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+++ b/distrib/sdl-1.2.15/src/video/quartz/SDL_QuartzEvents.m
@@ -0,0 +1,1063 @@
+/*
+ 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 Library General Public
+ License as published by the Free Software Foundation; either
+ version 2 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
+ Library General Public License for more details.
+
+ You should have received a copy of the GNU Library General Public
+ License along with this library; if not, write to the Free
+ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+
+ Sam Lantinga
+ slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+#include "SDL_QuartzVideo.h"
+#include "SDL_QuartzWM.h"
+
+#include <IOKit/IOMessage.h> /* For wake from sleep detection */
+#include <IOKit/pwr_mgt/IOPMLib.h> /* For wake from sleep detection */
+#include "SDL_QuartzKeys.h"
+
+/*
+ * On Leopard, this is missing from the 64-bit headers
+ */
+#if defined(__LP64__) && !defined(__POWER__)
+/*
+ * Workaround for a bug in the 10.5 SDK: By accident, OSService.h does
+ * not include Power.h at all when compiling in 64bit mode. This has
+ * been fixed in 10.6, but for 10.5, we manually define UsrActivity
+ * to ensure compilation works.
+ */
+#define UsrActivity 1
+#endif
+
+/*
+ * In Panther, this header defines device dependent masks for
+ * right side keys. These definitions only exist in Panther, but
+ * the header seems to exist at least in Jaguar and probably earlier
+ * versions of the OS, so this should't break anything.
+ */
+#include <IOKit/hidsystem/IOLLEvent.h>
+/*
+ * These are not defined before Panther. To keep the code compiling
+ * on systems without these, I will define if they don't exist.
+ */
+#ifndef NX_DEVICERCTLKEYMASK
+ #define NX_DEVICELCTLKEYMASK 0x00000001
+#endif
+#ifndef NX_DEVICELSHIFTKEYMASK
+ #define NX_DEVICELSHIFTKEYMASK 0x00000002
+#endif
+#ifndef NX_DEVICERSHIFTKEYMASK
+ #define NX_DEVICERSHIFTKEYMASK 0x00000004
+#endif
+#ifndef NX_DEVICELCMDKEYMASK
+ #define NX_DEVICELCMDKEYMASK 0x00000008
+#endif
+#ifndef NX_DEVICERCMDKEYMASK
+ #define NX_DEVICERCMDKEYMASK 0x00000010
+#endif
+#ifndef NX_DEVICELALTKEYMASK
+ #define NX_DEVICELALTKEYMASK 0x00000020
+#endif
+#ifndef NX_DEVICERALTKEYMASK
+ #define NX_DEVICERALTKEYMASK 0x00000040
+#endif
+#ifndef NX_DEVICERCTLKEYMASK
+ #define NX_DEVICERCTLKEYMASK 0x00002000
+#endif
+
+void QZ_InitOSKeymap (_THIS) {
+ BOOL saw_layout = NO;
+ UInt32 state;
+ UInt32 value;
+ Uint16 i;
+ int world = SDLK_WORLD_0;
+
+ for ( i=0; i<SDL_TABLESIZE(keymap); ++i )
+ keymap[i] = SDLK_UNKNOWN;
+
+ /* This keymap is almost exactly the same as the OS 9 one */
+ keymap[QZ_ESCAPE] = SDLK_ESCAPE;
+ keymap[QZ_F1] = SDLK_F1;
+ keymap[QZ_F2] = SDLK_F2;
+ keymap[QZ_F3] = SDLK_F3;
+ keymap[QZ_F4] = SDLK_F4;
+ keymap[QZ_F5] = SDLK_F5;
+ keymap[QZ_F6] = SDLK_F6;
+ keymap[QZ_F7] = SDLK_F7;
+ keymap[QZ_F8] = SDLK_F8;
+ keymap[QZ_F9] = SDLK_F9;
+ keymap[QZ_F10] = SDLK_F10;
+ keymap[QZ_F11] = SDLK_F11;
+ keymap[QZ_F12] = SDLK_F12;
+ keymap[QZ_F13] = SDLK_F13;
+ keymap[QZ_F14] = SDLK_F14;
+ keymap[QZ_F15] = SDLK_F15;
+/*
+ keymap[QZ_PRINT] = SDLK_PRINT;
+ keymap[QZ_SCROLLOCK] = SDLK_SCROLLOCK;
+ keymap[QZ_PAUSE] = SDLK_PAUSE;
+*/
+ keymap[QZ_POWER] = SDLK_POWER;
+ keymap[QZ_BACKQUOTE] = SDLK_BACKQUOTE;
