Mercurial > sdl-ios-xcode
view src/video/qtopia/SDL_sysevents.cc @ 1207:c9ec00d3e8bc
To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Wed, 21 Dec 2005 13:39:39 +0100
Subject: [SDL] Another mouse bug patch for Mac OS X
Oh my, yet another change in the quartz mouse handling code! :)
The attached patch fixes the following bug:
Calling SDL_WarpMouse() while the cursor is invisible and grabbed should
only update SDL's internal mouse location, not try to warp the system
cursor (which is not at that location, but fixed in the middle of the
window). Otherwise, the next mouse motion event is wrong.
Please apply.
Thanks
Christian
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Wed, 21 Dec 2005 18:02:36 +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 */ #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 */