aboutsummaryrefslogtreecommitdiffstats
path: root/distrib/sdl-1.2.15/src/events/SDL_mouse.c
diff options
context:
space:
mode:
Diffstat (limited to 'distrib/sdl-1.2.15/src/events/SDL_mouse.c')
-rw-r--r--distrib/sdl-1.2.15/src/events/SDL_mouse.c268
1 files changed, 268 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/src/events/SDL_mouse.c b/distrib/sdl-1.2.15/src/events/SDL_mouse.c
new file mode 100644
index 0000000..e37a4c6
--- /dev/null
+++ b/distrib/sdl-1.2.15/src/events/SDL_mouse.c
@@ -0,0 +1,268 @@
+/*
+ SDL - Simple DirectMedia Layer
+ Copyright (C) 1997-2012 Sam Lantinga
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2.1 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+ Sam Lantinga
+ slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+/* General mouse handling code for SDL */
+
+#include "SDL_events.h"
+#include "SDL_events_c.h"
+#include "../video/SDL_cursor_c.h"
+#include "../video/SDL_sysvideo.h"
+
+
+/* These are static for our mouse handling code */
+static Sint16 SDL_MouseX = 0;
+static Sint16 SDL_MouseY = 0;
+static Sint16 SDL_DeltaX = 0;
+static Sint16 SDL_DeltaY = 0;
+static Sint16 SDL_MouseMaxX = 0;
+static Sint16 SDL_MouseMaxY = 0;
+static Uint8 SDL_ButtonState = 0;
+
+
+/* Public functions */
+int SDL_MouseInit(void)
+{
+ /* The mouse is at (0,0) */
+ SDL_MouseX = 0;
+ SDL_MouseY = 0;
+ SDL_DeltaX = 0;
+ SDL_DeltaY = 0;
+ SDL_MouseMaxX = 0;
+ SDL_MouseMaxY = 0;
+ SDL_ButtonState = 0;
+
+ /* That's it! */
+ return(0);
+}
+void SDL_MouseQuit(void)
+{
+}
+
+/* We lost the mouse, so post button up messages for all pressed buttons */
+void SDL_ResetMouse(void)
+{
+ Uint8 i;
+ for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
+ if ( SDL_ButtonState & SDL_BUTTON(i) ) {
+ SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
+ }
+ }
+}
+
+Uint8 SDL_GetMouseState (int *x, int *y)
+{
+ if ( x ) {
+ *x = SDL_MouseX;
+ }
+ if ( y ) {
+ *y = SDL_MouseY;
+ }
+ return(SDL_ButtonState);
+}
+
+Uint8 SDL_GetRelativeMouseState (int *x, int *y)
+{
+ if ( x )
+ *x = SDL_DeltaX;
+ if ( y )
+ *y = SDL_DeltaY;
+ SDL_DeltaX = 0;
+ SDL_DeltaY = 0;
+ return(SDL_ButtonState);
+}
+
+static void ClipOffset(Sint16 *x, Sint16 *y)
+{
+ /* This clips absolute mouse coordinates when the apparent
+ display surface is smaller than the real display surface.
+ */
+ if ( SDL_VideoSurface && SDL_VideoSurface->offset ) {
+ *y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
+ *x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
+ SDL_VideoSurface->format->BytesPerPixel;
+ }
+}
+
+void SDL_SetMouseRange(int maxX, int maxY)
+{
+ SDL_MouseMaxX = (Sint16)maxX;
+ SDL_MouseMaxY = (Sint16)maxY;
+}
+
+/* These are global for SDL_eventloop.c */
+int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
+{
+ int posted;
+ Uint16 X, Y;
+ Sint16 Xrel;
+ Sint16 Yrel;
+
+ /* Default buttonstate is the current one */
+ if ( ! buttonstate ) {
+ buttonstate = SDL_ButtonState;
+ }
+
+ Xrel = x;
+ Yrel = y;
+ if ( relative ) {
+ /* Push the cursor around */
+ x = (SDL_MouseX+x);
+ y = (SDL_MouseY+y);
+ } else {
+ /* Do we need to clip {x,y} ? */
+ ClipOffset(&x, &y);
+ }
+
+ /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
+ if ( x < 0 )
+ X = 0;
+ else
+ if ( x >= SDL_MouseMaxX )
+ X = SDL_MouseMaxX-1;
+ else
+ X = (Uint16)x;
+
+ if ( y < 0 )
+ Y = 0;
+ else
+ if ( y >= SDL_MouseMaxY )
+ Y = SDL_MouseMaxY-1;
+ else
+ Y = (Uint16)y;
+
+ /* If not relative mode, generate relative motion from clamped X/Y.
