symbian-qemu-0.9.1-12/libsdl-trunk/src/events/SDL_mouse.c
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0:ffa851df0825 1:2fb8b9db1c86
       
     1 /*
       
     2     SDL - Simple DirectMedia Layer
       
     3     Copyright (C) 1997-2006 Sam Lantinga
       
     4 
       
     5     This library is free software; you can redistribute it and/or
       
     6     modify it under the terms of the GNU Lesser General Public
       
     7     License as published by the Free Software Foundation; either
       
     8     version 2.1 of the License, or (at your option) any later version.
       
     9 
       
    10     This library is distributed in the hope that it will be useful,
       
    11     but WITHOUT ANY WARRANTY; without even the implied warranty of
       
    12     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
       
    13     Lesser General Public License for more details.
       
    14 
       
    15     You should have received a copy of the GNU Lesser General Public
       
    16     License along with this library; if not, write to the Free Software
       
    17     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
       
    18 
       
    19     Sam Lantinga
       
    20     slouken@libsdl.org
       
    21 */
       
    22 #include "SDL_config.h"
       
    23 
       
    24 /* General mouse handling code for SDL */
       
    25 
       
    26 #include "SDL_events.h"
       
    27 #include "SDL_events_c.h"
       
    28 #include "../video/SDL_cursor_c.h"
       
    29 #include "../video/SDL_sysvideo.h"
       
    30 
       
    31 
       
    32 /* These are static for our mouse handling code */
       
    33 static Sint16 SDL_MouseX = 0;
       
    34 static Sint16 SDL_MouseY = 0;
       
    35 static Sint16 SDL_DeltaX = 0;
       
    36 static Sint16 SDL_DeltaY = 0;
       
    37 static Uint8  SDL_ButtonState = 0;
       
    38 
       
    39 
       
    40 /* Public functions */
       
    41 int SDL_MouseInit(void)
       
    42 {
       
    43 	/* The mouse is at (0,0) */
       
    44 	SDL_MouseX = 0;
       
    45 	SDL_MouseY = 0;
       
    46 	SDL_DeltaX = 0;
       
    47 	SDL_DeltaY = 0;
       
    48 	SDL_ButtonState = 0;
       
    49 
       
    50 	/* That's it! */
       
    51 	return(0);
       
    52 }
       
    53 void SDL_MouseQuit(void)
       
    54 {
       
    55 }
       
    56 
       
    57 /* We lost the mouse, so post button up messages for all pressed buttons */
       
    58 void SDL_ResetMouse(void)
       
    59 {
       
    60 	Uint8 i;
       
    61 	for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
       
    62 		if ( SDL_ButtonState & SDL_BUTTON(i) ) {
       
    63 			SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
       
    64 		}
       
    65 	}
       
    66 }
       
    67 
       
    68 Uint8 SDL_GetMouseState (int *x, int *y)
       
    69 {
       
    70 	if ( x ) {
       
    71 		*x = SDL_MouseX;
       
    72 	}
       
    73 	if ( y ) {
       
    74 		*y = SDL_MouseY;
       
    75 	}
       
    76 	return(SDL_ButtonState);
       
    77 }
       
    78 
       
    79 Uint8 SDL_GetRelativeMouseState (int *x, int *y)
       
    80 {
       
    81 	if ( x )
       
    82 		*x = SDL_DeltaX;
       
    83 	if ( y )
       
    84 		*y = SDL_DeltaY;
       
    85 	SDL_DeltaX = 0;
       
    86 	SDL_DeltaY = 0;
       
    87 	return(SDL_ButtonState);
       
    88 }
       
    89 
       
    90 static void ClipOffset(Sint16 *x, Sint16 *y)
       
    91 {
       
    92 	/* This clips absolute mouse coordinates when the apparent
       
    93 	   display surface is smaller than the real display surface.
       
    94 	 */
       
    95 	if ( SDL_VideoSurface->offset ) {
       
    96 		*y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
       
    97 		*x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
       
    98 				SDL_VideoSurface->format->BytesPerPixel;
       
    99 	}
       
   100 }
       
   101 
       
   102 /* These are global for SDL_eventloop.c */
       
   103 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
       
   104 {
       
   105 	int posted;
       
   106 	Uint16 X, Y;
       
   107 	Sint16 Xrel;
       
   108 	Sint16 Yrel;
       
   109 
       
   110 	/* Don't handle mouse motion if there's no cursor surface */
       
   111 	if ( SDL_VideoSurface == NULL ) {
       
   112 		return(0);
       
   113 	}
       
   114 
       
   115 	/* Default buttonstate is the current one */
       
   116 	if ( ! buttonstate ) {
       
   117 		buttonstate = SDL_ButtonState;
       
   118 	}
       
   119 
       
   120 	Xrel = x;
       
   121 	Yrel = y;
       
   122 	if ( relative ) {
       
   123 		/* Push the cursor around */
       
   124 		x = (SDL_MouseX+x);
       
   125 		y = (SDL_MouseY+y);
       
