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
...@@ -301,15 +301,17 @@ static void QZ_DoActivate (_THIS) ...@@ -301,15 +301,17 @@ static void QZ_DoActivate (_THIS)
{ {
in_foreground = YES; in_foreground = YES;
/* Regrab the mouse, only if it was previously grabbed */ /* Hide the mouse cursor if was hidden */
if ( current_grab_mode == SDL_GRAB_ON ) { if (!cursor_visible) {
QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); HideCursor ();
CGAssociateMouseAndMouseCursorPosition (0);
} }
/* Hide the mouse cursor if inside the app window */ /* Regrab input, only if it was previously grabbed */
if (!QZ_cursor_visible) { if ( current_grab_mode == SDL_GRAB_ON ) {
HideCursor ();
/* Restore cursor location if input was grabbed */
QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
} }
SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS); SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS);
...@@ -319,15 +321,17 @@ static void QZ_DoDeactivate (_THIS) { ...@@ -319,15 +321,17 @@ static void QZ_DoDeactivate (_THIS) {
in_foreground = NO; in_foreground = NO;
/* Ungrab mouse if it is grabbed */ /* Get the current cursor location, for restore on activate */
if ( current_grab_mode == SDL_GRAB_ON ) { cursor_loc = [ NSEvent mouseLocation ]; /* global coordinates */
if (qz_window)
QZ_PrivateGlobalToLocal (this, &cursor_loc);
QZ_PrivateCocoaToSDL (this, &cursor_loc);
/* Reassociate mouse and cursor */
CGAssociateMouseAndMouseCursorPosition (1); CGAssociateMouseAndMouseCursorPosition (1);
}
/* Show the mouse cursor */ /* Show the cursor */
if (!QZ_cursor_visible) {
ShowCursor (); ShowCursor ();
}
SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS); SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS);
} }
...@@ -342,10 +346,10 @@ void QZ_SleepNotificationHandler (void * refcon, ...@@ -342,10 +346,10 @@ void QZ_SleepNotificationHandler (void * refcon,
switch(messageType) switch(messageType)
{ {
case kIOMessageSystemWillSleep: case kIOMessageSystemWillSleep:
IOAllowPowerChange(powerConnection, (long) messageArgument); IOAllowPowerChange(power_connection, (long) messageArgument);
break; break;
case kIOMessageCanSystemSleep: case kIOMessageCanSystemSleep:
IOAllowPowerChange(powerConnection, (long) messageArgument); IOAllowPowerChange(power_connection, (long) messageArgument);
break; break;
case kIOMessageSystemHasPoweredOn: case kIOMessageSystemHasPoweredOn:
/* awake */ /* awake */
...@@ -360,9 +364,9 @@ static void QZ_RegisterForSleepNotifications (_THIS) ...@@ -360,9 +364,9 @@ static void QZ_RegisterForSleepNotifications (_THIS)
IONotificationPortRef thePortRef; IONotificationPortRef thePortRef;
io_object_t notifier; io_object_t notifier;
powerConnection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier); power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier);
if (powerConnection == 0) if (power_connection == 0)
NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed."); NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
rls = IONotificationPortGetRunLoopSource (thePortRef); rls = IONotificationPortGetRunLoopSource (thePortRef);
...@@ -401,17 +405,18 @@ static void QZ_PumpEvents (_THIS) ...@@ -401,17 +405,18 @@ static void QZ_PumpEvents (_THIS)
event = [ NSApp nextEventMatchingMask:NSAnyEventMask event = [ NSApp nextEventMatchingMask:NSAnyEventMask
untilDate:distantPast untilDate:distantPast
