mirror of https://github.com/encounter/SDL.git
913 lines
22 KiB
C
913 lines
22 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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/* General mouse handling code for SDL */
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#include "SDL_assert.h"
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#include "SDL_hints.h"
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#include "SDL_timer.h"
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#include "SDL_events.h"
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#include "SDL_events_c.h"
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#include "default_cursor.h"
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#include "../video/SDL_sysvideo.h"
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/* #define DEBUG_MOUSE */
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/* The mouse state */
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static SDL_Mouse SDL_mouse;
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static Uint32 SDL_double_click_time = 500;
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static int SDL_double_click_radius = 1;
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static int
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SDL_PrivateSendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relative, int x, int y);
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/* Public functions */
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int
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SDL_MouseInit(void)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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mouse->cursor_shown = SDL_TRUE;
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return (0);
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}
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void
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SDL_SetDefaultCursor(SDL_Cursor * cursor)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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mouse->def_cursor = cursor;
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if (!mouse->cur_cursor) {
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SDL_SetCursor(cursor);
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}
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}
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SDL_Mouse *
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SDL_GetMouse(void)
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{
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return &SDL_mouse;
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}
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void
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SDL_SetDoubleClickTime(Uint32 interval)
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{
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SDL_double_click_time = interval;
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}
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SDL_Window *
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SDL_GetMouseFocus(void)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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return mouse->focus;
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}
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void
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SDL_ResetMouse(void)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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Uint8 i;
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#ifdef DEBUG_MOUSE
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printf("Resetting mouse\n");
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#endif
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for (i = 1; i <= sizeof(mouse->buttonstate)*8; ++i) {
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if (mouse->buttonstate & SDL_BUTTON(i)) {
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SDL_SendMouseButton(mouse->focus, mouse->mouseID, SDL_RELEASED, i);
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}
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}
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SDL_assert(mouse->buttonstate == 0);
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}
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void
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SDL_SetMouseFocus(SDL_Window * window)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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if (mouse->focus == window) {
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return;
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}
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/* Actually, this ends up being a bad idea, because most operating
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systems have an implicit grab when you press the mouse button down
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so you can drag things out of the window and then get the mouse up
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when it happens. So, #if 0...
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*/
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#if 0
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if (mouse->focus && !window) {
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/* We won't get anymore mouse messages, so reset mouse state */
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SDL_ResetMouse();
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}
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#endif
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/* See if the current window has lost focus */
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if (mouse->focus) {
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SDL_SendWindowEvent(mouse->focus, SDL_WINDOWEVENT_LEAVE, 0, 0);
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}
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mouse->focus = window;
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if (mouse->focus) {
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SDL_SendWindowEvent(mouse->focus, SDL_WINDOWEVENT_ENTER, 0, 0);
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}
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/* Update cursor visibility */
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SDL_SetCursor(NULL);
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}
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/* Check to see if we need to synthesize focus events */
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static SDL_bool
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SDL_UpdateMouseFocus(SDL_Window * window, int x, int y, Uint32 buttonstate)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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SDL_bool inWindow = SDL_TRUE;
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if (window && ((window->flags & SDL_WINDOW_MOUSE_CAPTURE) == 0)) {
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int w, h;
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SDL_GetWindowSize(window, &w, &h);
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if (x < 0 || y < 0 || x >= w || y >= h) {
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inWindow = SDL_FALSE;
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}
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}
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/* Linux doesn't give you mouse events outside your window unless you grab
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the pointer.
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Windows doesn't give you mouse events outside your window unless you call
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SetCapture().
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Both of these are slightly scary changes, so for now we'll punt and if the
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mouse leaves the window you'll lose mouse focus and reset button state.
