Commit 90a429e4 authored by Sam Lantinga's avatar Sam Lantinga

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"

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40780
parent 522cd2a8
...@@ -316,8 +316,6 @@ static void QZ_DoActivate (_THIS) ...@@ -316,8 +316,6 @@ static void QZ_DoActivate (_THIS)
QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y); QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
QZ_ChangeGrabState (this, QZ_ENABLE_GRAB); QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
} }
SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
} }
static void QZ_DoDeactivate (_THIS) { static void QZ_DoDeactivate (_THIS) {
...@@ -334,8 +332,6 @@ static void QZ_DoDeactivate (_THIS) { ...@@ -334,8 +332,6 @@ static void QZ_DoDeactivate (_THIS) {
/* Show the cursor if it was hidden by SDL_ShowCursor() */ /* Show the cursor if it was hidden by SDL_ShowCursor() */
if (!cursor_should_be_visible) if (!cursor_should_be_visible)
QZ_ShowMouse (this); QZ_ShowMouse (this);
SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
} }
void QZ_SleepNotificationHandler (void * refcon, void QZ_SleepNotificationHandler (void * refcon,
...@@ -462,7 +458,7 @@ void QZ_PumpEvents (_THIS) ...@@ -462,7 +458,7 @@ void QZ_PumpEvents (_THIS)
type = [ event type ]; type = [ event type ];
isForGameWin = (qz_window == [ event window ]); isForGameWin = (qz_window == [ event window ]);
isInGameWin = (mode_flags & SDL_FULLSCREEN) ? true : NSPointInRect([event locationInWindow], [ window_view frame ]); isInGameWin = QZ_IsMouseInWindow (this);
switch (type) { switch (type) {
case NSLeftMouseDown: case NSLeftMouseDown:
if ( getenv("SDL_HAS3BUTTONMOUSE") ) { if ( getenv("SDL_HAS3BUTTONMOUSE") ) {
...@@ -538,7 +534,7 @@ void QZ_PumpEvents (_THIS) ...@@ -538,7 +534,7 @@ void QZ_PumpEvents (_THIS)
provides the first known mouse position, provides the first known mouse position,
since everything after this uses deltas since everything after this uses deltas
*/ */
NSPoint p = [ event locationInWindow ]; NSPoint p = [ qz_window mouseLocationOutsideOfEventStream ];
QZ_PrivateCocoaToSDL (this, &p); QZ_PrivateCocoaToSDL (this, &p);
SDL_PrivateMouseMotion (0, 0, p.x, p.y); SDL_PrivateMouseMotion (0, 0, p.x, p.y);
firstMouseEvent = 0; firstMouseEvent = 0;
...@@ -561,7 +557,7 @@ void QZ_PumpEvents (_THIS) ...@@ -561,7 +557,7 @@ void QZ_PumpEvents (_THIS)
if ( grab_state == QZ_VISIBLE_GRAB && if ( grab_state == QZ_VISIBLE_GRAB &&
!isInGameWin ) { !isInGameWin ) {
NSPoint p = [ event locationInWindow ]; NSPoint p = [ qz_window mouseLocationOutsideOfEventStream ];
QZ_PrivateCocoaToSDL (this, &p); QZ_PrivateCocoaToSDL (this, &p);
if ( p.x < 0.0 ) if ( p.x < 0.0 )
...@@ -582,11 +578,15 @@ void QZ_PumpEvents (_THIS) ...@@ -582,11 +578,15 @@ void QZ_PumpEvents (_THIS)
if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS); SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
if (!cursor_should_be_visible)
QZ_ShowMouse (this);
} }
else else
if ( isInGameWin && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { if ( isInGameWin && !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS); SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
if (!cursor_should_be_visible)
QZ_HideMouse (this);
} }
break; break;
case NSScrollWheel: case NSScrollWheel:
......
...@@ -216,4 +216,4 @@ void QZ_ShowMouse (_THIS); ...@@ -216,4 +216,4 @@ void QZ_ShowMouse (_THIS);
void QZ_HideMouse (_THIS); void QZ_HideMouse (_THIS);
void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p); void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p);
void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p); void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p);
BOOL QZ_IsMouseInWindow (_THIS);
...@@ -202,6 +202,7 @@ static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format) { ...@@ -202,6 +202,7 @@ static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format) {
/* Set misc globals */ /* Set misc globals */
current_grab_mode = SDL_GRAB_OFF; current_grab_mode = SDL_GRAB_OFF;
cursor_should_be_visible = YES; cursor_should_be_visible = YES;
cursor_visible = YES;
/* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */ /* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */
QZ_RegisterForSleepNotifications (this); QZ_RegisterForSleepNotifications (this);
......
...@@ -77,12 +77,17 @@ void QZ_ShowMouse (_THIS) { ...@@ -77,12 +77,17 @@ void QZ_ShowMouse (_THIS) {
} }
void QZ_HideMouse (_THIS) { void QZ_HideMouse (_THIS) {
if (cursor_visible) { BOOL isInGameWin = QZ_IsMouseInWindow (this);
if (isInGameWin && cursor_visible) {
[ NSCursor hide ]; [ NSCursor hide ];
cursor_visible = NO; 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) { int QZ_ShowWMCursor (_THIS, WMcursor *cursor) {
if ( cursor == NULL) { if ( cursor == NULL) {
......
...@@ -204,4 +204,27 @@ static void QZ_SetPortAlphaOpaque () { ...@@ -204,4 +204,27 @@ static void QZ_SetPortAlphaOpaque () {
SDL_PrivateQuit(); SDL_PrivateQuit();
return NO; 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 @end
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