inMode: NSDefaultRunLoopMode dequeue:YES ]; inMode: NSDefaultRunLoopMode dequeue:YES ];
if (event != nil) { if (event != nil) {
unsigned int type; unsigned int type;
BOOL isForGameWin; BOOL isForGameWin;
BOOL isInGameWin;
#define DO_MOUSE_DOWN(button, sendToWindow) do { \ #define DO_MOUSE_DOWN(button) do { \
if ( in_foreground ) { \ if ( in_foreground ) { \
if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) || \ if ( isInGameWin ) { \
NSPointInRect([event locationInWindow], winRect) ) \
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \ SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \
expect_mouse_up |= 1<<button; \
} \
} \ } \
else { \ else { \
QZ_DoActivate (this); \ QZ_DoActivate (this); \
...@@ -419,47 +424,48 @@ static void QZ_PumpEvents (_THIS) ...@@ -419,47 +424,48 @@ static void QZ_PumpEvents (_THIS)
[ NSApp sendEvent:event ]; \ [ NSApp sendEvent:event ]; \
} while(0) } while(0)
#define DO_MOUSE_UP(button, sendToWindow) do { \ #define DO_MOUSE_UP(button) do { \
if ( (SDL_VideoSurface->flags & SDL_FULLSCREEN) || \ if ( expect_mouse_up & (1<<button) ) { \
!NSPointInRect([event locationInWindow], titleBarRect) ) \
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \ SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \
expect_mouse_up &= ~(1<<button); \
} \
[ NSApp sendEvent:event ]; \ [ NSApp sendEvent:event ]; \
} while(0) } while(0)
type = [ event type ]; type = [ event type ];
isForGameWin = (qz_window == [ event window ]); isForGameWin = (qz_window == [ event window ]);
isInGameWin = NSPointInRect([event locationInWindow], winRect);
switch (type) { switch (type) {
case NSLeftMouseDown: case NSLeftMouseDown:
if ( getenv("SDL_HAS3BUTTONMOUSE") ) { if ( getenv("SDL_HAS3BUTTONMOUSE") ) {
DO_MOUSE_DOWN (1, 1); DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
} else { } else {
if ( NSCommandKeyMask & current_mods ) { if ( NSCommandKeyMask & current_mods ) {
last_virtual_button = 3; last_virtual_button = SDL_BUTTON_RIGHT;
DO_MOUSE_DOWN (3, 0); DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
} }
else if ( NSAlternateKeyMask & current_mods ) { else if ( NSAlternateKeyMask & current_mods ) {
last_virtual_button = 2; last_virtual_button = SDL_BUTTON_MIDDLE;
DO_MOUSE_DOWN (2, 0); DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
} }
else { else {
DO_MOUSE_DOWN (1, 1); DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
} }
} }
break; break;
case NSOtherMouseDown: DO_MOUSE_DOWN (2, 0); break; case NSOtherMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE); break;
case NSRightMouseDown: DO_MOUSE_DOWN (3, 0); break; case NSRightMouseDown: DO_MOUSE_DOWN (SDL_BUTTON_RIGHT); break;
case NSLeftMouseUp: case NSLeftMouseUp:
if ( last_virtual_button != 0 ) { if ( last_virtual_button != 0 ) {
DO_MOUSE_UP (last_virtual_button, 0); DO_MOUSE_UP (last_virtual_button);
last_virtual_button = 0; last_virtual_button = 0;
} }
else { else {
DO_MOUSE_UP (1, 1); DO_MOUSE_UP (SDL_BUTTON_LEFT);
} }
break; break;
case NSOtherMouseUp: DO_MOUSE_UP (2, 0); break; case NSOtherMouseUp: DO_MOUSE_UP (SDL_BUTTON_MIDDLE); break;
case NSRightMouseUp: DO_MOUSE_UP (3, 0); break; case NSRightMouseUp: DO_MOUSE_UP (SDL_BUTTON_RIGHT); break;
case NSSystemDefined: case NSSystemDefined:
/* /*
Future: up to 32 "mouse" buttons can be handled. Future: up to 32 "mouse" buttons can be handled.
...@@ -472,10 +478,10 @@ static void QZ_PumpEvents (_THIS) ...@@ -472,10 +478,10 @@ static void QZ_PumpEvents (_THIS)
case NSRightMouseDragged: case NSRightMouseDragged:
case NSOtherMouseDragged: /* usually middle mouse dragged */ case NSOtherMouseDragged: /* usually middle mouse dragged */
case NSMouseMoved: case NSMouseMoved:
if (current_grab_mode == SDL_GRAB_ON) { if ( grab_state == QZ_INVISIBLE_GRAB ) {
/* /*
If input is grabbed, the cursor doesn't move, If input is grabbed+hidden, the cursor doesn't move,
so we have to call the lowlevel window server so we have to call the lowlevel window server
function. This is less accurate but works OK. function. This is less accurate but works OK.
*/ */
...@@ -484,31 +490,6 @@ static void QZ_PumpEvents (_THIS) ...@@ -484,31 +490,6 @@ static void QZ_PumpEvents (_THIS)
dx += dx1; dx += dx1;
dy += dy1; dy += dy1;
} }
else if (warp_flag) {
/*
If we just warped the mouse, the cursor is frozen for a while.
So we have to use the lowlevel function until it
unfreezes. This really helps apps that continuously
warp the mouse to keep it in the game window. Developers should
really use GrabInput, but our GrabInput freezes the HW cursor,
which doesn't cut it for some apps.
*/
Uint32 ticks;
ticks = SDL_GetTicks();
if (ticks - warp_ticks < 150) {
CGMouseDelta dx1, dy1;
CGGetLastMouseDelta (&dx1, &dy1);
dx += dx1;
dy += dy1;
}
else {
warp_flag = 0;
}
}
else if (firstMouseEvent) { else if (firstMouseEvent) {
/* /*
...@@ -520,10 +501,8 @@ static void QZ_PumpEvents (_THIS) ...@@ -520,10 +501,8 @@ static void QZ_PumpEvents (_THIS)
since everything after this uses deltas since everything after this uses deltas
*/ */
NSPoint p = [ event locationInWindow ]; NSPoint p = [ event locationInWindow ];
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;
} }
else { else {
...@@ -535,9 +514,35 @@ static void QZ_PumpEvents (_THIS) ...@@ -535,9 +514,35 @@ static void QZ_PumpEvents (_THIS)
dx += [ event deltaX ]; dx += [ event deltaX ];
dy += [ event deltaY ]; dy += [ event deltaY ];
} }
/*
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 = [ event locationInWindow ];
QZ_PrivateCocoaToSDL (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);
}
break; break;
case NSScrollWheel: case NSScrollWheel:
if (NSPointInRect([ event locationInWindow ], winRect)) { if ( isInGameWin ) {
float dy; float dy;
Uint8 button; Uint8 button;
dy = [ event deltaY ]; dy = [ event deltaY ];
......
...@@ -132,7 +132,11 @@ typedef struct SDL_PrivateVideoData { ...@@ -132,7 +132,11 @@ typedef struct SDL_PrivateVideoData {
SDLKey keymap[256]; /* Mac OS X to SDL key mapping */ SDLKey keymap[256]; /* Mac OS X to SDL key mapping */
Uint32 current_mods; /* current keyboard modifiers, to track modifier state */ Uint32 current_mods; /* current keyboard modifiers, to track modifier state */
Uint32 last_virtual_button;/* last virtual mouse button pressed */ 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; ImageDescriptionHandle yuv_idh;
MatrixRecordPtr yuv_matrix; MatrixRecordPtr yuv_matrix;
...@@ -167,7 +171,11 @@ typedef struct SDL_PrivateVideoData { ...@@ -167,7 +171,11 @@ typedef struct SDL_PrivateVideoData {
#define keymap (this->hidden->keymap) #define keymap (this->hidden->keymap)
#define current_mods (this->hidden->current_mods) #define current_mods (this->hidden->current_mods)
#define last_virtual_button (this->hidden->last_virtual_button) #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_idh (this->hidden->yuv_idh)
#define yuv_matrix (this->hidden->yuv_matrix) #define yuv_matrix (this->hidden->yuv_matrix)
...@@ -179,6 +187,22 @@ typedef struct SDL_PrivateVideoData { ...@@ -179,6 +187,22 @@ typedef struct SDL_PrivateVideoData {
#define yuv_height (this->hidden->yuv_height) #define yuv_height (this->hidden->yuv_height)
#define yuv_port (this->hidden->yuv_port) #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) Obscuring code: maximum number of windows above ours (inclusive)
......
