From a855d6202536ff28e5aae4f22a0f31d8f5b325d0 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sat, 21 Jan 2017 15:18:31 -0500 Subject: Port of Duke Nukem 3D This ports Fabien Sanglard's Chocolate Duke to run on a version of SDL for Rockbox. Change-Id: I8f2c4c78af19de10c1633ed7bb7a997b43256dd9 --- .../sdl/src/video/quartz/SDL_QuartzEvents.m | 1063 ++++++++++++++++++++ 1 file changed, 1063 insertions(+) create mode 100644 apps/plugins/sdl/src/video/quartz/SDL_QuartzEvents.m (limited to 'apps/plugins/sdl/src/video/quartz/SDL_QuartzEvents.m') diff --git a/apps/plugins/sdl/src/video/quartz/SDL_QuartzEvents.m b/apps/plugins/sdl/src/video/quartz/SDL_QuartzEvents.m new file mode 100644 index 0000000000..773eb010be --- /dev/null +++ b/apps/plugins/sdl/src/video/quartz/SDL_QuartzEvents.m @@ -0,0 +1,1063 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2012 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 +*/ +#include "SDL_config.h" + +#include "SDL_QuartzVideo.h" +#include "SDL_QuartzWM.h" + +#include /* For wake from sleep detection */ +#include /* For wake from sleep detection */ +#include "SDL_QuartzKeys.h" + +/* + * On Leopard, this is missing from the 64-bit headers + */ +#if defined(__LP64__) && !defined(__POWER__) +/* + * Workaround for a bug in the 10.5 SDK: By accident, OSService.h does + * not include Power.h at all when compiling in 64bit mode. This has + * been fixed in 10.6, but for 10.5, we manually define UsrActivity + * to ensure compilation works. + */ +#define UsrActivity 1 +#endif + +/* + * In Panther, this header defines device dependent masks for + * right side keys. These definitions only exist in Panther, but + * the header seems to exist at least in Jaguar and probably earlier + * versions of the OS, so this should't break anything. + */ +#include +/* + * These are not defined before Panther. To keep the code compiling + * on systems without these, I will define if they don't exist. + */ +#ifndef NX_DEVICERCTLKEYMASK + #define NX_DEVICELCTLKEYMASK 0x00000001 +#endif +#ifndef NX_DEVICELSHIFTKEYMASK + #define NX_DEVICELSHIFTKEYMASK 0x00000002 +#endif +#ifndef NX_DEVICERSHIFTKEYMASK + #define NX_DEVICERSHIFTKEYMASK 0x00000004 +#endif +#ifndef NX_DEVICELCMDKEYMASK + #define NX_DEVICELCMDKEYMASK 0x00000008 +#endif +#ifndef NX_DEVICERCMDKEYMASK + #define NX_DEVICERCMDKEYMASK 0x00000010 +#endif +#ifndef NX_DEVICELALTKEYMASK + #define NX_DEVICELALTKEYMASK 0x00000020 +#endif +#ifndef NX_DEVICERALTKEYMASK + #define NX_DEVICERALTKEYMASK 0x00000040 +#endif +#ifndef NX_DEVICERCTLKEYMASK + #define NX_DEVICERCTLKEYMASK 0x00002000 +#endif + +void QZ_InitOSKeymap (_THIS) { + BOOL saw_layout = NO; + UInt32 state; + UInt32 value; + Uint16 i; + int world = SDLK_WORLD_0; + + for ( i=0; ikeysym map. However, it will not + work very well on international keyboard. Hence we now query MacOS + for its own keymap to adjust our own mapping table. However, this is + basically only useful for ascii char keys. This is also the reason + why we keep the static table, too. + */ + +#if (MAC_OS_X_VERSION_MAX_ALLOWED >= 1050) + if (TISCopyCurrentKeyboardLayoutInputSource != NULL) { + TISInputSourceRef src = TISCopyCurrentKeyboardLayoutInputSource(); + if (src != NULL) { + CFDataRef data = (CFDataRef) + TISGetInputSourceProperty(src, + kTISPropertyUnicodeKeyLayoutData); + if (data != NULL) { + const UCKeyboardLayout *layout = (const UCKeyboardLayout *) + CFDataGetBytePtr(data); + if (layout != NULL) { + const UInt32 kbdtype = LMGetKbdType(); + saw_layout = YES; + + /* Loop over all 127 possible scan codes */ + for (i = 0; i < 0x7F; i++) { + UniChar buf[16]; + UniCharCount count = 0; + + /* We pretend a clean start to begin with (i.e. no dead keys active */ + state = 0; + + if (UCKeyTranslate(layout, i, kUCKeyActionDown, 0, kbdtype, + 0, &state, 16, &count, buf) != noErr) { + continue; + } + + /* If the state become 0, it was a dead key. We need to + translate again, passing in the new state, to get + the actual key value */ + if (state != 0) { + if (UCKeyTranslate(layout, i, kUCKeyActionDown, 0, kbdtype, + 0, &state, 