symbian-qemu-0.9.1-12/libsdl-trunk/src/video/quartz/SDL_QuartzEvents.m
changeset 1 2fb8b9db1c86
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/symbian-qemu-0.9.1-12/libsdl-trunk/src/video/quartz/SDL_QuartzEvents.m	Fri Jul 31 15:01:17 2009 +0100
@@ -0,0 +1,984 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2003  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 <IOKit/IOMessage.h> /* For wake from sleep detection */
+#include <IOKit/pwr_mgt/IOPMLib.h> /* For wake from sleep detection */
+#include "SDL_QuartzKeys.h"
+
+/* 
+ * 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 <IOKit/hidsystem/IOLLEvent.h>
+/* 
+ * 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) {
+    const void *KCHRPtr;
+    UInt32 state;
+    UInt32 value;
+    int i;
+    int world = SDLK_WORLD_0;
+
+    for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
+        keymap[i] = SDLK_UNKNOWN;
+
+    /* This keymap is almost exactly the same as the OS 9 one */
+    keymap[QZ_ESCAPE] = SDLK_ESCAPE;
+    keymap[QZ_F1] = SDLK_F1;
+    keymap[QZ_F2] = SDLK_F2;
+    keymap[QZ_F3] = SDLK_F3;
+    keymap[QZ_F4] = SDLK_F4;
+    keymap[QZ_F5] = SDLK_F5;
+    keymap[QZ_F6] = SDLK_F6;
+    keymap[QZ_F7] = SDLK_F7;
+    keymap[QZ_F8] = SDLK_F8;
+    keymap[QZ_F9] = SDLK_F9;
+    keymap[QZ_F10] = SDLK_F10;
+    keymap[QZ_F11] = SDLK_F11;
+    keymap[QZ_F12] = SDLK_F12;
+    keymap[QZ_F13] = SDLK_F13;
+    keymap[QZ_F14] = SDLK_F14;
+    keymap[QZ_F15] = SDLK_F15;
+/*
+    keymap[QZ_PRINT] = SDLK_PRINT;
+    keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
+    keymap[QZ_PAUSE] = SDLK_PAUSE;
+*/
+    keymap[QZ_POWER] = SDLK_POWER;
+    keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
+    keymap[QZ_1] = SDLK_1;
+    keymap[QZ_2] = SDLK_2;
+    keymap[QZ_3] = SDLK_3;
+    keymap[QZ_4] = SDLK_4;
+    keymap[QZ_5] = SDLK_5;
+    keymap[QZ_6] = SDLK_6;
+    keymap[QZ_7] = SDLK_7;
+    keymap[QZ_8] = SDLK_8;
+    keymap[QZ_9] = SDLK_9;
+    keymap[QZ_0] = SDLK_0;
+    keymap[QZ_MINUS] = SDLK_MINUS;
+    keymap[QZ_EQUALS] = SDLK_EQUALS;
+    keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
+    keymap[QZ_INSERT] = SDLK_INSERT;
+    keymap[QZ_HOME] = SDLK_HOME;
+    keymap[QZ_PAGEUP] = SDLK_PAGEUP;
+    keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
+    keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
+    keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
+    keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
+    keymap[QZ_TAB] = SDLK_TAB;
+    keymap[QZ_q] = SDLK_q;
+    keymap[QZ_w] = SDLK_w;
+    keymap[QZ_e] = SDLK_e;
+    keymap[QZ_r] = SDLK_r;
+    keymap[QZ_t] = SDLK_t;
+    keymap[QZ_y] = SDLK_y;
+    keymap[QZ_u] = SDLK_u;
+    keymap[QZ_i] = SDLK_i;
+    keymap[QZ_o] = SDLK_o;
+    keymap[QZ_p] = SDLK_p;
+    keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
+    keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
+    keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
+    keymap[QZ_DELETE] = SDLK_DELETE;
+    keymap[QZ_END] = SDLK_END;
+    keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
+    keymap[QZ_KP7] = SDLK_KP7;
+    keymap[QZ_KP8] = SDLK_KP8;
+    keymap[QZ_KP9] = SDLK_KP9;
+    keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
+    keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
+    keymap[QZ_a] = SDLK_a;
+    keymap[QZ_s] = SDLK_s;
+    keymap[QZ_d] = SDLK_d;
+    keymap[QZ_f] = SDLK_f;
+    keymap[QZ_g] = SDLK_g;
+    keymap[QZ_h] = SDLK_h;
+    keymap[QZ_j] = SDLK_j;
+    keymap[QZ_k] = SDLK_k;
+    keymap[QZ_l] = SDLK_l;
+    keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
+    keymap[QZ_QUOTE] = SDLK_QUOTE;
+    keymap[QZ_RETURN] = SDLK_RETURN;
+    keymap[QZ_KP4] = SDLK_KP4;
+    keymap[QZ_KP5] = SDLK_KP5;
+    keymap[QZ_KP6] = SDLK_KP6;
+    keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
+    keymap[QZ_LSHIFT] = SDLK_LSHIFT;
+    keymap[QZ_RSHIFT] = SDLK_RSHIFT;
+    keymap[QZ_z] = SDLK_z;
+    keymap[QZ_x] = SDLK_x;
+    keymap[QZ_c] = SDLK_c;
+    keymap[QZ_v] = SDLK_v;
+    keymap[QZ_b] = SDLK_b;
+    keymap[QZ_n] = SDLK_n;
+    keymap[QZ_m] = SDLK_m;
+    keymap[QZ_COMMA] = SDLK_COMMA;
+    keymap[QZ_PERIOD] = SDLK_PERIOD;
+    keymap[QZ_SLASH] = SDLK_SLASH;
+    keymap[QZ_UP] = SDLK_UP;
+    keymap[QZ_KP1] = SDLK_KP1;
+    keymap[QZ_KP2] = SDLK_KP2;
+    keymap[QZ_KP3] = SDLK_KP3;
+    keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
+    keymap[QZ_LCTRL] = SDLK_LCTRL;
+    keymap[QZ_LALT] = SDLK_LALT;
+    keymap[QZ_LMETA] = SDLK_LMETA;
+    keymap[QZ_RCTRL] = SDLK_RCTRL;
+    keymap[QZ_RALT] = SDLK_RALT;
+    keymap[QZ_RMETA] = SDLK_RMETA;
+    keymap[QZ_SPACE] = SDLK_SPACE;
+    keymap[QZ_LEFT] = SDLK_LEFT;
+    keymap[QZ_DOWN] = SDLK_DOWN;
+    keymap[QZ_RIGHT] = SDLK_RIGHT;
+    keymap[QZ_KP0] = SDLK_KP0;
+    keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
+    keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
+    keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
+    keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
+    keymap[QZ_IBOOK_UP]      = SDLK_UP;
+    keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;
+
+    /* 
+        Up there we setup a static scancode->keysym 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.