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*/
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#ifdef SUPPORT_DRAG_OUTSIDE_WINDOW
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if (!inWindow && !buttonstate) {
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#else
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if (!inWindow) {
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#endif
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if (window == mouse->focus) {
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#ifdef DEBUG_MOUSE
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printf("Mouse left window, synthesizing move & focus lost event\n");
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#endif
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SDL_PrivateSendMouseMotion(window, mouse->mouseID, 0, x, y);
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SDL_SetMouseFocus(NULL);
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}
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return SDL_FALSE;
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}
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if (window != mouse->focus) {
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#ifdef DEBUG_MOUSE
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printf("Mouse entered window, synthesizing focus gain & move event\n");
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#endif
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SDL_SetMouseFocus(window);
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SDL_PrivateSendMouseMotion(window, mouse->mouseID, 0, x, y);
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}
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return SDL_TRUE;
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}
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int
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SDL_SendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relative, int x, int y)
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{
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if (window && !relative) {
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SDL_Mouse *mouse = SDL_GetMouse();
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if (!SDL_UpdateMouseFocus(window, x, y, mouse->buttonstate)) {
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return 0;
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}
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}
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return SDL_PrivateSendMouseMotion(window, mouseID, relative, x, y);
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}
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static int
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SDL_PrivateSendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relative, int x, int y)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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int posted;
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int xrel;
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int yrel;
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if (mouse->relative_mode_warp) {
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int center_x = 0, center_y = 0;
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SDL_GetWindowSize(window, ¢er_x, ¢er_y);
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center_x /= 2;
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center_y /= 2;
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if (x == center_x && y == center_y) {
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mouse->last_x = center_x;
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mouse->last_y = center_y;
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return 0;
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}
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SDL_WarpMouseInWindow(window, center_x, center_y);
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}
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if (relative) {
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xrel = x;
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yrel = y;
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x = (mouse->last_x + xrel);
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y = (mouse->last_y + yrel);
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} else {
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xrel = x - mouse->last_x;
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yrel = y - mouse->last_y;
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}
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/* Drop events that don't change state */
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if (!xrel && !yrel) {
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#ifdef DEBUG_MOUSE
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printf("Mouse event didn't change state - dropped!\n");
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#endif
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return 0;
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}
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/* Update internal mouse coordinates */
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if (!mouse->relative_mode) {
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mouse->x = x;
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mouse->y = y;
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} else {
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mouse->x += xrel;
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mouse->y += yrel;
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}
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/* make sure that the pointers find themselves inside the windows,
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unless we have the mouse captured. */
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if (window && ((window->flags & SDL_WINDOW_MOUSE_CAPTURE) == 0)) {
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int x_max = 0, y_max = 0;
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// !!! FIXME: shouldn't this be (window) instead of (mouse->focus)?
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SDL_GetWindowSize(mouse->focus, &x_max, &y_max);
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--x_max;
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--y_max;
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if (mouse->x > x_max) {
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mouse->x = x_max;
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}
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if (mouse->x < 0) {
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mouse->x = 0;
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}
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if (mouse->y > y_max) {
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mouse->y = y_max;
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}
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if (mouse->y < 0) {
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mouse->y = 0;
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}
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}
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mouse->xdelta += xrel;
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mouse->ydelta += yrel;
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/* Move the mouse cursor, if needed */
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if (mouse->cursor_shown && !mouse->relative_mode &&
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mouse->MoveCursor && mouse->cur_cursor) {
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mouse->MoveCursor(mouse->cur_cursor);
