F8] = SDLK_F8;
    keymap[QZ_F9] = SDLK_F9;
    keymap[QZ_F10] = SDLK_F10;
    keymap[QZ_F11] = SDLK_F11;
    keymap[QZ_F12] = SDLK_F12;
    keymap[QZ_PRINT] = SDLK_PRINT;
    keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
    keymap[QZ_PAUSE] = SDLK_PAUSE;
    keymap[QZ_POWER] = SDLK_POWER;
    keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
    keymap[QZ_1] = SDLK_1;
    keymap[QZ_2] = SDLK_2;
    keymap[QZ_3] = SDLK_3;
    keymap[QZ_4] = SDLK_4;
    keymap[QZ_5] = SDLK_5;
    keymap[QZ_6] = SDLK_6;
    keymap[QZ_7] = SDLK_7;
    keymap[QZ_8] = SDLK_8;
    keymap[QZ_9] = SDLK_9;
    keymap[QZ_0] = SDLK_0;
    keymap[QZ_MINUS] = SDLK_MINUS;
    keymap[QZ_EQUALS] = SDLK_EQUALS;
    keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
    keymap[QZ_INSERT] = SDLK_INSERT;
    keymap[QZ_HOME] = SDLK_HOME;
    keymap[QZ_PAGEUP] = SDLK_PAGEUP;
    keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
    keymap[QZ_TAB] = SDLK_TAB;
    keymap[QZ_q] = SDLK_q;
    keymap[QZ_w] = SDLK_w;
    keymap[QZ_e] = SDLK_e;
    keymap[QZ_r] = SDLK_r;
    keymap[QZ_t] = SDLK_t;
    keymap[QZ_y] = SDLK_y;
    keymap[QZ_u] = SDLK_u;
    keymap[QZ_i] = SDLK_i;
    keymap[QZ_o] = SDLK_o;
    keymap[QZ_p] = SDLK_p;
    keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
    keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
    keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
    keymap[QZ_DELETE] = SDLK_DELETE;
    keymap[QZ_END] = SDLK_END;
    keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
    keymap[QZ_KP7] = SDLK_KP7;
    keymap[QZ_KP8] = SDLK_KP8;
    keymap[QZ_KP9] = SDLK_KP9;
    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
    keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
    keymap[QZ_a] = SDLK_a;
    keymap[QZ_s] = SDLK_s;
    keymap[QZ_d] = SDLK_d;
    keymap[QZ_f] = SDLK_f;
    keymap[QZ_g] = SDLK_g;
    keymap[QZ_h] = SDLK_h;
    keymap[QZ_j] = SDLK_j;
    keymap[QZ_k] = SDLK_k;
    keymap[QZ_l] = SDLK_l;
    keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
    keymap[QZ_QUOTE] = SDLK_QUOTE;
    keymap[QZ_RETURN] = SDLK_RETURN;
    keymap[QZ_KP4] = SDLK_KP4;
    keymap[QZ_KP5] = SDLK_KP5;
    keymap[QZ_KP6] = SDLK_KP6;
    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
    keymap[QZ_LSHIFT] = SDLK_LSHIFT;
    keymap[QZ_z] = SDLK_z;
    keymap[QZ_x] = SDLK_x;
    keymap[QZ_c] = SDLK_c;
    keymap[QZ_v] = SDLK_v;
    keymap[QZ_b] = SDLK_b;
    keymap[QZ_n] = SDLK_n;
    keymap[QZ_m] = SDLK_m;
    keymap[QZ_COMMA] = SDLK_COMMA;
    keymap[QZ_PERIOD] = SDLK_PERIOD;
    keymap[QZ_SLASH] = SDLK_SLASH;
    keymap[QZ_UP] = SDLK_UP;
    keymap[QZ_KP1] = SDLK_KP1;
    keymap[QZ_KP2] = SDLK_KP2;
    keymap[QZ_KP3] = SDLK_KP3;
    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
    keymap[QZ_LCTRL] = SDLK_LCTRL;
    keymap[QZ_LALT] = SDLK_LALT;
    keymap[QZ_LMETA] = SDLK_LMETA;
    keymap[QZ_SPACE] = SDLK_SPACE;
    keymap[QZ_LEFT] = SDLK_LEFT;
    keymap[QZ_DOWN] = SDLK_DOWN;
    keymap[QZ_RIGHT] = SDLK_RIGHT;
    keymap[QZ_KP0] = SDLK_KP0;
    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
    keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
    keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
    keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
    keymap[QZ_IBOOK_UP]      = SDLK_UP;
    keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;

