Mercurial > sdl-ios-xcode
view src/video/qtopia/SDL_sysevents.cc @ 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 | db0cc6034336 |
children | b8d311d90021 |
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/* 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 #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 */