view src/events/SDL_mouse.c @ 664:abfdc08eb289

Date: Sun, 3 Aug 2003 22:07:57 +0200 From: Max Horn Subject: SDL OSX fullscreen FIX the attached patch fixes the fullscreen problems on SDL/OSX. The cause was that click events are bounded by winRect. Now, winRect is set to the size of the video surface. But if you e.g. request a 640x420 surface, you might get a 640x480 "real" surface. Still, SDL_VideoSurface->h will be set to 420! Thus, the upper 60 pixels in my example received no mouse down events. My fix simply disables this clipping when in full screen mode - after all, all clicks then should be inside the screen surface. Higher SDL functions ensure that the coordinates then are clipped to 640x420. It works fine in all my tests here. I don't know if it's the right thing to do in multi screen scenarios, though.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 04 Aug 2003 01:00:30 +0000
parents 300b46757b7a
children b8d311d90021
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
*/

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

/* General mouse handling code for SDL */

#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include "SDL_events.h"
#include "SDL_events_c.h"
#include "SDL_cursor_c.h"
#include "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 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_ButtonState = 0;

	/* That's it! */
	return(0);
}

/* 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->offset ) {
		*y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
		*x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
				SDL_VideoSurface->format->BytesPerPixel;
	}
}

/* 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;

	/* Don't handle mouse motion if there's no cursor surface */
	if ( SDL_VideoSurface == NULL ) {
		return(0);
	}

	/* 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_VideoSurface->w )
		X = SDL_VideoSurface->w-1;
	else
		X = (Uint16)x;

	if ( y < 0 )
		Y = 0;
	else
	if ( y >= SDL_VideoSurface->h )
		Y = SDL_VideoSurface->h-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;
	}

	/* 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;
		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;

	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_VideoSurface->w )
			x = SDL_VideoSurface->w-1;

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