...@@ -130,6 +130,7 @@ static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format) { ...@@ -130,6 +130,7 @@ 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;
in_foreground = YES; in_foreground = 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);
...@@ -1491,7 +1492,6 @@ static SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height, ...@@ -1491,7 +1492,6 @@ static SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height,
QDFlushPortBuffer (port, nil); QDFlushPortBuffer (port, nil);
} }
*/ */
} }
else { else {
port = [ window_view qdPort ]; port = [ window_view qdPort ];
......
...@@ -20,6 +20,8 @@ ...@@ -20,6 +20,8 @@
slouken@libsdl.org slouken@libsdl.org
*/ */
static void QZ_ChangeGrabState (_THIS, int action);
struct WMcursor { struct WMcursor {
Cursor curs; Cursor curs;
}; };
...@@ -66,21 +68,21 @@ static WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask, ...@@ -66,21 +68,21 @@ static WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask,
return(cursor); return(cursor);
} }
static int QZ_cursor_visible = 1;
static int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { static int QZ_ShowWMCursor (_THIS, WMcursor *cursor) {
if ( cursor == NULL) { if ( cursor == NULL) {
if ( QZ_cursor_visible ) { if ( cursor_visible ) {
HideCursor (); HideCursor ();
QZ_cursor_visible = 0; cursor_visible = NO;
QZ_ChangeGrabState (this, QZ_HIDECURSOR);
} }
} }
else { else {
SetCursor(&cursor->curs); SetCursor(&cursor->curs);
if ( ! QZ_cursor_visible ) { if ( ! cursor_visible ) {
ShowCursor (); ShowCursor ();
QZ_cursor_visible = 1; cursor_visible = YES;
QZ_ChangeGrabState (this, QZ_SHOWCURSOR);
} }
} }
...@@ -126,7 +128,7 @@ static void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) { ...@@ -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 */ /* Convert Cocoa coordinate to SDL coordinate */
...@@ -180,11 +182,11 @@ static void QZ_PrivateWarpCursor (_THIS, int x, int y) { ...@@ -180,11 +182,11 @@ static void QZ_PrivateWarpCursor (_THIS, int x, int y) {
p = NSMakePoint (x, y); p = NSMakePoint (x, y);
cgp = QZ_PrivateSDLToCG (this, &p); cgp = QZ_PrivateSDLToCG (this, &p);
CGDisplayMoveCursorToPoint (display_id, cgp); QZ_PrivateCGToSDL (this, &p);
warp_ticks = SDL_GetTicks();
warp_flag = 1;
SDL_PrivateMouseMotion(0, 0, x, y); /* 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) { static void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y) {
...@@ -195,6 +197,9 @@ 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 */ /* Do the actual warp */
QZ_PrivateWarpCursor (this, x, y); 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) { } static void QZ_MoveWMCursor (_THIS, int x, int y) { }
...@@ -289,22 +294,75 @@ static int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info) { ...@@ -289,22 +294,75 @@ static int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info) {
return 0; return 0;
}*/ }*/
static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode) { 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) {
switch (grab_mode) {
case SDL_GRAB_QUERY:
break;
case SDL_GRAB_OFF:
CGAssociateMouseAndMouseCursorPosition (1); CGAssociateMouseAndMouseCursorPosition (1);
current_grab_mode = SDL_GRAB_OFF; }
break; else {
case SDL_GRAB_ON: assert( grab_state == QZ_INVISIBLE_GRAB );
QZ_WarpWMCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
CGAssociateMouseAndMouseCursorPosition (0); CGAssociateMouseAndMouseCursorPosition (0);
current_grab_mode = SDL_GRAB_ON; }
break; }
case SDL_GRAB_FULLSCREEN:
break; static SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode) {
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; return current_grab_mode;
......
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