Mercurial > sdl-ios-xcode
view src/events/SDL_mouse.c @ 1718:ed4d4f1ea201 SDL-1.3
Further progress on the new Windows video driver:
* SDL_SetModuleHandle() is obsolete, I hope.
* SDL 1.3 uses the UNICODE API
* I'm ignoring Windows CE for the moment, we'll reevaluate what needs to be different for Windows CE later.
* Pulled the stdio redirection from WinMain()
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 27 Jun 2006 07:46:36 +0000 |
parents | 7688a73b25b1 |
children | a1ebb17f9c52 |
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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 "default_cursor.h" static int SDL_num_mice; static int SDL_current_mouse; static SDL_Mouse **SDL_mice; /* Public functions */ int SDL_MouseInit(void) { return (0); } SDL_Mouse * SDL_GetMouse(int index) { if (index < 0 || index >= SDL_num_mice) { return NULL; } return SDL_mice[index]; } int SDL_AddMouse(const SDL_Mouse * mouse, int index) { SDL_Mouse **mice; SDL_Cursor *cursor; int selected_mouse; /* Add the mouse to the list of mice */ if (index < 0 || index >= SDL_num_mice || SDL_mice[index]) { mice = (SDL_Mouse **) SDL_realloc(SDL_mice, (SDL_num_mice + 1) * sizeof(*mice)); if (!mice) { SDL_OutOfMemory(); return -1; } SDL_mice = mice; index = SDL_num_mice++; } SDL_mice[index] = (SDL_Mouse *) SDL_malloc(sizeof(*SDL_mice[index])); if (!SDL_mice[index]) { SDL_OutOfMemory(); return -1; } *SDL_mice[index] = *mouse; /* Create the default cursor for the mouse */ SDL_mice[index]->cursor_shown = SDL_TRUE; selected_mouse = SDL_SelectMouse(index); SDL_mice[index]->cur_cursor = NULL; SDL_mice[index]->def_cursor = SDL_CreateCursor(default_cdata, default_cmask, DEFAULT_CWIDTH, DEFAULT_CHEIGHT, DEFAULT_CHOTX, DEFAULT_CHOTY); SDL_SetCursor(SDL_mice[index]->def_cursor); SDL_SelectMouse(selected_mouse); return index; } void SDL_DelMouse(int index) { SDL_Mouse *mouse = SDL_GetMouse(index); if (!mouse) { return; } mouse->def_cursor = NULL; while (mouse->cursors) { SDL_FreeCursor(mouse->cursors); } if (mouse->FreeMouse) { mouse->FreeMouse(mouse); } SDL_free(mouse); SDL_mice[index] = NULL; } void SDL_ResetMouse(int index) { SDL_Mouse *mouse = SDL_GetMouse(index); if (!mouse) { return; } /* FIXME */ } void SDL_MouseQuit(void) { int i; for (i = 0; i < SDL_num_mice; ++i) { SDL_DelMouse(i); } SDL_num_mice = 0; SDL_current_mouse = 0; if (SDL_mice) { SDL_free(SDL_mice); SDL_mice = NULL; } } int SDL_GetNumMice(void) { return SDL_num_mice; } int SDL_SelectMouse(int index) { if (index >= 0 && index < SDL_num_mice) { SDL_current_mouse = index; } return SDL_current_mouse; } SDL_WindowID SDL_GetMouseFocusWindow() { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { return 0; } return mouse->focus; } Uint8 SDL_GetMouseState(int *x, int *y) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { if (x) { *x = 0; } if (y) { *y = 0; } return 0; } if (x) { *x = mouse->x; } if (y) { *y = mouse->y; } return mouse->buttonstate; } Uint8 SDL_GetRelativeMouseState(int *x, int *y) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { if (x) { *x = 0; } if (y) { *y = 0; } return 0; } if (x) { *x = mouse->xdelta; } if (y) { *y = mouse->ydelta; } mouse->xdelta = 0; mouse->ydelta = 0; return mouse->buttonstate; } int SDL_SendMouseMotion(int index, SDL_WindowID windowID, int relative, int x, int y) { SDL_Mouse *mouse = SDL_GetMouse(index); int posted; int xrel; int yrel; if (!mouse) { return 0; } if (windowID) { mouse->focus = windowID; } if (relative) { /* Push the cursor around */ xrel = x; yrel = y; x = (mouse->x + xrel); y = (mouse->y + yrel); } else { xrel = x - mouse->x; yrel = y - mouse->y; } /* 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 */ mouse->x = x; mouse->y = y; mouse->xdelta += xrel; mouse->ydelta += yrel; /* Move the mouse cursor, if needed */ if (mouse->MoveCursor && mouse->cur_cursor) { mouse->MoveCursor(mouse->cur_cursor); } /* Post the event, if desired */ posted = 0; if (SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE) { SDL_Event event; event.motion.type = SDL_MOUSEMOTION; event.motion.which = (Uint8) index; event.motion.state = mouse->buttonstate; event.motion.x = mouse->x; event.motion.y = mouse->y; event.motion.xrel = xrel; event.motion.yrel = yrel; event.motion.windowID = mouse->focus; if ((SDL_EventOK == NULL) || (*SDL_EventOK) (&event)) { posted = 1; SDL_PushEvent(&event); } } return posted; } int SDL_SendMouseButton(int index, SDL_WindowID windowID, Uint8 state, Uint8 button) { SDL_Mouse *mouse = SDL_GetMouse(index); int posted; Uint8 type; if (!mouse) { return 0; } if (windowID) { mouse->focus = windowID; } /* Figure out which event to perform */ switch (state) { case SDL_PRESSED: if (mouse->buttonstate & SDL_BUTTON(button)) { /* Ignore this event, no state change */ return 0; } type = SDL_MOUSEBUTTONDOWN; mouse->buttonstate |= SDL_BUTTON(button); break; case SDL_RELEASED: if (!