+ This prevents lots of extraneous large delta relative motion when
+ the screen is windowed mode and the mouse is outside the window.
+ */
+ if ( ! relative ) {
+ Xrel = X-SDL_MouseX;
+ Yrel = Y-SDL_MouseY;
+ }
+
+ /* Drop events that don't change state */
+ if ( ! Xrel && ! Yrel ) {
+#if 0
+printf("Mouse event didn't change state - dropped!\n");
+#endif
+ return(0);
+ }
+
+ /* Update internal mouse state */
+ SDL_ButtonState = buttonstate;
+ SDL_MouseX = X;
+ SDL_MouseY = Y;
+ SDL_DeltaX += Xrel;
+ SDL_DeltaY += Yrel;
+ SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
+
+ /* Post the event, if desired */
+ posted = 0;
+ if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
+ SDL_Event event;
+ SDL_memset(&event, 0, sizeof(event));
+ event.type = SDL_MOUSEMOTION;
+ event.motion.state = buttonstate;
+ event.motion.x = X;
+ event.motion.y = Y;
+ event.motion.xrel = Xrel;
+ event.motion.yrel = Yrel;
+ if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
+ posted = 1;
+ SDL_PushEvent(&event);
+ }
+ }
+ return(posted);
+}
+
+int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
+{
+ SDL_Event event;
+ int posted;
+ int move_mouse;
+ Uint8 buttonstate;
+
+ SDL_memset(&event, 0, sizeof(event));
+
+ /* Check parameters */
+ if ( x || y ) {
+ ClipOffset(&x, &y);
+ move_mouse = 1;
+ /* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
+ if ( x < 0 )
+ x = 0;
+ else
+ if ( x >= SDL_MouseMaxX )
+ x = SDL_MouseMaxX-1;
+
+ if ( y < 0 )
+ y = 0;
+ else
+ if ( y >= SDL_MouseMaxY )
+ y = SDL_MouseMaxY-1;
+ } else {
+ move_mouse = 0;
+ }
+ if ( ! x )
+ x = SDL_MouseX;
+ if ( ! y )
+ y = SDL_MouseY;
+
+ /* Figure out which event to perform */
+ buttonstate = SDL_ButtonState;
+ switch ( state ) {
+ case SDL_PRESSED:
+ event.type = SDL_MOUSEBUTTONDOWN;
+ buttonstate |= SDL_BUTTON(button);
+ break;
+ case SDL_RELEASED:
+ event.type = SDL_MOUSEBUTTONUP;
+ buttonstate &= ~SDL_BUTTON(button);
+ break;
+ default:
+ /* Invalid state -- bail */
+ return(0);
+ }
+
+ /* Update internal mouse state */
+ SDL_ButtonState = buttonstate;
+ if ( move_mouse ) {
+ SDL_MouseX = x;
+ SDL_MouseY = y;
+ SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
+ }
+
+ /* Post the event, if desired */
+ posted = 0;
+ if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
+ event.button.state = state;
+ event.button.button = button;
+ event.button.x = x;
+ event.button.y = y;
+ if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
+ posted = 1;
+ SDL_PushEvent(&event);
+ }
+ }
+ return(posted);
+}
+