    /* 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_* */
                keymap[i] = world++;
            else if (value >= 32)     /* non-control ASCII char */
                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
     */
    keymap[QZ_KP0] = SDLK_KP0;
    keymap[QZ_KP1] = SDLK_KP1;
    keymap[QZ_KP2] = SDLK_KP2;
    keymap[QZ_KP3] = SDLK_KP3;
    keymap[QZ_KP4] = SDLK_KP4;
    keymap[QZ_KP5] = SDLK_KP5;
    keymap[QZ_KP6] = SDLK_KP6;
    keymap[QZ_KP7] = SDLK_KP7;
    keymap[QZ_KP8] = SDLK_KP8;
    keymap[QZ_KP9] = SDLK_KP9;
    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
}

static void QZ_DoKey (int state, NSEvent *event) {

    NSString *chars;
    int i;
    SDL_keysym key;

    /* An event can contain multiple characters */
    /* I'll ignore this fact for now, since there is only one virtual key code per event */
    chars = [ event characters ];
    for (i =0; i < 1 /*[ chars length ] */; i++) {

        key.scancode = [ event keyCode ];
        key.sym         = keymap [ key.scancode ];
        key.unicode     = [ chars characterAtIndex:i];
        key.mod         = KMOD_NONE;

        SDL_PrivateKeyboard (state, &key);
    }
}

static void QZ_DoModifiers (unsigned int newMods) {

    const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA } ;

    int i;
    int bit;
    SDL_keysym key;

    key.scancode = 0;
    key.sym         = SDLK_UNKNOWN;
    key.unicode     = 0;
    key.mod         = KMOD_NONE;

    /* Iterate through the bits, testing each against the current modifiers */
    for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {

        unsigned int currentMask, newMask;

        currentMask = currentMods & bit;
        newMask        = newMods & bit;

        if ( currentMask &&
             currentMask != newMask ) {     /* modifier up event */

             key.sym = mapping[i];
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
             if (bit == NSAlphaShiftKeyMask)
             SDL_PrivateKeyboard (SDL_PRESSED, &key);
             SDL_PrivateKeyboard (SDL_RELEASED, &key);
        }
        else if ( newMask &&
                  currentMask != newMask ) {     /* modifier down event */
        
             key.sym = mapping[i];
             SDL_PrivateKeyboard (SDL_PRESSED, &key);
             /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
             if (bit == NSAlphaShiftKeyMask)
                  SDL_PrivateKeyboard (SDL_RELEASED, &key);
        }
    }

    currentMods = newMods;
}

static void QZ_DoActivate (_THIS)
{
    inForeground = YES;

    /* Regrab the mouse */
    if (currentGrabMode == SDL_GRAB_ON) {
        QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
        CGAssociateMouseAndMouseCursorPosition (0);
    }

    /* Hide the mouse cursor if inside the app window */
    if (!QZ_cursor_visible) {
        HideCursor ();
    }

    SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
}

static void QZ_DoDeactivate (_THIS) {

    inForeground = NO;

    /* Ungrab mouse if it is grabbed */
    if (currentGrabMode == SDL_GRAB_ON) {
        CGAssociateMouseAndMouseCursorPosition (1);
    }

    /* Show the mouse cursor */
    if (!QZ_cursor_visible) {
        ShowCursor ();
    }

    SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
}

static void QZ_PumpEvents (_THIS)
{
    int firstMouseEvent;
    CGMouseDelta dx, dy;

    NSDate *distantPast;
    NSEvent *event;
    NSRect winRect;
    NSRect titleBarRect;
    NSAutoreleasePool *pool;

    pool = [ [ NSAutoreleasePool alloc ] init ];
    distantPast = [ NSDate distantPast ];

    winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
    titleBarRect = NSMakeRect (0, SDL_VideoSurface->h, SDL_VideoSurface->w,
                                SDL_VideoSurface->h + 22);
    
    /* send the first mouse event in absolute coordinates */
    firstMouseEvent = 1;
    
    /* accumulate any additional mouse moved events into one SDL mouse event */
    dx = 0;
    dy = 0;
    
    do {
    
        /* Poll for an event. This will not block */
        event = [ NSApp nextEventMatchingMask:NSAnyEventMask
                                    untilDate:distantPast
                                    inMode: NSDefaultRunLoopMode dequeue:YES ];
    
        if (event != nil) {

            unsigned int type;
            BOOL isForGameWin;
    
            #define DO_MOUSE_DOWN(button, sendToWindow) do {                                 \
                            if ( inForeground ) {                                            \
                                if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) ||           \
                                    NSPointInRect([event locationInWindow], winRect) )       \
                                        SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);  \
                            }                                                                \
                            else {                                                           \
                                QZ_DoActivate (this);                                        \
                            }                                                                \
                            [ NSApp sendEvent:event ];                                       \
            } while(0)
            