   126 	} else {
       
   127 		/* Do we need to clip {x,y} ? */
       
   128 		ClipOffset(&x, &y);
       
   129 	}
       
   130 
       
   131 	/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
       
   132 	if ( x < 0 )
       
   133 		X = 0;
       
   134 	else
       
   135 	if ( x >= SDL_VideoSurface->w )
       
   136 		X = SDL_VideoSurface->w-1;
       
   137 	else
       
   138 		X = (Uint16)x;
       
   139 
       
   140 	if ( y < 0 )
       
   141 		Y = 0;
       
   142 	else
       
   143 	if ( y >= SDL_VideoSurface->h )
       
   144 		Y = SDL_VideoSurface->h-1;
       
   145 	else
       
   146 		Y = (Uint16)y;
       
   147 
       
   148 	/* If not relative mode, generate relative motion from clamped X/Y.
       
   149 	   This prevents lots of extraneous large delta relative motion when
       
   150 	   the screen is windowed mode and the mouse is outside the window.
       
   151 	*/
       
   152 	if ( ! relative ) {
       
   153 		Xrel = X-SDL_MouseX;
       
   154 		Yrel = Y-SDL_MouseY;
       
   155 	}
       
   156 
       
   157 	/* Drop events that don't change state */
       
   158 	if ( ! Xrel && ! Yrel ) {
       
   159 #if 0
       
   160 printf("Mouse event didn't change state - dropped!\n");
       
   161 #endif
       
   162 		return(0);
       
   163 	}
       
   164 
       
   165 	/* Update internal mouse state */
       
   166 	SDL_ButtonState = buttonstate;
       
   167 	SDL_MouseX = X;
       
   168 	SDL_MouseY = Y;
       
   169 	SDL_DeltaX += Xrel;
       
   170 	SDL_DeltaY += Yrel;
       
   171         SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
       
   172 
       
   173 	/* Post the event, if desired */
       
   174 	posted = 0;
       
   175 	if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
       
   176 		SDL_Event event;
       
   177 		SDL_memset(&event, 0, sizeof(event));
       
   178 		event.type = SDL_MOUSEMOTION;
       
   179 		event.motion.state = buttonstate;
       
   180 		event.motion.x = X;
       
   181 		event.motion.y = Y;
       
   182 		event.motion.xrel = Xrel;
       
   183 		event.motion.yrel = Yrel;
       
   184 		if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
       
   185 			posted = 1;
       
   186 			SDL_PushEvent(&event);
       
   187 		}
       
   188 	}
       
   189 	return(posted);
       
   190 }
       
   191 
       
   192 int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
       
   193 {
       
   194 	SDL_Event event;
       
   195 	int posted;
       
   196 	int move_mouse;
       
   197 	Uint8 buttonstate;
       
   198 
       
   199 	SDL_memset(&event, 0, sizeof(event));
       
   200 
       
   201 	/* Check parameters */
       
   202 	if ( x || y ) {
       
   203 		ClipOffset(&x, &y);
       
   204 		move_mouse = 1;
       
   205 		/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
       
   206 		if ( x < 0 )
       
   207 			x = 0;
       
   208 		else
       
   209 		if ( x >= SDL_VideoSurface->w )
       
   210 			x = SDL_VideoSurface->w-1;
       
   211 
       
   212 		if ( y < 0 )
       
   213 			y = 0;
       
   214 		else
       
   215 		if ( y >= SDL_VideoSurface->h )
       
   216 			y = SDL_VideoSurface->h-1;
       
   217 	} else {
       
   218 		move_mouse = 0;
       
   219 	}
       
   220 	if ( ! x )
       
   221 		x = SDL_MouseX;
       
   222 	if ( ! y )
       
   223 		y = SDL_MouseY;
       
   224 
       
   225 	/* Figure out which event to perform */
       
   226 	buttonstate = SDL_ButtonState;
       
   227 	switch ( state ) {
       
   228 		case SDL_PRESSED:
       
   229 			event.type = SDL_MOUSEBUTTONDOWN;
       
   230 			buttonstate |= SDL_BUTTON(button);
       
   231 			break;
       
   232 		case SDL_RELEASED:
       
   233 			event.type = SDL_MOUSEBUTTONUP;
       
   234 			buttonstate &= ~SDL_BUTTON(button);
       
   235 			break;
       
   236 		default:
       
   237 			/* Invalid state -- bail */
       
   238 			return(0);
       
   239 	}
       
   240 
       
   241 	/* Update internal mouse state */
       
   242 	SDL_ButtonState = buttonstate;
       
   243 	if ( move_mouse ) {
       
   244 		SDL_MouseX = x;
       
   245 		SDL_MouseY = y;
       
   246 		SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
       
   247 	}
       
   248 
       
   249 	/* Post the event, if desired */
       
   250 	posted = 0;
       
   251 	if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
       
   252 		event.button.state = state;
       
   253 		event.button.button = button;
       
   254 		event.button.x = x;
       
   255 		event.button.y = y;
       
   256 		if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
       
   257 			posted = 1;
       
   258 			SDL_PushEvent(&event);
       
   259 		}
       
   260 	}
       
   261 	return(posted);
       
   262 }
       
   263