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}
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/* Post the event, if desired */
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posted = 0;
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if (SDL_GetEventState(SDL_MOUSEMOTION) == SDL_ENABLE) {
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SDL_Event event;
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event.motion.type = SDL_MOUSEMOTION;
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event.motion.windowID = mouse->focus ? mouse->focus->id : 0;
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event.motion.which = mouseID;
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event.motion.state = mouse->buttonstate;
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event.motion.x = mouse->x;
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event.motion.y = mouse->y;
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event.motion.xrel = xrel;
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event.motion.yrel = yrel;
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posted = (SDL_PushEvent(&event) > 0);
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}
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if (relative) {
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mouse->last_x = mouse->x;
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mouse->last_y = mouse->y;
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} else {
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/* Use unclamped values if we're getting events outside the window */
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mouse->last_x = x;
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mouse->last_y = y;
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}
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return posted;
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}
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static SDL_MouseClickState *GetMouseClickState(SDL_Mouse *mouse, Uint8 button)
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{
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if (button >= mouse->num_clickstates) {
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int i, count = button + 1;
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SDL_MouseClickState *clickstate = (SDL_MouseClickState *)SDL_realloc(mouse->clickstate, count * sizeof(*mouse->clickstate));
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if (!clickstate) {
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return NULL;
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}
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mouse->clickstate = clickstate;
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for (i = mouse->num_clickstates; i < count; ++i) {
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SDL_zero(mouse->clickstate[i]);
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}
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mouse->num_clickstates = count;
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}
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return &mouse->clickstate[button];
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}
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static int
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SDL_PrivateSendMouseButton(SDL_Window * window, SDL_MouseID mouseID, Uint8 state, Uint8 button, int clicks)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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int posted;
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Uint32 type;
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Uint32 buttonstate = mouse->buttonstate;
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/* Figure out which event to perform */
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switch (state) {
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case SDL_PRESSED:
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type = SDL_MOUSEBUTTONDOWN;
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buttonstate |= SDL_BUTTON(button);
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break;
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case SDL_RELEASED:
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type = SDL_MOUSEBUTTONUP;
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buttonstate &= ~SDL_BUTTON(button);
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break;
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default:
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/* Invalid state -- bail */
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return 0;
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}
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/* We do this after calculating buttonstate so button presses gain focus */
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if (window && state == SDL_PRESSED) {
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SDL_UpdateMouseFocus(window, mouse->x, mouse->y, buttonstate);
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}
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if (buttonstate == mouse->buttonstate) {
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/* Ignore this event, no state change */
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return 0;
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}
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mouse->buttonstate = buttonstate;
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if (clicks < 0) {
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SDL_MouseClickState *clickstate = GetMouseClickState(mouse, button);
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if (clickstate) {
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if (state == SDL_PRESSED) {
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Uint32 now = SDL_GetTicks();
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if (SDL_TICKS_PASSED(now, clickstate->last_timestamp + SDL_double_click_time) ||
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SDL_abs(mouse->x - clickstate->last_x) > SDL_double_click_radius ||
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SDL_abs(mouse->y - clickstate->last_y) > SDL_double_click_radius) {
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clickstate->click_count = 0;
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}
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clickstate->last_timestamp = now;
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clickstate->last_x = mouse->x;
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clickstate->last_y = mouse->y;
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if (clickstate->click_count < 255) {
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++clickstate->click_count;
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}
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}
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clicks = clickstate->click_count;
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} else {
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clicks = 1;
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}
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}
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/* Post the event, if desired */
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posted = 0;
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if (SDL_GetEventState(type) == SDL_ENABLE) {
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SDL_Event event;
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event.type = type;
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event.button.windowID = mouse->focus ? mouse->focus->id : 0;
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event.button.which = mouseID;
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event.button.state = state;
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event.button.button = button;
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event.button.clicks = (Uint8) SDL_min(clicks, 255);
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event.button.x = mouse->x;
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event.button.y = mouse->y;
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posted = (SDL_PushEvent(&event) > 0);
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}
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/* We do this after dispatching event so button releases can lose focus */
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if (window && state == SDL_RELEASED) {
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SDL_UpdateMouseFocus(window, mouse->x, mouse->y, buttonstate);
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}
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return posted;
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}
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int
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SDL_SendMouseButtonClicks(SDL_Window * window, SDL_MouseID mouseID, Uint8 state, Uint8 button, int clicks)
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{
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clicks = SDL_max(clicks, 0);
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return SDL_PrivateSendMouseButton(window, mouseID, state, button, clicks);
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}
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int
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SDL_SendMouseButton(SDL_Window * window, SDL_MouseID mouseID, Uint8 state, Uint8 button)
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{
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return SDL_PrivateSendMouseButton(window, mouseID, state, button, -1);
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}
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int
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SDL_SendMouseWheel(SDL_Window * window, SDL_MouseID mouseID, int x, int y, SDL_MouseWheelDirection direction)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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int posted;
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if (window) {
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SDL_SetMouseFocus(window);
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}
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if (!x && !y) {
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return 0;
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}
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/* Post the event, if desired */
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posted = 0;
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if (SDL_GetEventState(SDL_MOUSEWHEEL) == SDL_ENABLE) {
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SDL_Event event;
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event.type = SDL_MOUSEWHEEL;
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event.wheel.windowID = mouse->focus ? mouse->focus->id : 0;
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event.wheel.which = mouseID;
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event.wheel.x = x;
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event.wheel.y = y;
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event.wheel.direction = (Uint32)direction;
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posted = (SDL_PushEvent(&event) > 0);
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}
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return posted;
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}
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void
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SDL_MouseQuit(void)
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{
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SDL_Cursor *cursor, *next;
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SDL_Mouse *mouse = SDL_GetMouse();
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if (mouse->CaptureMouse) {
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SDL_CaptureMouse(SDL_FALSE);
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}
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SDL_SetRelativeMouseMode(SDL_FALSE);
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SDL_ShowCursor(1);
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cursor = mouse->cursors;
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while (cursor) {
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next = cursor->next;
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SDL_FreeCursor(cursor);
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cursor = next;
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}
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if (mouse->def_cursor && mouse->FreeCursor) {
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mouse->FreeCursor(mouse->def_cursor);
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}
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if (mouse->clickstate) {
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SDL_free(mouse->clickstate);
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}
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SDL_zerop(mouse);
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}
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Uint32
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SDL_GetMouseState(int *x, int *y)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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if (x) {
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*x = mouse->x;
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}
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if (y) {
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*y = mouse->y;
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}
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return mouse->buttonstate;
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}
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Uint32
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SDL_GetRelativeMouseState(int *x, int *y)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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if (x) {
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*x = mouse->xdelta;
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}
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if (y) {
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*y = mouse->ydelta;
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}
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mouse->xdelta = 0;
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mouse->ydelta = 0;
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return mouse->buttonstate;
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}
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Uint32
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SDL_GetGlobalMouseState(int *x, int *y)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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int tmpx, tmpy;
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/* make sure these are never NULL for the backend implementations... */
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if (!x) {
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x = &tmpx;
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}
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if (!y) {
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y = &tmpy;
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}
