• Ryan C. Gordon's avatar
    Massive Quartz input enhancements from Darrell Walisser. His email: · f39381e3
    Ryan C. Gordon authored
    Enclosed is a patch that addresses the following:
    
    --Various minor cleanups.
    Removed dead/obsolete code, made some style cleanups
    
    --Mouse Events
    Now keep track of what button(s) were pressed so we know when to send
    the mouse up event. This fixes the case where the mouse is dragged
    outside of the game window and released (in which case we want to send
    the mouse up event even though the mouse is outside the game window).
    
    --Input Grabbing
    Here is my take on the grabbing situation, which is the basis for the
    new implementation.
    
    There are 3 grab states, ungrabbed (UG), visible (VG), and invisible
    (IG). Both VG and IG keep the mouse constrained to the window and
    produce relative motion events. In VG the cursor is visible (duh), in
    IG it is not. In VG, absolute motion events also work.
    
    There are 6 actions that can affect grabbing:
    
    1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do
    nothing. However, a fullscreen visible grab can be treated just like a
    windowed visible grab, which is what I have done to help simplify
    things.
    
    2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the
    grab is an invisible grab. If the cursor is visible, the grab should
    just constrain the mouse to the window.
    
    3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to
    the window as should the keyboard input. On Mac OS X, the keyboard
    input is implicitly grabbed by confining the cursor, except for
    command-tab which can switch away from the application. Should the
    window come to the foreground if the application is deactivated and
    grab input is called? This isn't necessary in this implementation
    because the grab state will be asserted upon activation.
    
    Using my notation, these are all the cases that need to be handled
    (state + action = new state).
    
    UG+U = UG
    UG+G = VG or IG, if cursor is visible or not
    UG+H = UG
    UG+S = UG
    
    VG+U = UG
    VG+G = VG
    VG+H = IG
    VG+S = VG
    
    IG+U = UG
    IG+G = IG
    IG+H = IG
    IG+S = VG
    
    The cases that result in the same state can be ignored in the code,
    which cuts it down to just 5 cases.
    
    Another issue is what happens when the app loses/gains input focus from
    deactivate/activate or iconify/deiconify. I think that if input focus
    is ever lost (outside of SDL's control), the grab state should be
    suspended and the cursor should become visible and active again. When
    regained, the cursor should reappear in its original location and/or
    grab state. This way, when reactivating the cursor is still in the same
    position as before so apps shouldn't get confused when the next motion
    event comes in. This is what I've done in this patch.
    
    --HG--
    extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40564
    f39381e3
SDL_QuartzWM.m 14.6 KB