Commit f39381e3 authored by Ryan C. Gordon's avatar Ryan C. Gordon

Massive Quartz input enhancements from Darrell Walisser. His email:

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
parent 273586bd
This diff is collapsed.
......@@ -132,8 +132,12 @@ typedef struct SDL_PrivateVideoData {
SDLKey keymap[256]; /* Mac OS X to SDL key mapping */
Uint32 current_mods; /* current keyboard modifiers, to track modifier state */
Uint32 last_virtual_button;/* last virtual mouse button pressed */
io_connect_t powerConnection; /* used with IOKit to detect wake from sleep */
io_connect_t power_connection; /* used with IOKit to detect wake from sleep */
Uint8 expect_mouse_up; /* used to determine when to send mouse up events */
Uint8 grab_state; /* used to manage grab behavior */
NSPoint cursor_loc; /* saved cursor coords, for activate/deactivate when grabbed */
BOOL cursor_visible; /* tells if cursor was hidden or not */
ImageDescriptionHandle yuv_idh;
MatrixRecordPtr yuv_matrix;
DecompressorComponent yuv_codec;
......@@ -167,7 +171,11 @@ typedef struct SDL_PrivateVideoData {
#define keymap (this->hidden->keymap)
#define current_mods (this->hidden->current_mods)
#define last_virtual_button (this->hidden->last_virtual_button)
#define powerConnection (this->hidden->powerConnection)
#define power_connection (this->hidden->power_connection)
#define expect_mouse_up (this->hidden->expect_mouse_up)
#define grab_state (this->hidden->grab_state)
#define cursor_loc (this->hidden->cursor_loc)
#define cursor_visible (this->hidden->cursor_visible)
#define yuv_idh (this->hidden->yuv_idh)
#define yuv_matrix (this->hidden->yuv_matrix)
......@@ -179,6 +187,22 @@ typedef struct SDL_PrivateVideoData {
#define yuv_height (this->hidden->yuv_height)
#define yuv_port (this->hidden->yuv_port)
/* grab states - the input is in one of these states */
enum {
QZ_UNGRABBED = 0,
QZ_VISIBLE_GRAB,
QZ_INVISIBLE_GRAB
};
/* grab actions - these can change the grabbed state */
enum {
QZ_ENABLE_GRAB = 0,
QZ_DISABLE_GRAB,
QZ_HIDECURSOR,
QZ_SHOWCURSOR
};
/*
Obscuring code: maximum number of windows above ours (inclusive)
......
......@@ -130,6 +130,7 @@ static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format) {
/* Set misc globals */
current_grab_mode = SDL_GRAB_OFF;
in_foreground = YES;
cursor_visible = YES;
/* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */
QZ_RegisterForSleepNotifications (this);
......@@ -1491,7 +1492,6 @@ static SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height,
QDFlushPortBuffer (port, nil);
}
*/
}
else {
port = [ window_view qdPort ];
......
......@@ -20,6 +20,8 @@
slouken@libsdl.org
*/
static void QZ_ChangeGrabState (_THIS, int action);
struct WMcursor {
Cursor curs;
};
......@@ -66,21 +68,21 @@ static WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask,
return(cursor);
}
static int QZ_cursor_visible = 1;
static int QZ_ShowWMCursor (_THIS, WMcursor *cursor) {
if ( cursor == NULL) {
if ( QZ_cursor_visible ) {
if ( cursor_visible ) {
HideCursor ();
QZ_cursor_visible = 0;
cursor_visible = NO;
QZ_ChangeGrabState (this, QZ_HIDECURSOR);
}
}
else {
SetCursor(&cursor->curs);
if ( ! QZ_cursor_visible ) {
if ( ! cursor_visible ) {
ShowCursor ();
QZ_cursor_visible = 1;
cursor_visible = YES;
QZ_ChangeGrabState (this, QZ_SHOWCURSOR);
}
}
......@@ -126,7 +128,7 @@ static void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) {
}
}
p->y = height - p->y;
p->y = height - p->y - 1;
}
/* Convert Cocoa coordinate to SDL coordinate */
......@@ -179,12 +181,12 @@ static void QZ_PrivateWarpCursor (_THIS, int x, int y) {
CGPoint cgp;
p = NSMakePoint (x, y);
cgp = QZ_PrivateSDLToCG (this, &p);
CGDisplayMoveCursorToPoint (display_id, cgp);
warp_ticks = SDL_GetTicks();
warp_flag = 1;
SDL_PrivateMouseMotion(0, 0, x, y);
cgp = QZ_PrivateSDLToCG (this, &p);
QZ_PrivateCGToSDL (this, &p);
/* this is the magic call that fixes cursor "freezing" after warp */
CGSetLocalEventsSuppressionInterval (0.0);
CGWarpMouseCursorPosition (cgp);
}
static void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y) {
......@@ -195,6 +197,9 @@ static void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y) {
/* Do the actual warp */
QZ_PrivateWarpCursor (this, x, y);
/* Generate the mouse moved event */
SDL_PrivateMouseMotion (0, 0, x, y);
}
static void QZ_MoveWMCursor (_THIS, int x, int y) { }
......@@ -289,24 +294,77 @@ static int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info) {
return 0;
}*/
static void QZ_ChangeGrabState (_THIS, int action) {
/*
Figure out what the next state should be based on the action.