16, &count, buf) != noErr) { + continue; + } + } + + if (count != 1) { + continue; /* no multi-char. Use SDL 1.3 instead. :) */ + } + + value = (UInt32) buf[0]; + if (value >= 128) { + /* Some non-ASCII char, map it to SDLK_WORLD_* */ + if (world < 0xFF) { + keymap[i] = world++; + } + } else if (value >= 32) { /* non-control ASCII char */ + keymap[i] = value; + } + } + } + } + CFRelease(src); + } + } +#endif + +#if (MAC_OS_X_VERSION_MIN_REQUIRED < 1050) + if (!saw_layout) { + /* Get a pointer to the systems cached KCHR */ + const void *KCHRPtr = (const void *)GetScriptManagerVariable(smKCHRCache); + if (KCHRPtr) + { + /* Loop over all 127 possible scan codes */ + for (i = 0; i < 0x7F; i++) + { + /* We pretend a clean start to begin with (i.e. no dead keys active */ + state = 0; + + /* Now translate the key code to a key value */ + value = KeyTranslate(KCHRPtr, i, &state) & 0xff; + + /* If the state become 0, it was a dead key. We need to translate again, + passing in the new state, to get the actual key value */ + if (state != 0) + value = KeyTranslate(KCHRPtr, i, &state) & 0xff; + + /* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */ + if (value >= 128) { /* Some non-ASCII char, map it to SDLK_WORLD_* */ + if (world < 0xFF) { + keymap[i] = world++; + } + } else if (value >= 32) { /* non-control ASCII char */ + keymap[i] = value; + } + } + } + } +#endif + + /* + The keypad codes are re-setup here, because the loop above cannot + distinguish between a key on the keypad and a regular key. We maybe + could get around this problem in another fashion: NSEvent's flags + include a "NSNumericPadKeyMask" bit; we could check that and modify + the symbol we return on the fly. However, this flag seems to exhibit + some weird behaviour related to the num lock key + */ + keymap[QZ_KP0] = SDLK_KP0; + keymap[QZ_KP1] = SDLK_KP1; + keymap[QZ_KP2] = SDLK_KP2; + keymap[QZ_KP3] = SDLK_KP3; + keymap[QZ_KP4] = SDLK_KP4; + keymap[QZ_KP5] = SDLK_KP5; + keymap[QZ_KP6] = SDLK_KP6; + keymap[QZ_KP7] = SDLK_KP7; + keymap[QZ_KP8] = SDLK_KP8; + keymap[QZ_KP9] = SDLK_KP9; + keymap[QZ_KP_MINUS] = SDLK_KP_MINUS; + keymap[QZ_KP_PLUS] = SDLK_KP_PLUS; + keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD; + keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS; + keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE; + keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY; + keymap[QZ_KP_ENTER] = SDLK_KP_ENTER; +} + +static void QZ_DoKey (_THIS, int state, NSEvent *event) { + + NSString *chars = NULL; + unsigned int i, numChars; + SDL_keysym key; + + /* + A key event can contain multiple characters, + or no characters at all. In most cases, it + will contain a single character. If it contains + 0 characters, we'll use 0 as the unicode. If it + contains multiple characters, we'll use 0 as + the scancode/keysym. + */ + if (SDL_TranslateUNICODE && state == SDL_PRESSED) { + [field_edit interpretKeyEvents:[NSArray arrayWithObject:event]]; + chars = [ event characters ]; + numChars = [ chars length ]; + if (numChars > 0) + [field_edit setString:@""]; + } else { + numChars = 0; + } + + if (numChars == 0) { + + key.scancode = [ event keyCode ]; + key.sym = keymap [ key.scancode ]; + key.unicode = 0; + key.mod = KMOD_NONE; + + SDL_PrivateKeyboard (state, &key); + } + else if (numChars >= 1) { + + key.scancode = [ event keyCode ]; + key.sym = keymap [ key.scancode ]; + key.unicode = [ chars characterAtIndex:0 ]; + key.mod = KMOD_NONE; + + SDL_PrivateKeyboard (state, &key); + + for (i = 1; i < numChars; i++) { + + key.scancode = 0; + key.sym = 0; + key.unicode = [ chars characterAtIndex:i]; + key.mod = KMOD_NONE; + + SDL_PrivateKeyboard (state, &key); + } + } + + if (SDL_getenv ("SDL_ENABLEAPPEVENTS")) + [ NSApp sendEvent:event ]; +} + +/* This is the original behavior, before support was added for + * differentiating between left and right versions of the keys. + */ +static void QZ_DoUnsidedModifiers (_THIS, unsigned int newMods) { + + const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA }; + + int i; + int bit; + SDL_keysym key; + + key.scancode = 0; + key.sym = SDLK_UNKNOWN; + key.unicode = 0; + key.mod = KMOD_NONE; + + /* Iterate through the bits, testing each against the current modifiers */ + for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) { + + unsigned int currentMask, newMask; + + currentMask = current_mods & bit; + newMask = newMods & bit; + + if ( currentMask && + currentMask != newMask ) { /* modifier up event */ + + key.sym = mapping[i]; + /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ + if (bit == NSAlphaShiftKeyMask) + SDL_PrivateKeyboard (SDL_PRESSED, &key); + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } + else if ( newMask && + currentMask != newMask ) { /* modifier down event */ + + key.sym = mapping[i]; + SDL_PrivateKeyboard (SDL_PRESSED, &key); + /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ + if (bit == NSAlphaShiftKeyMask) + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } + } +} + +/* This is a helper function for QZ_HandleModifierSide. This + * function reverts back to behavior before the distinction between + * sides was made. + */ +static void QZ_HandleNonDeviceModifier ( _THIS, unsigned int device_independent_mask, unsigned int newMods, unsigned int key_sym) { + unsigned int currentMask, newMask; + SDL_keysym key; + + key.scancode = 0; + key.sym = key_sym; + key.unicode = 0; + key.mod = KMOD_NONE; + + /* Isolate just the bits we care about in the depedent bits so we can + * figure out what changed + */ + currentMask = current_mods & device_independent_mask; + newMask = newMods & device_independent_mask; + + if ( currentMask && + currentMask != newMask ) { /* modifier up event */ + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } + else if ( newMask && + currentMask != newMask ) { /* modifier down event */ + SDL_PrivateKeyboard (SDL_PRESSED, &key); + } +} + +/* This is a helper function for QZ_HandleModifierSide. + * This function sets the actual SDL_PrivateKeyboard event. + */ +static void QZ_HandleModifierOneSide ( _THIS, unsigned int newMods, + unsigned int key_sym, + unsigned int sided_device_dependent_mask ) { + + SDL_keysym key; + unsigned int current_dep_mask, new_dep_mask; + + key.scancode = 0; + key.sym = key_sym; + key.unicode = 0; + key.mod = KMOD_NONE; + + /* Isolate just the bits we care about in the depedent bits so we can + * figure out what changed + */ + current_dep_mask = current_mods & sided_device_dependent_mask; + new_dep_mask = newMods & sided_device_dependent_mask; + + /* We now know that this side bit flipped. But we don't know if + * it went pressed to released or released to pressed, so we must + * find out which it is. + */ + if( new_dep_mask && + current_dep_mask != new_dep_mask ) { + /* Modifier down event */ + SDL_PrivateKeyboard (SDL_PRESSED, &key); + } + else /* Modifier up event */ { + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } +} + +/* This is a helper function for QZ_DoSidedModifiers. + * This function will figure out if the modifier key is the left or right side, + * e.g. left-shift vs right-shift. + */ +static void QZ_HandleModifierSide ( _THIS, int device_independent_mask, + unsigned int newMods, + unsigned int left_key_sym, + unsigned int right_key_sym, + unsigned int left_device_dependent_mask, + unsigned int right_device_dependent_mask ) { + unsigned int device_dependent_mask = 0; + unsigned int diff_mod = 0; + + device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask; + /* On the basis that the device independent mask is set, but there are + * no device dependent flags set, we'll assume that we can't detect this + * keyboard and revert to the unsided behavior. + */ + if ( (device_dependent_mask & newMods) == 0 ) { + /* Revert to the old behavior */ + QZ_HandleNonDeviceModifier ( this, device_independent_mask, newMods, left_key_sym ); + return; + } + + /* XOR the previous state against the new state to see if there's a change */ + diff_mod = (device_dependent_mask & current_mods) + ^ (device_dependent_mask & newMods); + + if ( diff_mod ) { + /* A change in state was found. Isolate the left and right bits + * to handle them separately just in case the values can simulataneously + * change or if the bits don't both exist. + */ + if ( left_device_dependent_mask & diff_mod ) { + QZ_HandleModifierOneSide ( this, newMods, left_key_sym, left_device_dependent_mask ); + } + if ( right_device_dependent_mask & diff_mod ) { + QZ_HandleModifierOneSide ( this, newMods, right_key_sym, right_device_dependent_mask ); + } + } +} + +/* This is a helper function for QZ_DoSidedModifiers. + * This function will release a key press in the case that + * it is clear that the modifier has been released (i.e. one side + * can't still be down). + */ +static void QZ_ReleaseModifierSide ( _THIS, + unsigned int device_independent_mask, + unsigned int newMods, + unsigned int left_key_sym, + unsigned int right_key_sym, + unsigned int left_device_dependent_mask, + unsigned int right_device_dependent_mask ) { + unsigned int device_dependent_mask = 0; + SDL_keysym key; + + key.scancode = 0; + key.sym = SDLK_UNKNOWN; + key.unicode = 0; + key.mod = KMOD_NONE; + + device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask; + /* On the basis that the device independent mask is set, but there are + * no device dependent flags set, we'll assume that we can't detect this + * keyboard and revert to the unsided behavior. + */ + if ( (device_dependent_mask & current_mods) == 0 ) { + /* In this case, we can't detect the keyboard, so use the left side + * to represent both, and release it. + */ + key.sym = left_key_sym; + SDL_PrivateKeyboard (SDL_RELEASED, &key); + + return; + } + + + /* + * This could have been done in an if-else case because at this point, + * we know that all keys have been released when calling this function. + * But I'm being paranoid so I want to handle each separately, + * so I hope this doesn't cause other problems. + */ + if ( left_device_dependent_mask & current_mods ) { + key.sym = left_key_sym; + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } + if ( right_device_dependent_mask & current_mods ) { + key.sym = right_key_sym; + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } +} + +/* This is a helper function for QZ_DoSidedModifiers. + * This function handles the CapsLock case. + */ +static void QZ_HandleCapsLock (_THIS, unsigned int newMods) { + unsigned int currentMask, newMask; + SDL_keysym key; + + key.scancode = 0; + key.sym = SDLK_CAPSLOCK; + key.unicode = 0; + key.mod = KMOD_NONE; + + currentMask = current_mods & NSAlphaShiftKeyMask; + newMask = newMods & NSAlphaShiftKeyMask; + + if ( currentMask && + currentMask != newMask ) { /* modifier up event */ + /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ + SDL_PrivateKeyboard (SDL_PRESSED, &key); + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } + else if ( newMask && + currentMask != newMask ) { /* modifier down event */ + /* If this was Caps Lock, we need some additional voodoo to make SDL happy */ + SDL_PrivateKeyboard (SDL_PRESSED, &key); + SDL_PrivateKeyboard (SDL_RELEASED, &key); + } +} + +/* This function will handle the modifier keys and also determine the + * correct side of the key. + */ +static void QZ_DoSidedModifiers (_THIS, unsigned int newMods) { + /* Set up arrays for the key syms for the left and right side. */ + const unsigned int left_mapping[] = { SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA }; + const unsigned int right_mapping[] = { SDLK_RSHIFT, SDLK_RCTRL, SDLK_RALT, SDLK_RMETA }; + /* Set up arrays for the device dependent masks with indices that + * correspond to the _mapping arrays + */ + const unsigned int left_device_mapping[] = { NX_DEVICELSHIFTKEYMASK, NX_DEVICELCTLKEYMASK, NX_DEVICELALTKEYMASK, NX_DEVICELCMDKEYMASK }; + const unsigned int right_device_mapping[] = { NX_DEVICERSHIFTKEYMASK, NX_DEVICERCTLKEYMASK, NX_DEVICERALTKEYMASK, NX_DEVICERCMDKEYMASK }; + + unsigned int i; + unsigned int bit; + + /* Handle CAPSLOCK separately because it doesn't have a left/right side */ + QZ_HandleCapsLock ( this, newMods ); + + /* Iterate through the bits, testing each against the current modifiers */ + for (i = 0, bit = NSShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) { + + unsigned int currentMask, newMask; + + currentMask = current_mods & bit; + newMask = newMods & bit; + + /* If the bit is set, we must always examine it because the left + * and right side keys may alternate or both may be pressed. + */ + if ( newMask ) { + QZ_HandleModifierSide ( this, bit, newMods, + left_mapping[i], + right_mapping[i], + left_device_mapping[i], + right_device_mapping[i] ); + } + /* If the state changed from pressed to unpressed, we must examine + * the device dependent bits to release the correct keys. + */ + else if ( currentMask && + currentMask != newMask ) { /* modifier up event */ + QZ_ReleaseModifierSide ( this, bit, newMods, + left_mapping[i], + right_mapping[i], + left_device_mapping[i], + right_device_mapping[i] ); + } + } +} + +/* This function is called to handle the modifiers. + * It will try to distinguish between the left side and right side + * of the keyboard for those modifiers that qualify if the + * operating system version supports it. Otherwise, the code + * will not try to make the distinction. + */ +static void QZ_DoModifiers (_THIS, unsigned int newMods) { + + if (current_mods == newMods) + return; + + /* + * Starting with Panther (10.3.0), the ability to distinguish between + * left side and right side modifiers is available. + */ + if( system_version >= 0x1030 ) { + QZ_DoSidedModifiers (this, newMods); + } + else { + QZ_DoUnsidedModifiers (this, newMods); + } + + current_mods = newMods; +} + +static void QZ_GetMouseLocation (_THIS, NSPoint *p) { + *p = [ NSEvent mouseLocation ]; /* global coordinates */ + if (qz_window) + QZ_PrivateGlobalToLocal (this, p); + QZ_PrivateCocoaToSDL (this, p); +} + +void QZ_DoActivate (_THIS) { + + SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (QZ_IsMouseInWindow (this) ? SDL_APPMOUSEFOCUS : 0)); + + QZ_UpdateCursor(this); + + /* Regrab input, only if it was previously grabbed */ + if ( current_grab_mode == SDL_GRAB_ON ) { + + /* Restore cursor location if input was grabbed */ + QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y); + QZ_ChangeGrabState (this, QZ_ENABLE_GRAB); + } + else { + /* Update SDL's mouse location */ + NSPoint p; + QZ_GetMouseLocation (this, &p); + SDL_PrivateMouseMotion (0, 0, p.x, p.y); + } + + QZ_UpdateCursor(this); +} + +void QZ_DoDeactivate (_THIS) { + + SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS | SDL_APPMOUSEFOCUS); + + /* Get the current cursor location, for restore on activate */ + QZ_GetMouseLocation (this, &cursor_loc); + + /* Reassociate mouse and cursor */ + CGAssociateMouseAndMouseCursorPosition (1); + + QZ_UpdateCursor(this); +} + +void QZ_SleepNotificationHandler (void * refcon, + io_service_t service, + natural_t messageType, + void * messageArgument ) +{ + SDL_VideoDevice *this = (SDL_VideoDevice*)refcon; + + switch(messageType) + { + case kIOMessageSystemWillSleep: + IOAllowPowerChange(power_connection, (long) messageArgument); + break; + case kIOMessageCanSystemSleep: + IOAllowPowerChange(power_connection, (long) messageArgument); + break; + case kIOMessageSystemHasPoweredOn: + /* awake */ + SDL_PrivateExpose(); + break; + } +} + +void QZ_RegisterForSleepNotifications (_THIS) +{ + CFRunLoopSourceRef rls; + IONotificationPortRef thePortRef; + io_object_t notifier; + + power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, ¬ifier); + + if (power_connection == 0) + NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed."); + + rls = IONotificationPortGetRunLoopSource (thePortRef); + CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode); + CFRelease (rls); +} + + +/* Try to map Quartz mouse buttons to SDL's lingo... */ +static int QZ_OtherMouseButtonToSDL(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 */ + } + + /* >= 3: skip 4 & 5, since those are the SDL mousewheel buttons. */ + return(button + 3); +} + + +void QZ_PumpEvents (_THIS) +{ + int32_t dx, dy; + + NSDate *distantPast; + NSEvent *event; + NSRect winRect; + NSAutoreleasePool *pool; + + if (!SDL_VideoSurface) + return; /* don't do anything if there's no screen