            #define DO_MOUSE_UP(button, sendToWindow) do {                      \
                            if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) ||  \
                    !NSPointInRect([event locationInWindow], titleBarRect) )    \
                        SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);    \
                            [ NSApp sendEvent:event ];                          \
            } while(0)
            
            type = [ event type ];
            isForGameWin = (qz_window == [ event window ]);
            switch (type) {
            
                case NSLeftMouseDown:
                    if ( NSCommandKeyMask & currentMods ) {
                        last_virtual_button = 3;
                        DO_MOUSE_DOWN (3, 0);
                    }
                    else if ( NSAlternateKeyMask & currentMods ) {
                        last_virtual_button = 2;
                        DO_MOUSE_DOWN (2, 0);
                    }
                    else {
                        DO_MOUSE_DOWN (1, 1);
                    }
                    break;
                case NSOtherMouseDown: DO_MOUSE_DOWN (2, 0); break;
                case NSRightMouseDown: DO_MOUSE_DOWN (3, 0); break;
                case NSLeftMouseUp:
                    if ( last_virtual_button != 0 ) {
                        DO_MOUSE_UP (last_virtual_button, 0);
                        last_virtual_button = 0;
                    }
                    else {
                        DO_MOUSE_UP (1, 1);
                    }
                    break;
                case NSOtherMouseUp:   DO_MOUSE_UP (2, 0);     break;
                case NSRightMouseUp:   DO_MOUSE_UP (3, 0);     break;
                case NSSystemDefined:
                    //if ([event subtype] == 7) {
                    //      unsigned int buttons;      // up to 32 mouse button states!
                    //      buttons = [ event data2 ];
                    //}
                    break;
                case NSLeftMouseDragged:
                case NSRightMouseDragged:
                case NSOtherMouseDragged: /* usually middle mouse dragged */
                case NSMouseMoved:
                    if (currentGrabMode == SDL_GRAB_ON) {
                
                        /**
                         *  If input is grabbed, the cursor doesn't move,
                         *  so we have to call the lowlevel window server
                         *  function. This is less accurate but works OK.                         
                         **/
                        CGMouseDelta dx1, dy1;
                        CGGetLastMouseDelta (&dx1, &dy1);
                        dx += dx1;
                        dy += dy1;
                    }
                    else if (warp_flag) {
                
                        /**
                         * If we just warped the mouse, the cursor is frozen for a while.
                         * So we have to use the lowlevel function until it
                         * unfreezes. This really helps apps that continuously
                         * warp the mouse to keep it in the game window.
                         **/
                        Uint32 ticks;
                
                        ticks = SDL_GetTicks();
                        if (ticks - warp_ticks < 150) {
                
                            CGMouseDelta dx1, dy1;
                            CGGetLastMouseDelta (&dx1, &dy1);
                            dx += dx1;
                            dy += dy1;
                        }
                        else {
                
                            warp_flag = 0;
                        }
                    }
                    else if (firstMouseEvent) {
                        
                        /**
                         * Get the first mouse event in a possible
                         * sequence of mouse moved events. Since we
                         * use absolute coordinates, this serves to
                         * compensate any inaccuracy in deltas, and
                         * provides the first known mouse position,
                         * since everything after this uses deltas
                         **/
                        NSPoint p = [ event locationInWindow ];
                        QZ_PrivateCocoaToSDL(this, &p);
                        
                        firstMouseEvent = 0;
                    }
                    else {
                    
                       /**
                        * Get the amount moved since the last drag or move event,
                        * add it on for one big move event at the end.
                        **/
                       dx += [ event deltaX ];
                       dy += [ event deltaY ];
                    }
                    break;
                case NSScrollWheel:
                    if (NSPointInRect([ event locationInWindow ], winRect)) {
                        float dy;
                        dy = [ event deltaY ];
                        if ( dy > 0.0 ) /* Scroll up */
                            SDL_PrivateMouseButton (SDL_PRESSED, 4, 0, 0);
                        else /* Scroll down */
                            SDL_PrivateMouseButton (SDL_PRESSED, 5, 0, 0);
                    }
                    break;
                case NSKeyUp:
                    QZ_DoKey (SDL_RELEASED, event);
                    break;
                case NSKeyDown:
                    QZ_DoKey (SDL_PRESSED, event);
                    break;
                case NSFlagsChanged:
                    QZ_DoModifiers( [ event modifierFlags ] );
                    break;
                case NSAppKitDefined:
                    switch ( [ event subtype ] ) {
                        case NSApplicationActivatedEventType:
                            QZ_DoActivate (this);
                            break;
                        case NSApplicationDeactivatedEventType:
                            QZ_DoDeactivate (this);
                            break;
                    }
                    [ NSApp sendEvent:event ];
                    break;
                    /* case NSApplicationDefined: break; */
                    /* case NSPeriodic: break; */
                    /* case NSCursorUpdate: break; */
                default:
                    [ NSApp sendEvent:event ];
            }
        }
    } while (event != nil);
    
    /* handle accumulated mouse moved events */
    if (dx != 0 || dy != 0)
        SDL_PrivateMouseMotion (0, 1, dx, dy);
    
    [ pool release ];
}