Ignore actions that can't change the current state.
*/
if ( grab_state == QZ_UNGRABBED ) {
if ( action == QZ_ENABLE_GRAB ) {
if ( cursor_visible )
grab_state = QZ_VISIBLE_GRAB;
else
grab_state = QZ_INVISIBLE_GRAB;
}
}
else if ( grab_state == QZ_VISIBLE_GRAB ) {
if ( action == QZ_DISABLE_GRAB )
grab_state = QZ_UNGRABBED;
else if ( action == QZ_HIDECURSOR )
grab_state = QZ_INVISIBLE_GRAB;
}
else {
assert( grab_state == QZ_INVISIBLE_GRAB );
if ( action == QZ_DISABLE_GRAB )
grab_state = QZ_UNGRABBED;
else if ( action == QZ_SHOWCURSOR )
grab_state = QZ_VISIBLE_GRAB;
}
/* now apply the new state */
if (grab_state == QZ_UNGRABBED) {
CGAssociateMouseAndMouseCursorPosition (1);
}
else if (grab_state == QZ_VISIBLE_GRAB) {
CGAssociateMouseAndMouseCursorPosition (1);
}
else {
assert( grab_state == QZ_INVISIBLE_GRAB );
QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
CGAssociateMouseAndMouseCursorPosition (0);
}
}
static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode) {
switch (grab_mode) {
case SDL_GRAB_QUERY:
break;
case SDL_GRAB_OFF:
CGAssociateMouseAndMouseCursorPosition (1);
current_grab_mode = SDL_GRAB_OFF;
break;
case SDL_GRAB_ON:
QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
CGAssociateMouseAndMouseCursorPosition (0);
current_grab_mode = SDL_GRAB_ON;
break;
case SDL_GRAB_FULLSCREEN:
break;
int doGrab = grab_mode & SDL_GRAB_ON;
/*int fullscreen = grab_mode & SDL_GRAB_FULLSCREEN;*/
if ( this->screen == NULL ) {
SDL_SetError ("QZ_GrabInput: screen is NULL");
return SDL_GRAB_OFF;
}
if ( ! video_set ) {
/*SDL_SetError ("QZ_GrabInput: video is not set, grab will take effect on mode switch"); */
current_grab_mode = grab_mode;
return grab_mode; /* Will be set later on mode switch */
}
if ( grab_mode != SDL_GRAB_QUERY ) {
if ( doGrab )
QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
else
QZ_ChangeGrabState (this, QZ_DISABLE_GRAB);
current_grab_mode = doGrab ? SDL_GRAB_ON : SDL_GRAB_OFF;
}
return current_grab_mode;
}
......@@ -386,4 +444,4 @@ static void QZ_DrawResizeIcon (_THIS, RgnHandle dirtyRegion) {
SDL_BlitSurface (resize_icon, NULL, SDL_VideoSurface, &icon_rect);
}
}
}
\ No newline at end of file
}
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment