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+/*
+ 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"
+
+#include <qpe/qpeapplication.h>
+
+#include <stdio.h>
+#include <string.h>
+#include "SDL_error.h"
+#include "SDL_events.h"
+#include "SDL_QWin.h"
+#include "SDL_lowvideo.h"
+#include "SDL_timer.h"
+
+extern "C" {
+#include "../../events/SDL_sysevents.h"
+#include "../../events/SDL_events_c.h"
+#include "SDL_sysevents_c.h"
+
+ // static SDLKey keymap[128];
+/* This is special because we know it will be run in a loop in a separate
+ thread. Normally this function should loop as long as there are input
+ states changing, i.e. new events arriving.
+*/
+void QT_PumpEvents(_THIS)
+{
+ if(!qApp) {
+ return;
+ }
+ // printf("processing events: %p\n", qApp);
+ //qApp->processOneEvent(); // wait for a event
+ qApp->processEvents(); // and process all outstanding ones
+#if 0
+ BView *view;
+ BRect bounds;
+ BPoint point;
+ uint32 buttons;
+ const uint32 button_masks[3] = {
+ B_PRIMARY_MOUSE_BUTTON,
+ B_TERTIARY_MOUSE_BUTTON,
+ B_SECONDARY_MOUSE_BUTTON,
+ };
+ unsigned int i, j;
+
+ /* Check out the mouse buttons and position (slight race condition) */
+ if ( SDL_Win->Lock() ) {
+ /* Don't do anything if we have no view */
+ view = SDL_Win->View();
+ if ( ! view ) {
+ SDL_Win->Unlock();
+ return;
+ }
+ bounds = view->Bounds();
+ /* Get new input state, if still active */
+ if ( SDL_Win->IsActive() ) {
+ key_flip = !key_flip;
+ get_key_info(&keyinfo[key_flip]);
+ view->GetMouse(&point, &buttons, true);
+ } else {
+ key_flip = key_flip;
+ point = last_point;
+ buttons = last_buttons;
+ }
+ SDL_Win->Unlock();
+ } else {
+ return;
+ }
+
+ /* If our view is active, we'll find key changes here */
+ if ( SDL_memcmp(keyinfo[0].key_states, keyinfo[1].key_states, 16) != 0 ) {
+ for ( i=0; i<16; ++i ) {
+ Uint8 new_state, transition;
+
+ new_state = keyinfo[key_flip].key_states[i];
+ transition = keyinfo[!key_flip].key_states[i] ^
+ keyinfo[ key_flip].key_states[i];
+ for ( j=0; j<8; ++j ) {
+ if ( transition&0x80 )
+ QueueKey(i*8+j, new_state&0x80);
+ transition <<= 1;
+ new_state <<= 1;
+ }
+ }
+ }
+
+ /* We check keyboard, but not mouse if mouse isn't in window */
+ if ( ! bounds.Contains(point) ) {
+ /* Mouse moved outside our view? */
+ if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) {
+ SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS);
+ be_app->SetCursor(B_HAND_CURSOR);
+ }
+ return;
+ }
+ /* Has the mouse moved back into our view? */
+ if ( ! (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
+ /* Reset the B_HAND_CURSOR to our own */
+ SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS);
+ SDL_SetCursor(NULL);
+ }
+
+ /* Check for mouse motion */
+ if ( point != last_point ) {
+ int x, y;
+
+ SDL_Win->GetXYOffset(x, y);
+ x = (int)point.x - x;
+ y = (int)point.y - y;
+ SDL_PrivateMouseMotion(0, 0, x, y);
+ }
+ last_point = point;
+
+ /* Add any mouse button events */
+ for ( i=0; i<SDL_TABLESIZE(button_masks); ++i ) {
+ if ( (buttons ^ last_buttons) & button_masks[i] ) {
+ if ( buttons & button_masks[i] ) {
+ SDL_PrivateMouseButton(SDL_PRESSED, 1+i, 0, 0);
+ } else {
+ SDL_PrivateMouseButton(SDL_RELEASED, 1+i, 0, 0);
+ }
+ }
+ }
+ last_buttons = buttons;
+#endif
+}
+
+void QT_InitOSKeymap(_THIS)
+{
+#if 0
+ unsigned int i;
+
+ /* Initialize all the key states as "up" */