surface. */ + + /* Update activity every five seconds to prevent screensaver. --ryan. */ + if (!allow_screensaver) { + static Uint32 screensaverTicks; + Uint32 nowTicks = SDL_GetTicks(); + if ((nowTicks - screensaverTicks) > 5000) + { + UpdateSystemActivity(UsrActivity); + screensaverTicks = nowTicks; + } + } + + pool = [ [ NSAutoreleasePool alloc ] init ]; + distantPast = [ NSDate distantPast ]; + + winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h); + + /* while grabbed, accumulate all mouse moved events into one SDL mouse event */ + dx = 0; + dy = 0; + + do { + + /* Poll for an event. This will not block */ + event = [ NSApp nextEventMatchingMask:NSAnyEventMask + untilDate:distantPast + inMode: NSDefaultRunLoopMode dequeue:YES ]; + if (event != nil) { + + int button; + unsigned int type; + BOOL isInGameWin; + + #define DO_MOUSE_DOWN(button) do { \ + if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) { \ + SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \ + expect_mouse_up |= 1<= winRect.size.width ) + p.x = winRect.size.width-1; + + if ( p.y >= winRect.size.height ) + p.y = winRect.size.height-1; + + QZ_PrivateWarpCursor (this, p.x, p.y); + } + else + if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { + + SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); + + if (grab_state == QZ_INVISIBLE_GRAB) + /*The cursor has left the window even though it is + disassociated from the mouse (and therefore + shouldn't move): this can happen with Wacom + tablets, and it effectively breaks the grab, since + mouse down events now go to background + applications. The only possibility to avoid this + seems to be talking to the tablet driver + (AppleEvents) to constrain its mapped area to the + window, which may not be worth the effort. For + now, handle the condition more gracefully than + before by reassociating cursor and mouse until the + cursor enters the window again, making it obvious + to the user that the grab is broken.*/ + CGAssociateMouseAndMouseCursorPosition (1); + + QZ_UpdateCursor(this); + } + else + if ( isInGameWin && (SDL_GetAppState() & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == SDL_APPINPUTFOCUS ) { + + SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); + + QZ_UpdateCursor(this); + + if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/ + QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); + CGAssociateMouseAndMouseCursorPosition (0); + } + } + break; + case NSScrollWheel: + if ( isInGameWin ) { + float dy, dx; + Uint8 button; + dy = [ event deltaY ]; + dx = [ event deltaX ]; + if ( dy > 0.0 ) /* Scroll up */ + button = SDL_BUTTON_WHEELUP; + else if ( dy < 0.0 ) /* Scroll down */ + button = SDL_BUTTON_WHEELDOWN; + else + break; /* Horizontal scroll */ + /* For now, wheel is sent as a quick down+up */ + SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); + SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); + } + break; + case NSKeyUp: + QZ_DoKey (this, SDL_RELEASED, event); + break; + case NSKeyDown: + QZ_DoKey (this, SDL_PRESSED, event); + break; + case NSFlagsChanged: + break; + case NSAppKitDefined: + [ NSApp sendEvent:event ]; + if ([ event subtype ] == NSApplicationActivatedEventType && (mode_flags & SDL_FULLSCREEN)) { + /* the default handling of this event seems to reset any cursor set by [NSCursor set] (used by SDL_SetCursor() in fullscreen mode) to the default system arrow cursor */ + SDL_Cursor *sdlc = SDL_GetCursor(); + if (sdlc != NULL && sdlc->wm_cursor != NULL) { + [ sdlc->wm_cursor->nscursor set ]; + } + } + break; + /* case NSApplicationDefined: break; */ + /* case NSPeriodic: break; */ + /* case NSCursorUpdate: break; */ + default: + [ NSApp sendEvent:event ]; + } + } + } while (event != nil); + + /* handle accumulated mouse moved events */ + if (dx != 0 || dy != 0) + SDL_PrivateMouseMotion (0, 1, dx, dy); + + [ pool release ]; +} + +void QZ_UpdateMouse (_THIS) +{ + NSPoint p; + QZ_GetMouseLocation (this, &p); + SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS); + SDL_PrivateMouseMotion (0, 0, p.x, p.y); +} -- cgit v1.2.3