+     */
+
+    /* Get a pointer to the systems cached KCHR */
+    KCHRPtr = (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_* */
+                keymap[i] = world++;
+            else if (value >= 32)     /* non-control ASCII char */
+                keymap[i] = value;
+        }
+    }
+
+    /* 
+        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);
+    }
+}
+
+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, &notifier);
+
+     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)
+{
+    static Uint32 screensaverTicks = 0;
+    Uint32 nowTicks;
+    CGMouseDelta 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) {
+        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<<button;                                \
+                            }                                                                \
+                            [ NSApp sendEvent:event ];                                       \
+            } while(0)
+            
+            #define DO_MOUSE_UP(button) do {                                            \
+                            if ( expect_mouse_up & (1<<button) ) {                      \
+                                SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);    \
+                                expect_mouse_up &= ~(1<<button);                        \
+                            }                                                           \
+                            [ NSApp sendEvent:event ];                                  \
+            } while(0)
+            
+            type = [ event type ];
+            isInGameWin = QZ_IsMouseInWindow (this);
+
+            QZ_DoModifiers(this, [ event modifierFlags ] );
+
+            switch (type) {
+                case NSLeftMouseDown:
+                    if ( SDL_getenv("SDL_HAS3BUTTONMOUSE") ) {
+                        DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
+                    } else {
+                        if ( NSCommandKeyMask & current_mods ) {
+                            last_virtual_button = SDL_BUTTON_RIGHT;
+                            DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
+                        }
+                        else if ( NSAlternateKeyMask & current_mods ) {
+                            last_virtual_button = SDL_BUTTON_MIDDLE;
+                            DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
+                        }
+                        else {
+                            DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
+                        }
+                    }
+                    break;
+
+                case NSLeftMouseUp:
+                    if ( last_virtual_button != 0 ) {
+                        DO_MOUSE_UP (last_virtual_button);
+                        last_virtual_button = 0;
+                    }
+                    else {
+                        DO_MOUSE_UP (SDL_BUTTON_LEFT);
+                    }
+                    break;
+
+                case NSOtherMouseDown:
+                case NSRightMouseDown:
+                    button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
+                    DO_MOUSE_DOWN (button);
+                    break;
+
+                case NSOtherMouseUp:
+                case NSRightMouseUp:
+                    button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
+                    DO_MOUSE_UP (button);
+                    break;
+
+                case NSSystemDefined:
+                    /*
+                        Future: up to 32 "mouse" buttons can be handled.
+                        if ([event subtype] == 7) {
+                            unsigned int buttons;
+                            buttons = [ event data2 ];
+                    */
+                    break;
+                case NSLeftMouseDragged:
+                case NSRightMouseDragged:
+                case NSOtherMouseDragged: /* usually middle mouse dragged */
+                case NSMouseMoved:
+                    if ( grab_state == QZ_INVISIBLE_GRAB ) {
+                
+                        /*
+                            If input is grabbed+hidden, the cursor doesn't move,
+                            so we have to call the lowlevel window server
+                            function. This is less accurate but works OK.                         
+                        */
+                        CGMouseDelta dx1, dy1;
+                        CGGetLastMouseDelta (&dx1, &dy1);
+                        dx += dx1;
+                        dy += dy1;
+                    }
+                    else {
+                        
+                        /*
+                            Get the absolute mouse location. This is not the
+                            mouse location after the currently processed event,
+                            but the *current* mouse location, i.e. after all
+                            pending events. This means that if there are
+                            multiple mouse moved events in the queue, we make
+                            multiple identical calls to SDL_PrivateMouseMotion(),
+                            but that's no problem since the latter only
+                            generates SDL events for nonzero movements. In my
+                            experience on PBG4/10.4.8, this rarely happens anyway.
+                        */
+                        NSPoint p;
+                        QZ_GetMouseLocation (this, &p);
+                        SDL_PrivateMouseMotion (0, 0, p.x, p.y);
+                    }
+                    
+                    /* 
+                        Handle grab input+cursor visible by warping the cursor back
+                        into the game window. This still generates a mouse moved event,
+                        but not as a result of the warp (so it's in the right direction).
+                    */
+                    if ( grab_state == QZ_VISIBLE_GRAB && !isInGameWin ) {
+                       
+                        NSPoint p;
+                        QZ_GetMouseLocation (this, &p);
+
+                        if ( p.x < 0.0 ) 
+                            p.x = 0.0;
+                        
+                        if ( p.y < 0.0 ) 
+                            p.y = 0.0;
+                        
+                        if ( p.x >= 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);
+}