view src/video/cocoa/SDL_cocoamouse.m @ 4805:de3b3455f8ec

Put the render loop back in its right place, but with delaying functionality to keep it down to roughly 60fps, not eating up all the X11 time.
author Eli Gottlieb <eligottlieb@gmail.com>
date Mon, 19 Jul 2010 00:24:02 -0400
parents 64ce267332c6
children 3e69e077cb95
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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"

#include "SDL_events.h"
#include "SDL_cocoavideo.h"

#include "../../events/SDL_mouse_c.h"

void
Cocoa_InitMouse(_THIS)
{
    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
    SDL_Mouse mouse;

    SDL_zero(mouse);
    data->mouse = SDL_AddMouse(&mouse, "Mouse", 0, 0, 1);
}

static int
ConvertMouseButtonToSDL(int button)
{
    switch (button)
    {
        case 0:
            return(SDL_BUTTON_LEFT);   /* 1 */
        case 1:
            return(SDL_BUTTON_RIGHT);  /* 3 */
        case 2:
            return(SDL_BUTTON_MIDDLE); /* 2 */
    }
    return button;
}

void
Cocoa_HandleMouseEvent(_THIS, NSEvent *event)
{
    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
    SDL_Mouse *mouse = SDL_GetMouse(data->mouse);
    int i;
    NSPoint point;
    SDL_Window *window;

    /* See if there are any fullscreen windows that might handle this event */
    window = NULL;
    for (i = 0; i < _this->num_displays; ++i) {
        SDL_VideoDisplay *display = &_this->displays[i];
        SDL_Window *candidate = display->fullscreen_window;

        if (candidate) {
            SDL_Rect bounds;

            Cocoa_GetDisplayBounds(_this, display, &bounds);
            point = [NSEvent mouseLocation];
            point.x = point.x - bounds.x;
            point.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - point.y - bounds.y;
            if (point.x < 0 || point.x >= candidate->w ||
                point.y < 0 || point.y >= candidate->h) {
                /* The mouse is out of this fullscreen display */
                if (mouse->focus == candidate) {
                    SDL_SetMouseFocus(data->mouse, 0);
                }
            } else {
                /* This is it! */
                window = candidate;
                break;
            }
        }
    }
    if (!window) {
        return;
    }

    /* Set the focus appropriately */
    if (mouse->focus != window) {
        SDL_SetMouseFocus(data->mouse, window);
    }

    switch ([event type]) {
    case NSLeftMouseDown:
    case NSOtherMouseDown:
    case NSRightMouseDown:
        SDL_SendMouseButton(data->mouse, SDL_PRESSED, ConvertMouseButtonToSDL([event buttonNumber]));
        break;
    case NSLeftMouseUp:
    case NSOtherMouseUp:
    case NSRightMouseUp:
        SDL_SendMouseButton(data->mouse, SDL_RELEASED, ConvertMouseButtonToSDL([event buttonNumber]));
        break;
    case NSLeftMouseDragged:
    case NSRightMouseDragged:
    case NSOtherMouseDragged: /* usually middle mouse dragged */
    case NSMouseMoved:
        SDL_SendMouseMotion(data->mouse, 0, (int)point.x, (int)point.y, 0);
        break;
    default: /* just to avoid compiler warnings */
        break;
    }
}

void
Cocoa_QuitMouse(_THIS)
{
    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;

    SDL_DelMouse(data->mouse);
}

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