+ keymap[QZ_1] = SDLK_1;
+ keymap[QZ_2] = SDLK_2;
+ keymap[QZ_3] = SDLK_3;
+ keymap[QZ_4] = SDLK_4;
+ keymap[QZ_5] = SDLK_5;
+ keymap[QZ_6] = SDLK_6;
+ keymap[QZ_7] = SDLK_7;
+ keymap[QZ_8] = SDLK_8;
+ keymap[QZ_9] = SDLK_9;
+ keymap[QZ_0] = SDLK_0;
+ keymap[QZ_MINUS] = SDLK_MINUS;
+ keymap[QZ_EQUALS] = SDLK_EQUALS;
+ keymap[QZ_BACKSPACE] = SDLK_BACKSPACE;
+ keymap[QZ_INSERT] = SDLK_INSERT;
+ keymap[QZ_HOME] = SDLK_HOME;
+ keymap[QZ_PAGEUP] = SDLK_PAGEUP;
+ keymap[QZ_NUMLOCK] = SDLK_NUMLOCK;
+ keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
+ keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
+ keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
+ keymap[QZ_TAB] = SDLK_TAB;
+ keymap[QZ_q] = SDLK_q;
+ keymap[QZ_w] = SDLK_w;
+ keymap[QZ_e] = SDLK_e;
+ keymap[QZ_r] = SDLK_r;
+ keymap[QZ_t] = SDLK_t;
+ keymap[QZ_y] = SDLK_y;
+ keymap[QZ_u] = SDLK_u;
+ keymap[QZ_i] = SDLK_i;
+ keymap[QZ_o] = SDLK_o;
+ keymap[QZ_p] = SDLK_p;
+ keymap[QZ_LEFTBRACKET] = SDLK_LEFTBRACKET;
+ keymap[QZ_RIGHTBRACKET] = SDLK_RIGHTBRACKET;
+ keymap[QZ_BACKSLASH] = SDLK_BACKSLASH;
+ keymap[QZ_DELETE] = SDLK_DELETE;
+ keymap[QZ_END] = SDLK_END;
+ keymap[QZ_PAGEDOWN] = SDLK_PAGEDOWN;
+ keymap[QZ_KP7] = SDLK_KP7;
+ keymap[QZ_KP8] = SDLK_KP8;
+ keymap[QZ_KP9] = SDLK_KP9;
+ keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
+ keymap[QZ_CAPSLOCK] = SDLK_CAPSLOCK;
+ keymap[QZ_a] = SDLK_a;
+ keymap[QZ_s] = SDLK_s;
+ keymap[QZ_d] = SDLK_d;
+ keymap[QZ_f] = SDLK_f;
+ keymap[QZ_g] = SDLK_g;
+ keymap[QZ_h] = SDLK_h;
+ keymap[QZ_j] = SDLK_j;
+ keymap[QZ_k] = SDLK_k;
+ keymap[QZ_l] = SDLK_l;
+ keymap[QZ_SEMICOLON] = SDLK_SEMICOLON;
+ keymap[QZ_QUOTE] = SDLK_QUOTE;
+ keymap[QZ_RETURN] = SDLK_RETURN;
+ keymap[QZ_KP4] = SDLK_KP4;
+ keymap[QZ_KP5] = SDLK_KP5;
+ keymap[QZ_KP6] = SDLK_KP6;
+ keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
+ keymap[QZ_LSHIFT] = SDLK_LSHIFT;
+ keymap[QZ_RSHIFT] = SDLK_RSHIFT;
+ keymap[QZ_z] = SDLK_z;
+ keymap[QZ_x] = SDLK_x;
+ keymap[QZ_c] = SDLK_c;
+ keymap[QZ_v] = SDLK_v;
+ keymap[QZ_b] = SDLK_b;
+ keymap[QZ_n] = SDLK_n;
+ keymap[QZ_m] = SDLK_m;
+ keymap[QZ_COMMA] = SDLK_COMMA;
+ keymap[QZ_PERIOD] = SDLK_PERIOD;
+ keymap[QZ_SLASH] = SDLK_SLASH;
+ keymap[QZ_UP] = SDLK_UP;
+ keymap[QZ_KP1] = SDLK_KP1;
+ keymap[QZ_KP2] = SDLK_KP2;
+ keymap[QZ_KP3] = SDLK_KP3;
+ keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
+ keymap[QZ_LCTRL] = SDLK_LCTRL;
+ keymap[QZ_LALT] = SDLK_LALT;
+ keymap[QZ_LMETA] = SDLK_LMETA;
+ keymap[QZ_RCTRL] = SDLK_RCTRL;
+ keymap[QZ_RALT] = SDLK_RALT;
+ keymap[QZ_RMETA] = SDLK_RMETA;
+ keymap[QZ_SPACE] = SDLK_SPACE;
+ keymap[QZ_LEFT] = SDLK_LEFT;
+ keymap[QZ_DOWN] = SDLK_DOWN;
+ keymap[QZ_RIGHT] = SDLK_RIGHT;
+ keymap[QZ_KP0] = SDLK_KP0;
+ keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
+ keymap[QZ_IBOOK_ENTER] = SDLK_KP_ENTER;
+ keymap[QZ_IBOOK_RIGHT] = SDLK_RIGHT;
+ keymap[QZ_IBOOK_DOWN] = SDLK_DOWN;
+ keymap[QZ_IBOOK_UP] = SDLK_UP;
+ keymap[QZ_IBOOK_LEFT] = SDLK_LEFT;
+
+ /*
+ Up there we setup a static scancode->keysym map. However, it will not
+ work very well on international keyboard. Hence we now query MacOS
+ for its own keymap to adjust our own mapping table. However, this is
+ basically only useful for ascii char keys. This is also the reason
+ why we keep the static table, too.
+ */
+
+#if (MAC_OS_X_VERSION_MAX_ALLOWED >= 1050)
+ if (TISCopyCurrentKeyboardLayoutInputSource != NULL) {
+ TISInputSourceRef src = TISCopyCurrentKeyboardLayoutInputSource();
+ if (src != NULL) {
+ CFDataRef data = (CFDataRef)
+ TISGetInputSourceProperty(src,
+ kTISPropertyUnicodeKeyLayoutData);
+ if (data != NULL) {
+ const UCKeyboardLayout *layout = (const UCKeyboardLayout *)
+ CFDataGetBytePtr(data);
+ if (layout != NULL) {
+ const UInt32 kbdtype = LMGetKbdType();
+ saw_layout = YES;
+
+ /* Loop over all 127 possible scan codes */
+ for (i = 0; i < 0x7F; i++) {
+ UniChar buf[16];
+ UniCharCount count = 0;
+
+ /* We pretend a clean start to begin with (i.e. no dead keys active */
+ state = 0;
+
+ if (UCKeyTranslate(layout, i, kUCKeyActionDown, 0, kbdtype,
+ 0, &state, 16, &count, buf) != noErr) {
+ continue;
+ }
+
+ /* If the state become 0, it was a dead key. We need to
+ translate again, passing in the new state, to get
+ the actual key value */
+ if (state != 0) {
+ if (UCKeyTranslate(layout, i, kUCKeyActionDown, 0, kbdtype,
+ 0, &state, 16, &count, buf) != noErr) {
+ continue;
+ }
+ }
+
+ if (count != 1) {
+ continue; /* no multi-char. Use SDL 1.3 instead. :) */
+ }
+
+ value = (UInt32) buf[0];
+ if (value >= 128) {
+ /* Some non-ASCII char, map it to SDLK_WORLD_* */
+ if (world < 0xFF) {
+ keymap[i] = world++;
+ }
+ } else if (value >= 32) { /* non-control ASCII char */
+ keymap[i] = value;
+ }
+ }
+ }
+ }
+ CFRelease(src);
+ }
+ }
+#endif
+
+#if (MAC_OS_X_VERSION_MIN_REQUIRED < 1050)
+ if (!saw_layout) {
+ /* Get a pointer to the systems cached KCHR */
+ const void *KCHRPtr = (const void *)GetScriptManagerVariable(smKCHRCache);
+ if (KCHRPtr)
+ {
+ /* Loop over all 127 possible scan codes */
+ for (i = 0; i < 0x7F; i++)
+ {
+ /* We pretend a clean start to begin with (i.e. no dead keys active */
+ state = 0;
+
+ /* Now translate the key code to a key value */
+ value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
+
+ /* If the state become 0, it was a dead key. We need to translate again,
+ passing in the new state, to get the actual key value */
+ if (state != 0)
+ value = KeyTranslate(KCHRPtr, i, &state) & 0xff;
+
+ /* Now we should have an ascii value, or 0. Try to figure out to which SDL symbol it maps */
+ if (value >= 128) { /* Some non-ASCII char, map it to SDLK_WORLD_* */
+ if (world < 0xFF) {
+ keymap[i] = world++;
+ }
+ } else if (value >= 32) { /* non-control ASCII char */
+ keymap[i] = value;
+ }
+ }
+ }
+ }
+#endif
+
+ /*
+ The keypad codes are re-setup here, because the loop above cannot
+ distinguish between a key on the keypad and a regular key. We maybe
+ could get around this problem in another fashion: NSEvent's flags
+ include a "NSNumericPadKeyMask" bit; we could check that and modify
+ the symbol we return on the fly. However, this flag seems to exhibit
+ some weird behaviour related to the num lock key
+ */
+ keymap[QZ_KP0] = SDLK_KP0;
+ keymap[QZ_KP1] = SDLK_KP1;
+ keymap[QZ_KP2] = SDLK_KP2;
+ keymap[QZ_KP3] = SDLK_KP3;
+ keymap[QZ_KP4] = SDLK_KP4;
+ keymap[QZ_KP5] = SDLK_KP5;
+ keymap[QZ_KP6] = SDLK_KP6;
+ keymap[QZ_KP7] = SDLK_KP7;
+ keymap[QZ_KP8] = SDLK_KP8;
+ keymap[QZ_KP9] = SDLK_KP9;
+ keymap[QZ_KP_MINUS] = SDLK_KP_MINUS;
+ keymap[QZ_KP_PLUS] = SDLK_KP_PLUS;
+ keymap[QZ_KP_PERIOD] = SDLK_KP_PERIOD;
+ keymap[QZ_KP_EQUALS] = SDLK_KP_EQUALS;
+ keymap[QZ_KP_DIVIDE] = SDLK_KP_DIVIDE;
+ keymap[QZ_KP_MULTIPLY] = SDLK_KP_MULTIPLY;
+ keymap[QZ_KP_ENTER] = SDLK_KP_ENTER;
+}
+
+static void QZ_DoKey (_THIS, int state, NSEvent *event) {
+
+ NSString *chars = NULL;
+ unsigned int i, numChars;
+ SDL_keysym key;
+
+ /*
+ A key event can contain multiple characters,
+ or no characters at all. In most cases, it
+ will contain a single character. If it contains
+ 0 characters, we'll use 0 as the unicode. If it
+ contains multiple characters, we'll use 0 as
+ the scancode/keysym.
+ */
+ if (SDL_TranslateUNICODE && state == SDL_PRESSED) {
+ [field_edit interpretKeyEvents:[NSArray arrayWithObject:event]];
+ chars = [ event characters ];
+ numChars = [ chars length ];
+ if (numChars > 0)
+ [field_edit setString:@""];
+ } else {
+ numChars = 0;
+ }
+
+ if (numChars == 0) {
+
+ key.scancode = [ event keyCode ];
+ key.sym = keymap [ key.scancode ];
+ key.unicode = 0;
+ key.mod = KMOD_NONE;
+
+ SDL_PrivateKeyboard (state, &key);
+ }
+ else if (numChars >= 1) {
+
+ key.scancode = [ event keyCode ];
+ key.sym = keymap [ key.scancode ];
+ key.unicode = [ chars characterAtIndex:0 ];
+ key.mod = KMOD_NONE;
+
+ SDL_PrivateKeyboard (state, &key);
+
+ for (i = 1; i < numChars; i++) {
+
+ key.scancode = 0;
+ key.sym = 0;
+ key.unicode = [ chars characterAtIndex:i];
+ key.mod = KMOD_NONE;
+
+ SDL_PrivateKeyboard (state, &key);
+ }
+ }
+
+ if (SDL_getenv ("SDL_ENABLEAPPEVENTS"))
+ [ NSApp sendEvent:event ];
+}
+
+/* This is the original behavior, before support was added for
+ * differentiating between left and right versions of the keys.
+ */
+static void QZ_DoUnsidedModifiers (_THIS, unsigned int newMods) {
+
+ const int mapping[] = { SDLK_CAPSLOCK, SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
+
+ int i;
+ int bit;
+ SDL_keysym key;
+
+ key.scancode = 0;
+ key.sym = SDLK_UNKNOWN;
+ key.unicode = 0;
+ key.mod = KMOD_NONE;
+
+ /* Iterate through the bits, testing each against the current modifiers */
+ for (i = 0, bit = NSAlphaShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
+
+ unsigned int currentMask, newMask;
+
+ currentMask = current_mods & bit;
+ newMask = newMods & bit;
+
+ if ( currentMask &&
+ currentMask != newMask ) { /* modifier up event */
+
+ key.sym = mapping[i];
+ /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
+ if (bit == NSAlphaShiftKeyMask)
+ SDL_PrivateKeyboard (SDL_PRESSED, &key);
+ SDL_PrivateKeyboard (SDL_RELEASED, &key);
+ }
+ else if ( newMask &&
+ currentMask != newMask ) { /* modifier down event */
+
+ key.sym = mapping[i];
+ SDL_PrivateKeyboard (SDL_PRESSED, &key);
+ /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
+ if (bit == NSAlphaShiftKeyMask)
+ SDL_PrivateKeyboard (SDL_RELEASED, &key);
+ }
+ }
+}
+
+/* This is a helper function for QZ_HandleModifierSide. This
+ * function reverts back to behavior before the distinction between
+ * sides was made.
+ */
+static void QZ_HandleNonDeviceModifier ( _THIS, unsigned int device_independent_mask, unsigned int newMods, unsigned int key_sym) {
+ unsigned int currentMask, newMask;
+ SDL_keysym key;
+
+ key.scancode = 0;
+ key.sym = key_sym;
+ key.unicode = 0;
+ key.mod = KMOD_NONE;
+
+ /* Isolate just the bits we care about in the depedent bits so we can
+ * figure out what changed
+ */
+ currentMask = current_mods & device_independent_mask;
+ newMask = newMods & device_independent_mask;
+
+ if ( currentMask &&
+ currentMask != newMask ) { /* modifier up event */
+ SDL_PrivateKeyboard (SDL_RELEASED, &key);
+ }
+ else if ( newMask &&
+ currentMask != newMask ) { /* modifier down event */
+ SDL_PrivateKeyboard (SDL_PRESSED, &key);
+ }
+}
+
+/* This is a helper function for QZ_HandleModifierSide.
+ * This function sets the actual SDL_PrivateKeyboard event.
+ */
+static void QZ_HandleModifierOneSide ( _THIS, unsigned int newMods,
+ unsigned int key_sym,
+ unsigned int sided_device_dependent_mask ) {
+
+ SDL_keysym key;
+ unsigned int current_dep_mask, new_dep_mask;
+
+ key.scancode = 0;
+ key.sym = key_sym;
+ key.unicode = 0;
+ key.mod = KMOD_NONE;
+
+ /* Isolate just the bits we care about in the depedent bits so we can
+ * figure out what changed
+ */
+ current_dep_mask = current_mods & sided_device_dependent_mask;
+ new_dep_mask = newMods & sided_device_dependent_mask;
+
+ /* We now know that this side bit flipped. But we don't know if
+ * it went pressed to released or released to pressed, so we must
+ * find out which it is.
+ */
+ if( new_dep_mask &&
+ current_dep_mask != new_dep_mask ) {
+ /* Modifier down event */
+ SDL_PrivateKeyboard (SDL_PRESSED, &key);
+ }
+ else /* Modifier up event */ {
+ SDL_PrivateKeyboard (SDL_RELEASED, &key);
+ }
+}
+
+/* This is a helper function for QZ_DoSidedModifiers.
+ * This function will figure out if the modifier key is the left or right side,
+ * e.g. left-shift vs right-shift.
+ */
+static void QZ_HandleModifierSide ( _THIS, int device_independent_mask,
+ unsigned int newMods,
+ unsigned int left_key_sym,
+ unsigned int right_key_sym,
+ unsigned int left_device_dependent_mask,
+ unsigned int right_device_dependent_mask ) {
+ unsigned int device_dependent_mask = 0;
+ unsigned int diff_mod = 0;
+
+ device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
+ /* On the basis that the device independent mask is set, but there are
+ * no device dependent flags set, we'll assume that we can't detect this
+ * keyboard and revert to the unsided behavior.
+ */
+ if ( (device_dependent_mask & newMods) == 0 ) {
+ /* Revert to the old behavior */
+ QZ_HandleNonDeviceModifier ( this, device_independent_mask, newMods, left_key_sym );
+ return;
+ }
+
+ /* XOR the previous state against the new state to see if there's a change */
+ diff_mod = (device_dependent_mask & current_mods)
+ ^ (device_dependent_mask & newMods);
+
+ if ( diff_mod ) {
+ /* A change in state was found. Isolate the left and right bits
+ * to handle them separately just in case the values can simulataneously
+ * change or if the bits don't both exist.
+ */
+ if ( left_device_dependent_mask & diff_mod ) {
+ QZ_HandleModifierOneSide ( this, newMods, left_key_sym, left_device_dependent_mask );
+ }
+ if ( right_device_dependent_mask & diff_mod ) {
+ QZ_HandleModifierOneSide ( this, newMods, right_key_sym, right_device_dependent_mask );
+ }
+ }
+}
+
+/* This is a helper function for QZ_DoSidedModifiers.
+ * This function will release a key press in the case that
+ * it is clear that the modifier has been released (i.e. one side
+ * can't still be down).
+ */
+static void QZ_ReleaseModifierSide ( _THIS,
+ unsigned int device_independent_mask,
+ unsigned int newMods,
+ unsigned int left_key_sym,
+ unsigned int right_key_sym,
+ unsigned int left_device_dependent_mask,
+ unsigned int right_device_dependent_mask ) {
+ unsigned int device_dependent_mask = 0;
+ SDL_keysym key;
+
+ key.scancode = 0;
+ key.sym = SDLK_UNKNOWN;
+ key.unicode = 0;
+ key.mod = KMOD_NONE;
+
+ device_dependent_mask = left_device_dependent_mask | right_device_dependent_mask;
+ /* On the basis that the device independent mask is set, but there are
+ * no device dependent flags set, we'll assume that we can't detect this
+ * keyboard and revert to the unsided behavior.
+ */
+ if ( (device_dependent_mask & current_mods) == 0 ) {
+ /* In this case, we can't detect the keyboard, so use the left side
+ * to represent both, and release it.
+ */
+ key.sym = left_key_sym;
+ SDL_PrivateKeyboard (SDL_RELEASED, &key);
+
+ return;
+ }
+
+
+ /*
+ * This could have been done in an if-else case because at this point,
+ * we know that all keys have been released when calling this function.
+ * But I'm being paranoid so I want to handle each separately,
+ * so I hope this doesn't cause other problems.
+ */
+ if ( left_device_dependent_mask & current_mods ) {
+ key.sym = left_key_sym;
+ SDL_PrivateKeyboard (SDL_RELEASED, &key);
+ }
+ if ( right_device_dependent_mask & current_mods ) {
+ key.sym = right_key_sym;
+ SDL_PrivateKeyboard (SDL_RELEASED, &key);
+ }
+}
+
+/* This is a helper function for QZ_DoSidedModifiers.
+ * This function handles the CapsLock case.
+ */
+static void QZ_HandleCapsLock (_THIS, unsigned int newMods) {
+ unsigned int currentMask, newMask;
+ SDL_keysym key;
+
+ key.scancode = 0;
+ key.sym = SDLK_CAPSLOCK;
+ key.unicode = 0;
+ key.mod = KMOD_NONE;
+
+ currentMask = current_mods & NSAlphaShiftKeyMask;
+ newMask = newMods & NSAlphaShiftKeyMask;
+
+ if ( currentMask &&
+ currentMask != newMask ) { /* modifier up event */
+ /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
+ SDL_PrivateKeyboard (SDL_PRESSED, &key);
+ SDL_PrivateKeyboard (SDL_RELEASED, &key);
+ }
+ else if ( newMask &&
+ currentMask != newMask ) { /* modifier down event */
+ /* If this was Caps Lock, we need some additional voodoo to make SDL happy */
+ SDL_PrivateKeyboard (SDL_PRESSED, &key);
+ SDL_PrivateKeyboard (SDL_RELEASED, &key);
+ }
+}
+
+/* This function will handle the modifier keys and also determine the
+ * correct side of the key.
+ */
+static void QZ_DoSidedModifiers (_THIS, unsigned int newMods) {
+ /* Set up arrays for the key syms for the left and right side. */
+ const unsigned int left_mapping[] = { SDLK_LSHIFT, SDLK_LCTRL, SDLK_LALT, SDLK_LMETA };
+ const unsigned int right_mapping[] = { SDLK_RSHIFT, SDLK_RCTRL, SDLK_RALT, SDLK_RMETA };
+ /* Set up arrays for the device dependent masks with indices that
+ * correspond to the _mapping arrays
+ */
+ const unsigned int left_device_mapping[] = { NX_DEVICELSHIFTKEYMASK, NX_DEVICELCTLKEYMASK, NX_DEVICELALTKEYMASK, NX_DEVICELCMDKEYMASK };
+ const unsigned int right_device_mapping[] = { NX_DEVICERSHIFTKEYMASK, NX_DEVICERCTLKEYMASK, NX_DEVICERALTKEYMASK, NX_DEVICERCMDKEYMASK };
+
+ unsigned int i;
+ unsigned int bit;
+
+ /* Handle CAPSLOCK separately because it doesn't have a left/right side */
+ QZ_HandleCapsLock ( this, newMods );
+
+ /* Iterate through the bits, testing each against the current modifiers */
+ for (i = 0, bit = NSShiftKeyMask; bit <= NSCommandKeyMask; bit <<= 1, ++i) {
+
+ unsigned int currentMask, newMask;
+
+ currentMask = current_mods & bit;
+ newMask = newMods & bit;
+
+ /* If the bit is set, we must always examine it because the left
+ * and right side keys may alternate or both may be pressed.
+ */
+ if ( newMask ) {
+ QZ_HandleModifierSide ( this, bit, newMods,
+ left_mapping[i],
+ right_mapping[i],
+ left_device_mapping[i],
+ right_device_mapping[i] );
+ }
+ /* If the state changed from pressed to unpressed, we must examine
+ * the device dependent bits to release the correct keys.
+ */
+ else if ( currentMask &&
+ currentMask != newMask ) { /* modifier up event */
+ QZ_ReleaseModifierSide ( this, bit, newMods,
+ left_mapping[i],
+ right_mapping[i],
+ left_device_mapping[i],
+ right_device_mapping[i] );
+ }
+ }
+}
+
+/* This function is called to handle the modifiers.
+ * It will try to distinguish between the left side and right side
+ * of the keyboard for those modifiers that qualify if the
+ * operating system version supports it. Otherwise, the code
+ * will not try to make the distinction.
+ */
+static void QZ_DoModifiers (_THIS, unsigned int newMods) {
+
+ if (current_mods == newMods)
+ return;
+
+ /*
+ * Starting with Panther (10.3.0), the ability to distinguish between
+ * left side and right side modifiers is available.
+ */
+ if( system_version >= 0x1030 ) {
+ QZ_DoSidedModifiers (this, newMods);
+ }
+ else {
+ QZ_DoUnsidedModifiers (this, newMods);
+ }
+
+ current_mods = newMods;
+}
+
+static void QZ_GetMouseLocation (_THIS, NSPoint *p) {
+ *p = [ NSEvent mouseLocation ]; /* global coordinates */
+ if (qz_window)
+ QZ_PrivateGlobalToLocal (this, p);
+ QZ_PrivateCocoaToSDL (this, p);
+}
+
+void QZ_DoActivate (_THIS) {
+
+ SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (QZ_IsMouseInWindow (this) ? SDL_APPMOUSEFOCUS : 0));
+
+ QZ_UpdateCursor(this);
+
+ /* Regrab input, only if it was previously grabbed */
+ if ( current_grab_mode == SDL_GRAB_ON ) {
+
+ /* Restore cursor location if input was grabbed */
+ QZ_PrivateWarpCursor (this, cursor_loc.x, cursor_loc.y);
+ QZ_ChangeGrabState (this, QZ_ENABLE_GRAB);
+ }
+ else {
+ /* Update SDL's mouse location */
+ NSPoint p;
+ QZ_GetMouseLocation (this, &p);
+ SDL_PrivateMouseMotion (0, 0, p.x, p.y);
+ }
+
+ QZ_UpdateCursor(this);
+}
+
+void QZ_DoDeactivate (_THIS) {
+
+ SDL_PrivateAppActive (0, SDL_APPINPUTFOCUS | SDL_APPMOUSEFOCUS);
+
+ /* Get the current cursor location, for restore on activate */
+ QZ_GetMouseLocation (this, &cursor_loc);
+
+ /* Reassociate mouse and cursor */
+ CGAssociateMouseAndMouseCursorPosition (1);
+
+ QZ_UpdateCursor(this);
+}
+
+void QZ_SleepNotificationHandler (void * refcon,
+ io_service_t service,
+ natural_t messageType,
+ void * messageArgument )
+{
+ SDL_VideoDevice *this = (SDL_VideoDevice*)refcon;
+
+ switch(messageType)
+ {
+ case kIOMessageSystemWillSleep:
+ IOAllowPowerChange(power_connection, (long) messageArgument);
+ break;
+ case kIOMessageCanSystemSleep:
+ IOAllowPowerChange(power_connection, (long) messageArgument);
+ break;
+ case kIOMessageSystemHasPoweredOn:
+ /* awake */
+ SDL_PrivateExpose();
+ break;
+ }
+}
+
+void QZ_RegisterForSleepNotifications (_THIS)
+{
+ CFRunLoopSourceRef rls;
+ IONotificationPortRef thePortRef;
+ io_object_t notifier;
+
+ power_connection = IORegisterForSystemPower (this, &thePortRef, QZ_SleepNotificationHandler, &notifier);
+
+ if (power_connection == 0)
+ NSLog(@"SDL: QZ_SleepNotificationHandler() IORegisterForSystemPower failed.");
+
+ rls = IONotificationPortGetRunLoopSource (thePortRef);
+ CFRunLoopAddSource (CFRunLoopGetCurrent(), rls, kCFRunLoopDefaultMode);
+ CFRelease (rls);
+}
+
+
+/* Try to map Quartz mouse buttons to SDL's lingo... */
+static int QZ_OtherMouseButtonToSDL(int button)
+{
+ switch (button)
+ {
+ case 0:
+ return(SDL_BUTTON_LEFT); /* 1 */
+ case 1:
+ return(SDL_BUTTON_RIGHT); /* 3 */
+ case 2:
+ return(SDL_BUTTON_MIDDLE); /* 2 */
+ }
+
+ /* >= 3: skip 4 & 5, since those are the SDL mousewheel buttons. */
+ return(button + 3);
+}
+
+
+void QZ_PumpEvents (_THIS)
+{
+ int32_t dx, dy;
+
+ NSDate *distantPast;
+ NSEvent *event;
+ NSRect winRect;
+ NSAutoreleasePool *pool;
+
+ if (!SDL_VideoSurface)
+ return; /* don't do anything if there's no screen surface. */
+
+ /* Update activity every five seconds to prevent screensaver. --ryan. */
+ if (!allow_screensaver) {
+ static Uint32 screensaverTicks;
+ Uint32 nowTicks = SDL_GetTicks();
+ if ((nowTicks - screensaverTicks) > 5000)
+ {
+ UpdateSystemActivity(UsrActivity);
+ screensaverTicks = nowTicks;
+ }
+ }
+
+ pool = [ [ NSAutoreleasePool alloc ] init ];
+ distantPast = [ NSDate distantPast ];
+
+ winRect = NSMakeRect (0, 0, SDL_VideoSurface->w, SDL_VideoSurface->h);
+
+ /* while grabbed, accumulate all mouse moved events into one SDL mouse event */
+ dx = 0;
+ dy = 0;
+
+ do {
+
+ /* Poll for an event. This will not block */
+ event = [ NSApp nextEventMatchingMask:NSAnyEventMask
+ untilDate:distantPast
+ inMode: NSDefaultRunLoopMode dequeue:YES ];
+ if (event != nil) {
+
+ int button;
+ unsigned int type;
+ BOOL isInGameWin;
+
+ #define DO_MOUSE_DOWN(button) do { \
+ if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) { \
+ SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0); \
+ expect_mouse_up |= 1<<button; \
+ } \
+ [ NSApp sendEvent:event ]; \
+ } while(0)
+
+ #define DO_MOUSE_UP(button) do { \
+ if ( expect_mouse_up & (1<<button) ) { \
+ SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0); \
+ expect_mouse_up &= ~(1<<button); \
+ } \
+ [ NSApp sendEvent:event ]; \
+ } while(0)
+
+ type = [ event type ];
