Mercurial > sdl-ios-xcode
view src/events/SDL_mouse.c @ 3978:b966761fef6c SDL-1.2
Significantly improved XIM support.
Fixes Bugzilla #429.
Selected notes from the patch's README:
= FIXES =
This patch fixes the above issues as follows.
== X11 events ==
Moved XFilterEvent just after XNextEvent so that all events are passed
to it. Also, XFilterEvent will receive masks indicated by IM through
XNFilterEvents IC value as well as masks surpplied by SDL.
X11_KeyRepeat is called between XNextEvent and XFilterEvent, after
testing an event is a KeyRelease. I'm not 100% comfortable to do so,
but I couldn't find a better timing to call it, and use of the
function is inevitable.
== Xutf8LookupString ==
Used a longer buffer to receive UTF-8 string. If it is insufficient,
a dynamic storage of the requested size will be allocated. The
initial size of the buffer is set to 32, because the Japanese text
converted from the most widely used benchmark key sequence for
Japanese IM, "WATASHINONAMAEHANAKANODESU." has ten Japanese characters
in it, that occupies 30 bytes when encoded in UTF-8.
== SDL_keysym.unicode ==
On Windows version of SDL implementation, SDL_keysym.unicode stores
UTF-16 encoded unicode characters, one UTF-16 encoding unit per an SDL
event. A Unicode supplementary characters are sent to an application
as two events. (One with a high surrogate and another with a low
surrogate.) The behavior seems reasonable since it is upward
compatible with existing handling of BMP characters.
I wrote a UTF-8 to UTF-16 conversion function for the purpose. It is
designed with the execution speed in mind, having a minimum set of
features that my patch requires.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 25 Jun 2007 19:58:32 +0000 |
parents | 23a347cfbed8 |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* General mouse handling code for SDL */ #include "SDL_events.h" #include "SDL_events_c.h" #include "../video/SDL_cursor_c.h" #include "../video/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); } void SDL_MouseQuit(void) { } /* 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; } /* Drop events that don't change state */ if ( ! Xrel && ! Yrel ) { #if 0 printf("Mouse event didn't change state - dropped!\n"); #endif return(0); } /* 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; SDL_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; SDL_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); }