# HG changeset patch # User Sam Lantinga # Date 1073487711 0 # Node ID 68c8da837fc0fcd4f04c9a7d48fc14e97dd8ed34 # Parent 8ac3f46f9d0984669e32f90684fe6c293ce2503b Date: Tue, 6 Jan 2004 21:54:02 +0100 From: Max Horn Subject: Auto hide mouse & other changes the attached bug adds the auto-hide-mouse feature I talked about earlier. Turned out it was a lot simpler than I thought, simply by using our existing code :-). I actually spent much more time on fixing various bugs in the code and correcting (IMO) some behavior (although, due to the lack of real specs for SDL, it's probably arguable what 'correct' means...). * adds auto (un)hiding of mouse depending on whether it is in- or outside the game window * computation of course coordinates is correct now (it often and reproducible got out of sync with the old code, since the NSEvent window was in some cases *not* our window anymore, so locationInWindow returned wrong results) * added a method which at any time returns the mouse coords, relative to our window * fixed handling of lost/gain input/mouse/app focus "events" diff -r 8ac3f46f9d09 -r 68c8da837fc0 src/video/quartz/SDL_QuartzEvents.m --- a/src/video/quartz/SDL_QuartzEvents.m Tue Jan 06 17:18:38 2004 +0000 +++ b/src/video/quartz/SDL_QuartzEvents.m Wed Jan 07 15:01:51 2004 +0000 @@ -316,8 +316,6 @@ QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y); QZ_ChangeGrabState (this, QZ_ENABLE_GRAB); } - - SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS); } static void QZ_DoDeactivate (_THIS) { @@ -334,8 +332,6 @@ /* Show the cursor if it was hidden by SDL_ShowCursor() */ if (!cursor_should_be_visible) QZ_ShowMouse (this); - - SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS); } void QZ_SleepNotificationHandler (void * refcon, @@ -462,7 +458,7 @@ type = [ event type ]; isForGameWin = (qz_window == [ event window ]); - isInGameWin = (mode_flags & SDL_FULLSCREEN) ? true : NSPointInRect([event locationInWindow], [ window_view frame ]); + isInGameWin = QZ_IsMouseInWindow (this); switch (type) { case NSLeftMouseDown: if ( getenv("SDL_HAS3BUTTONMOUSE") ) { @@ -538,7 +534,7 @@ provides the first known mouse position, since everything after this uses deltas */ - NSPoint p = [ event locationInWindow ]; + NSPoint p = [ qz_window mouseLocationOutsideOfEventStream ]; QZ_PrivateCocoaToSDL (this, &p); SDL_PrivateMouseMotion (0, 0, p.x, p.y); firstMouseEvent = 0; @@ -561,7 +557,7 @@ if ( grab_state == QZ_VISIBLE_GRAB && !isInGameWin ) { - NSPoint p = [ event locationInWindow ]; + NSPoint p = [ qz_window mouseLocationOutsideOfEventStream ]; QZ_PrivateCocoaToSDL (this, &p); if ( p.x < 0.0 ) @@ -582,11 +578,15 @@ if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); + if (!cursor_should_be_visible) + QZ_ShowMouse (this); } else if ( isInGameWin && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); + if (!cursor_should_be_visible) + QZ_HideMouse (this); } break; case NSScrollWheel: diff -r 8ac3f46f9d09 -r 68c8da837fc0 src/video/quartz/SDL_QuartzVideo.h --- a/src/video/quartz/SDL_QuartzVideo.h Tue Jan 06 17:18:38 2004 +0000 +++ b/src/video/quartz/SDL_QuartzVideo.h Wed Jan 07 15:01:51 2004 +0000 @@ -216,4 +216,4 @@ void QZ_HideMouse (_THIS); void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p); void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p); - +BOOL QZ_IsMouseInWindow (_THIS); diff -r 8ac3f46f9d09 -r 68c8da837fc0 src/video/quartz/SDL_QuartzVideo.m --- a/src/video/quartz/SDL_QuartzVideo.m Tue Jan 06 17:18:38 2004 +0000 +++ b/src/video/quartz/SDL_QuartzVideo.m Wed Jan 07 15:01:51 2004 +0000 @@ -202,6 +202,7 @@ /* Set misc globals */ current_grab_mode = SDL_GRAB_OFF; cursor_should_be_visible = YES; + cursor_visible = YES; /* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */ QZ_RegisterForSleepNotifications (this); diff -r 8ac3f46f9d09 -r 68c8da837fc0 src/video/quartz/SDL_QuartzWM.m --- a/src/video/quartz/SDL_QuartzWM.m Tue Jan 06 17:18:38 2004 +0000 +++ b/src/video/quartz/SDL_QuartzWM.m Wed Jan 07 15:01:51 2004 +0000 @@ -77,12 +77,17 @@ } void QZ_HideMouse (_THIS) { - if (cursor_visible) { + BOOL isInGameWin = QZ_IsMouseInWindow (this); + if (isInGameWin && cursor_visible) { [ NSCursor hide ]; cursor_visible = NO; } } +BOOL QZ_IsMouseInWindow (_THIS) { + return (mode_flags & SDL_FULLSCREEN) ? true : NSPointInRect([ qz_window mouseLocationOutsideOfEventStream ], [ window_view frame ]); +} + int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { if ( cursor == NULL) { diff -r 8ac3f46f9d09 -r 68c8da837fc0 src/video/quartz/SDL_QuartzWindow.m --- a/src/video/quartz/SDL_QuartzWindow.m Tue Jan 06 17:18:38 2004 +0000 +++ b/src/video/quartz/SDL_QuartzWindow.m Wed Jan 07 15:01:51 2004 +0000 @@ -204,4 +204,27 @@ SDL_PrivateQuit(); return NO; } + +- (void)windowDidBecomeKey:(NSNotification *)aNotification +{ + SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS); +} + +- (void)windowDidResignKey:(NSNotification *)aNotification +{ + SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS); +} + +- (void)windowDidBecomeMain:(NSNotification *)aNotification +{ + SDL_VideoDevice *this = (SDL_VideoDevice*)current_video; + if (this && QZ_IsMouseInWindow (this)) + SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); +} + +- (void)windowDidResignMain:(NSNotification *)aNotification +{ + SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); +} + @end