+ key_flip = 0;
+ SDL_memset(keyinfo[key_flip].key_states, 0, 16);
+
+ /* Initialize the key translation table */
+ for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
+ keymap[i] = SDLK_UNKNOWN;
+
+ // keymap[0x01] = SDLK_ESCAPE;
+ // keymap[B_F1_KEY] = SDLK_F1;
+ // keymap[B_F2_KEY] = SDLK_F2;
+ // keymap[B_F3_KEY] = SDLK_F3;
+ // keymap[B_F4_KEY] = SDLK_F4;
+ // keymap[B_F5_KEY] = SDLK_F5;
+ // keymap[B_F6_KEY] = SDLK_F6;
+ // keymap[B_F7_KEY] = SDLK_F7;
+ // keymap[B_F8_KEY] = SDLK_F8;
+ // keymap[B_F9_KEY] = SDLK_F9;
+ // keymap[B_F10_KEY] = SDLK_F10;
+ // keymap[B_F11_KEY] = SDLK_F11;
+ // keymap[B_F12_KEY] = SDLK_F12;
+ // keymap[B_PRINT_KEY] = SDLK_PRINT;
+ //keymap[B_SCROLL_KEY] = SDLK_SCROLLOCK;
+ // keymap[B_PAUSE_KEY] = SDLK_PAUSE;
+ keymap[0x11] = SDLK_BACKQUOTE;
+ keymap[0x12] = SDLK_1;
+ keymap[0x13] = SDLK_2;
+ keymap[0x14] = SDLK_3;
+ keymap[0x15] = SDLK_4;
+ keymap[0x16] = SDLK_5;
+ keymap[0x17] = SDLK_6;
+ keymap[0x18] = SDLK_7;
+ keymap[0x19] = SDLK_8;
+ keymap[0x1a] = SDLK_9;
+ keymap[0x1b] = SDLK_0;
+ keymap[0x1c] = SDLK_MINUS;
+ keymap[0x1d] = SDLK_EQUALS;
+ keymap[0x1e] = SDLK_BACKSPACE;
+ keymap[0x1f] = SDLK_INSERT;
+ keymap[0x20] = SDLK_HOME;
+ keymap[0x21] = SDLK_PAGEUP;
+ //keymap[0x22] = SDLK_NUMLOCK;
+ keymap[0x23] = SDLK_KP_DIVIDE;
+ keymap[0x24] = SDLK_KP_MULTIPLY;
+ keymap[0x25] = SDLK_KP_MINUS;
+ keymap[0x26] = SDLK_TAB;
+ keymap[0x27] = SDLK_q;
+ keymap[0x28] = SDLK_w;
+ keymap[0x29] = SDLK_e;
+ keymap[0x2a] = SDLK_r;
+ keymap[0x2b] = SDLK_t;
+ keymap[0x2c] = SDLK_y;
+ keymap[0x2d] = SDLK_u;
+ keymap[0x2e] = SDLK_i;
+ keymap[0x2f] = SDLK_o;
+ keymap[0x30] = SDLK_p;
+ keymap[0x31] = SDLK_LEFTBRACKET;
+ keymap[0x32] = SDLK_RIGHTBRACKET;
+ keymap[0x33] = SDLK_BACKSLASH;
+ keymap[0x34] = SDLK_DELETE;
+ keymap[0x35] = SDLK_END;
+ keymap[0x36] = SDLK_PAGEDOWN;
+ keymap[0x37] = SDLK_KP7;
+ keymap[0x38] = SDLK_KP8;
+ keymap[0x39] = SDLK_KP9;
+ keymap[0x3a] = SDLK_KP_PLUS;
+ //keymap[0x3b] = SDLK_CAPSLOCK;
+ keymap[0x3c] = SDLK_a;
+ keymap[0x3d] = SDLK_s;
+ keymap[0x3e] = SDLK_d;
+ keymap[0x3f] = SDLK_f;
+ keymap[0x40] = SDLK_g;
+ keymap[0x41] = SDLK_h;
+ keymap[0x42] = SDLK_j;
+ keymap[0x43] = SDLK_k;
+ keymap[0x44] = SDLK_l;
+ keymap[0x45] = SDLK_SEMICOLON;
+ keymap[0x46] = SDLK_QUOTE;
+ keymap[0x47] = SDLK_RETURN;
+ keymap[0x48] = SDLK_KP4;
+ keymap[0x49] = SDLK_KP5;
+ keymap[0x4a] = SDLK_KP6;
+ keymap[0x4b] = SDLK_LSHIFT;
+ keymap[0x4c] = SDLK_z;
+ keymap[0x4d] = SDLK_x;
+ keymap[0x4e] = SDLK_c;
+ keymap[0x4f] = SDLK_v;
+ keymap[0x50] = SDLK_b;
+ keymap[0x51] = SDLK_n;
+ keymap[0x52] = SDLK_m;
+ keymap[0x53] = SDLK_COMMA;
+ keymap[0x54] = SDLK_PERIOD;
+ keymap[0x55] = SDLK_SLASH;
+ keymap[0x56] = SDLK_RSHIFT;
+ keymap[0x57] = SDLK_UP;
+ keymap[0x58] = SDLK_KP1;
+ keymap[0x59] = SDLK_KP2;
+ keymap[0x5a] = SDLK_KP3;
+ keymap[0x5b] = SDLK_KP_ENTER;
+ //keymap[0x5c] = SDLK_LCTRL;
+ //keymap[0x5d] = SDLK_LALT;
+ keymap[0x5e] = SDLK_SPACE;
+ //keymap[0x5f] = SDLK_RALT;
+ //keymap[0x60] = SDLK_RCTRL;
+ keymap[0x61] = SDLK_LEFT;
+ keymap[0x62] = SDLK_DOWN;
+ keymap[0x63] = SDLK_RIGHT;
+ keymap[0x64] = SDLK_KP0;
+ keymap[0x65] = SDLK_KP_PERIOD;
+ //keymap[0x66] = SDLK_LMETA;
+ //keymap[0x67] = SDLK_RMETA;
+ //keymap[0x68] = SDLK_MENU;
+ keymap[0x69] = SDLK_EURO;
+ keymap[0x6a] = SDLK_KP_EQUALS;
+ keymap[0x6b] = SDLK_POWER;
+#endif
+}
+
+}; /* Extern C */