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*x = *y = 0;
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if (!mouse->GetGlobalMouseState) {
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SDL_assert(0 && "This should really be implemented for every target.");
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return 0;
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}
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return mouse->GetGlobalMouseState(x, y);
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}
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void
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SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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if (window == NULL) {
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window = mouse->focus;
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}
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if (window == NULL) {
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return;
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}
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if (mouse->WarpMouse) {
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mouse->WarpMouse(window, x, y);
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} else {
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SDL_SendMouseMotion(window, mouse->mouseID, 0, x, y);
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}
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}
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int
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SDL_WarpMouseGlobal(int x, int y)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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if (mouse->WarpMouseGlobal) {
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return mouse->WarpMouseGlobal(x, y);
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}
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return SDL_Unsupported();
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}
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|
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static SDL_bool
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ShouldUseRelativeModeWarp(SDL_Mouse *mouse)
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{
|
|
const char *hint;
|
|
|
|
if (!mouse->SetRelativeMouseMode) {
|
|
return SDL_TRUE;
|
|
}
|
|
|
|
hint = SDL_GetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP);
|
|
if (hint) {
|
|
if (*hint == '0') {
|
|
return SDL_FALSE;
|
|
} else {
|
|
return SDL_TRUE;
|
|
}
|
|
}
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
int
|
|
SDL_SetRelativeMouseMode(SDL_bool enabled)
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
SDL_Window *focusWindow = SDL_GetKeyboardFocus();
|
|
|
|
if (enabled == mouse->relative_mode) {
|
|
return 0;
|
|
}
|
|
|
|
if (enabled && focusWindow) {
|
|
/* Center it in the focused window to prevent clicks from going through
|
|
* to background windows.
|
|
*/
|
|
SDL_SetMouseFocus(focusWindow);
|
|
SDL_WarpMouseInWindow(focusWindow, focusWindow->w/2, focusWindow->h/2);
|
|
}
|
|
|
|
/* Set the relative mode */
|
|
if (!enabled && mouse->relative_mode_warp) {
|
|
mouse->relative_mode_warp = SDL_FALSE;
|
|
} else if (enabled && ShouldUseRelativeModeWarp(mouse)) {
|
|
mouse->relative_mode_warp = SDL_TRUE;
|
|
} else if (mouse->SetRelativeMouseMode(enabled) < 0) {
|
|
if (enabled) {
|
|
/* Fall back to warp mode if native relative mode failed */
|
|
mouse->relative_mode_warp = SDL_TRUE;
|
|
}
|
|
}
|
|
mouse->relative_mode = enabled;
|
|
|
|
if (mouse->focus) {
|
|
SDL_UpdateWindowGrab(mouse->focus);
|
|
|
|
/* Put the cursor back to where the application expects it */
|
|
if (!enabled) {
|
|
SDL_WarpMouseInWindow(mouse->focus, mouse->x, mouse->y);
|
|
}
|
|
}
|
|
|
|
/* Flush pending mouse motion - ideally we would pump events, but that's not always safe */
|
|
SDL_FlushEvent(SDL_MOUSEMOTION);
|
|
|
|
/* Update cursor visibility */
|
|
SDL_SetCursor(NULL);
|
|
|
|
return 0;
|
|
}
|
|
|
|
SDL_bool
|
|
SDL_GetRelativeMouseMode()
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
|
|
return mouse->relative_mode;
|
|
}
|
|
|
|
int
|
|
SDL_CaptureMouse(SDL_bool enabled)
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
SDL_Window *focusWindow;
|
|
SDL_bool isCaptured;
|
|
|
|
if (!mouse->CaptureMouse) {
|
|
return SDL_Unsupported();
|
|
}
|
|
|
|
focusWindow = SDL_GetKeyboardFocus();
|
|
|
|
isCaptured = focusWindow && (focusWindow->flags & SDL_WINDOW_MOUSE_CAPTURE);
|
|
if (isCaptured == enabled) {
|
|
return 0; /* already done! */
|
|
}
|
|
|
|
if (enabled) {
|
|
if (!focusWindow) {
|
|
return SDL_SetError("No window has focus");
|
|
} else if (mouse->CaptureMouse(focusWindow) == -1) {
|
|
return -1; /* CaptureMouse() should call SetError */
|
|
}
|
|
focusWindow->flags |= SDL_WINDOW_MOUSE_CAPTURE;
|
|
} else {
|
|
if (mouse->CaptureMouse(NULL) == -1) {
|
|
return -1; /* CaptureMouse() should call SetError */
|
|
}
|
|
focusWindow->flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
SDL_Cursor *
|
|
SDL_CreateCursor(const Uint8 * data, const Uint8 * mask,
|
|
int w, int h, int hot_x, int hot_y)
|
|
{
|
|
SDL_Surface *surface;
|
|
SDL_Cursor *cursor;
|
|
int x, y;
|
|
Uint32 *pixel;
|
|
Uint8 datab = 0, maskb = 0;
|
|
const Uint32 black = 0xFF000000;
|
|
const Uint32 white = 0xFFFFFFFF;
|
|
const Uint32 transparent = 0x00000000;
|
|
|
|
/* Make sure the width is a multiple of 8 */
|
|
w = ((w + 7) & ~7);
|
|
|
|
/* Create the surface from a bitmap */
|
|
surface = SDL_CreateRGBSurface(0, w, h, 32,
|
|
0x00FF0000,
|
|
0x0000FF00,
|
|
0x000000FF,
|
|
0xFF000000);
|
|
if (!surface) {
|
|
return NULL;
|
|
}
|
|
for (y = 0; y < h; ++y) {
|
|
pixel = (Uint32 *) ((Uint8 *) surface->pixels + y * surface->pitch);
|
|
for (x = 0; x < w; ++x) {
|
|
if ((x % 8) == 0) {
|
|
datab = *data++;
|
|
maskb = *mask++;
|
|
}
|
|
if (maskb & 0x80) {
|
|
*pixel++ = (datab & 0x80) ? black : white;
|
|
} else {
|
|
*pixel++ = (datab & 0x80) ? black : transparent;
|
|
}
|
|
datab <<= 1;
|
|
maskb <<= 1;
|
|
}
|
|
}
|
|
|
|
cursor = SDL_CreateColorCursor(surface, hot_x, hot_y);
|
|
|
|
SDL_FreeSurface(surface);
|
|
|
|
return cursor;
|
|
}
|
|
|
|
SDL_Cursor *
|
|
SDL_CreateColorCursor(SDL_Surface *surface, int hot_x, int hot_y)
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
SDL_Surface *temp = NULL;
|
|
SDL_Cursor *cursor;
|
|
|
|
if (!surface) {
|
|
SDL_SetError("Passed NULL cursor surface");
|
|
return NULL;
|
|
}
|
|
|
|
if (!mouse->CreateCursor) {
|
|
SDL_SetError("Cursors are not currently supported");
|
|
return NULL;
|
|
}
|
|
|
|
/* Sanity check the hot spot */
|
|
if ((hot_x < 0) || (hot_y < 0) ||
|
|
(hot_x >= surface->w) || (hot_y >= surface->h)) {
|
|
SDL_SetError("Cursor hot spot doesn't lie within cursor");
|
|
return NULL;
|
|
}
|
|
|
|
if (surface->format->format != SDL_PIXELFORMAT_ARGB8888) {
|
|
temp = SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_ARGB8888, 0);
|
|
if (!temp) {
|
|
return NULL;
|
|
}
|
|
surface = temp;
|
|
}
|
|
|
|
cursor = mouse->CreateCursor(surface, hot_x, hot_y);
|
|
if (cursor) {
|
|
cursor->next = mouse->cursors;
|
|
mouse->cursors = cursor;
|
|
}
|
|
|
|
SDL_FreeSurface(temp);
|
|
|
|
return cursor;
|
|
}
|
|
|
|
SDL_Cursor *
|
|
SDL_CreateSystemCursor(SDL_SystemCursor id)
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
SDL_Cursor *cursor;
|
|
|
|
if (!mouse->CreateSystemCursor) {
|
|
SDL_SetError("CreateSystemCursor is not currently supported");
|
|
return NULL;
|
|
}
|
|
|
|
cursor = mouse->CreateSystemCursor(id);
|
|
if (cursor) {
|
|
cursor->next = mouse->cursors;
|
|
mouse->cursors = cursor;
|
|
}
|
|
|
|
return cursor;
|
|
}
|
|
|
|
/* SDL_SetCursor(NULL) can be used to force the cursor redraw,
|
|
if this is desired for any reason. This is used when setting
|
|
the video mode and when the SDL window gains the mouse focus.