(mouse->buttonstate & SDL_BUTTON(button))) { /* Ignore this event, no state change */ return 0; } type = SDL_MOUSEBUTTONUP; mouse->buttonstate &= ~SDL_BUTTON(button); break; default: /* Invalid state -- bail */ return 0; } /* Post the event, if desired */ posted = 0; if (SDL_ProcessEvents[type] == SDL_ENABLE) { SDL_Event event; event.type = type; event.button.which = (Uint8) index; event.button.state = state; event.button.button = button; event.button.x = mouse->x; event.button.y = mouse->y; event.button.windowID = mouse->focus; if ((SDL_EventOK == NULL) || (*SDL_EventOK) (&event)) { posted = 1; SDL_PushEvent(&event); } } return posted; } void SDL_WarpMouseInWindow(SDL_WindowID windowID, int x, int y) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { return; } if (mouse->WarpMouse) { mouse->WarpMouse(mouse, windowID, x, y); } else { SDL_SendMouseMotion(SDL_current_mouse, windowID, 0, x, y); } } SDL_Cursor * SDL_CreateCursor(const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_y) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); SDL_Surface *surface; SDL_Cursor *cursor; int x, y; Uint32 *pixel; Uint8 datab, maskb; const Uint32 black = 0xFF000000; const Uint32 white = 0xFFFFFFFF; const Uint32 transparent = 0x00000000; if (!mouse) { SDL_SetError("No mice are initialized"); return NULL; } if (!mouse->CreateCursor) { SDL_SetError("Current mouse doesn't have cursor support"); return NULL; } /* Sanity check the hot spot */ if ((hot_x < 0) || (hot_y < 0) || (hot_x >= w) || (hot_y >= h)) { SDL_SetError("Cursor hot spot doesn't lie within cursor"); return NULL; } /* Make sure the width is a multiple of 8 */ w = ((w + 7) & ~7); /* Create the surface from a bitmap */ surface = SDL_CreateRGBSurface(0, w, h, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); if (!surface) { return NULL; } for (y = 0; y < h; ++y) { pixel = (Uint32 *) ((Uint8 *) surface->pixels + y * surface->pitch + x * 4); for (x = 0; x < w; ++x) { if ((x % 8) == 0) { datab = *data++; maskb = *mask++; } if (maskb & 0x80) { *pixel++ = (datab & 0x80) ? black : white; } else { *pixel++ = (datab & 0x80) ? black : transparent; } datab <<= 1; maskb <<= 1; } } cursor = mouse->CreateCursor(surface, hot_x, hot_y); if (cursor) { cursor->mouse = mouse; cursor->next = mouse->cursors; mouse->cursors = cursor; } SDL_FreeSurface(surface); return cursor; } /* SDL_SetCursor(NULL) can be used to force the cursor redraw, if this is desired for any reason. This is used when setting the video mode and when the SDL window gains the mouse focus. */ void SDL_SetCursor(SDL_Cursor * cursor) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { SDL_SetError("No mice are initialized"); return; } /* Set the new cursor */ if (cursor) { /* Make sure the cursor is still valid for this mouse */ SDL_Cursor *found; for (found = mouse->cursors; found; found = found->next) { if (found == cursor) { break; } } if (!found) { SDL_SetError("Cursor not associated with the current mouse"); return; } mouse->cur_cursor = cursor; } else { cursor = mouse->cur_cursor; } if (cursor && mouse->cursor_shown) { if (mouse->ShowCursor) { mouse->ShowCursor(cursor); } } else { if (mouse->ShowCursor) { mouse->ShowCursor(NULL); } } } SDL_Cursor * SDL_GetCursor(void) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { return NULL; } return mouse->cur_cursor; } void SDL_FreeCursor(SDL_Cursor * cursor) { SDL_Mouse *mouse; SDL_Cursor *curr, *prev; if (!cursor) { return; } mouse = cursor->mouse; if (cursor == mouse->def_cursor) { return; } if (cursor == mouse->cur_cursor) { SDL_SetCursor(mouse->def_cursor); } for (prev = NULL, curr = mouse->cursors; curr; prev = curr, curr = curr->next) { if (curr == cursor) { if (prev) { prev->next = curr->next; } else { mouse->cursors = curr->next; } if (mouse->FreeCursor) { mouse->FreeCursor(curr); } return; } } } int SDL_ShowCursor(int toggle) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); SDL_bool shown; if (!mouse) { return 0; } shown = mouse->cursor_shown; if (toggle >= 0) { if (toggle) { mouse->cursor_shown = SDL_TRUE; } else { mouse->cursor_shown = SDL_FALSE; } if (mouse->cursor_shown != shown) { SDL_SetCursor(NULL); } } return shown; } /* vi: set ts=4 sw=4 expandtab: */