|
|
*/
|
|
void
|
|
SDL_SetCursor(SDL_Cursor * cursor)
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
|
|
/* Set the new cursor */
|
|
if (cursor) {
|
|
/* Make sure the cursor is still valid for this mouse */
|
|
if (cursor != mouse->def_cursor) {
|
|
SDL_Cursor *found;
|
|
for (found = mouse->cursors; found; found = found->next) {
|
|
if (found == cursor) {
|
|
break;
|
|
}
|
|
}
|
|
if (!found) {
|
|
SDL_SetError("Cursor not associated with the current mouse");
|
|
return;
|
|
}
|
|
}
|
|
mouse->cur_cursor = cursor;
|
|
} else {
|
|
if (mouse->focus) {
|
|
cursor = mouse->cur_cursor;
|
|
} else {
|
|
cursor = mouse->def_cursor;
|
|
}
|
|
}
|
|
|
|
if (cursor && mouse->cursor_shown && !mouse->relative_mode) {
|
|
if (mouse->ShowCursor) {
|
|
mouse->ShowCursor(cursor);
|
|
}
|
|
} else {
|
|
if (mouse->ShowCursor) {
|
|
mouse->ShowCursor(NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
SDL_Cursor *
|
|
SDL_GetCursor(void)
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
|
|
if (!mouse) {
|
|
return NULL;
|
|
}
|
|
return mouse->cur_cursor;
|
|
}
|
|
|
|
SDL_Cursor *
|
|
SDL_GetDefaultCursor(void)
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
|
|
if (!mouse) {
|
|
return NULL;
|
|
}
|
|
return mouse->def_cursor;
|
|
}
|
|
|
|
void
|
|
SDL_FreeCursor(SDL_Cursor * cursor)
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
SDL_Cursor *curr, *prev;
|
|
|
|
if (!cursor) {
|
|
return;
|
|
}
|
|
|
|
if (cursor == mouse->def_cursor) {
|
|
return;
|
|
}
|
|
if (cursor == mouse->cur_cursor) {
|
|
SDL_SetCursor(mouse->def_cursor);
|
|
}
|
|
|
|
for (prev = NULL, curr = mouse->cursors; curr;
|
|
prev = curr, curr = curr->next) {
|
|
if (curr == cursor) {
|
|
if (prev) {
|
|
prev->next = curr->next;
|
|
} else {
|
|
mouse->cursors = curr->next;
|
|
}
|
|
|
|
if (mouse->FreeCursor) {
|
|
mouse->FreeCursor(curr);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
int
|
|
SDL_ShowCursor(int toggle)
|
|
{
|
|
SDL_Mouse *mouse = SDL_GetMouse();
|
|
SDL_bool shown;
|
|
|
|
if (!mouse) {
|
|
return 0;
|
|
}
|
|
|
|
shown = mouse->cursor_shown;
|
|
if (toggle >= 0) {
|
|
if (toggle) {
|
|
mouse->cursor_shown = SDL_TRUE;
|
|
} else {
|
|
mouse->cursor_shown = SDL_FALSE;
|
|
}
|
|
if (mouse->cursor_shown != shown) {
|
|
SDL_SetCursor(NULL);
|
|
}
|
|
}
|
|
return shown;
|
|
}
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|