+ isInGameWin = QZ_IsMouseInWindow (this);
+
+ QZ_DoModifiers(this, [ event modifierFlags ] );
+
+ switch (type) {
+ case NSLeftMouseDown:
+ if ( SDL_getenv("SDL_HAS3BUTTONMOUSE") ) {
+ DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
+ } else {
+ if ( NSCommandKeyMask & current_mods ) {
+ last_virtual_button = SDL_BUTTON_RIGHT;
+ DO_MOUSE_DOWN (SDL_BUTTON_RIGHT);
+ }
+ else if ( NSAlternateKeyMask & current_mods ) {
+ last_virtual_button = SDL_BUTTON_MIDDLE;
+ DO_MOUSE_DOWN (SDL_BUTTON_MIDDLE);
+ }
+ else {
+ DO_MOUSE_DOWN (SDL_BUTTON_LEFT);
+ }
+ }
+ break;
+
+ case NSLeftMouseUp:
+ if ( last_virtual_button != 0 ) {
+ DO_MOUSE_UP (last_virtual_button);
+ last_virtual_button = 0;
+ }
+ else {
+ DO_MOUSE_UP (SDL_BUTTON_LEFT);
+ }
+ break;
+
+ case NSOtherMouseDown:
+ case NSRightMouseDown:
+ button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
+ DO_MOUSE_DOWN (button);
+ break;
+
+ case NSOtherMouseUp:
+ case NSRightMouseUp:
+ button = QZ_OtherMouseButtonToSDL([ event buttonNumber ]);
+ DO_MOUSE_UP (button);
+ break;
+
+ case NSSystemDefined:
+ /*
+ Future: up to 32 "mouse" buttons can be handled.
+ if ([event subtype] == 7) {
+ unsigned int buttons;
+ buttons = [ event data2 ];
+ */
+ break;
+ case NSLeftMouseDragged:
+ case NSRightMouseDragged:
+ case NSOtherMouseDragged: /* usually middle mouse dragged */
+ case NSMouseMoved:
+ if ( grab_state == QZ_INVISIBLE_GRAB ) {
+
+ /*
+ If input is grabbed+hidden, the cursor doesn't move,
+ so we have to call the lowlevel window server
+ function. This is less accurate but works OK.
+ */
+ int32_t dx1, dy1;
+ CGGetLastMouseDelta (&dx1, &dy1);
+ dx += dx1;
+ dy += dy1;
+ }
+ else {
+
+ /*
+ Get the absolute mouse location. This is not the
+ mouse location after the currently processed event,
+ but the *current* mouse location, i.e. after all
+ pending events. This means that if there are
+ multiple mouse moved events in the queue, we make
+ multiple identical calls to SDL_PrivateMouseMotion(),
+ but that's no problem since the latter only
+ generates SDL events for nonzero movements. In my
+ experience on PBG4/10.4.8, this rarely happens anyway.
+ */
+ NSPoint p;
+ QZ_GetMouseLocation (this, &p);
+ SDL_PrivateMouseMotion (0, 0, p.x, p.y);
+ }
+
+ /*
+ 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;
+ QZ_GetMouseLocation (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);
+ }
+ else
+ if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {
+
+ SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
+
+ if (grab_state == QZ_INVISIBLE_GRAB)
+ /*The cursor has left the window even though it is
+ disassociated from the mouse (and therefore
+ shouldn't move): this can happen with Wacom
+ tablets, and it effectively breaks the grab, since
+ mouse down events now go to background
+ applications. The only possibility to avoid this
+ seems to be talking to the tablet driver
+ (AppleEvents) to constrain its mapped area to the
+ window, which may not be worth the effort. For
+ now, handle the condition more gracefully than
+ before by reassociating cursor and mouse until the
+ cursor enters the window again, making it obvious
+ to the user that the grab is broken.*/
+ CGAssociateMouseAndMouseCursorPosition (1);
+
+ QZ_UpdateCursor(this);
+ }
+ else
+ if ( isInGameWin && (SDL_GetAppState() & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == SDL_APPINPUTFOCUS ) {
+
+ SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
+
+ QZ_UpdateCursor(this);
+
+ if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/
+ QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
+ CGAssociateMouseAndMouseCursorPosition (0);
+ }
+ }
+ break;
+ case NSScrollWheel:
+ if ( isInGameWin ) {
+ float dy, dx;
+ Uint8 button;
+ dy = [ event deltaY ];
+ dx = [ event deltaX ];
+ if ( dy > 0.0 ) /* Scroll up */
+ button = SDL_BUTTON_WHEELUP;
+ else if ( dy < 0.0 ) /* Scroll down */
+ button = SDL_BUTTON_WHEELDOWN;
+ else
+ break; /* Horizontal scroll */
+ /* For now, wheel is sent as a quick down+up */
+ SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
+ SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
+ }
+ break;
+ case NSKeyUp:
+ QZ_DoKey (this, SDL_RELEASED, event);
+ break;
+ case NSKeyDown:
+ QZ_DoKey (this, SDL_PRESSED, event);
+ break;
+ case NSFlagsChanged:
+ break;
+ case NSAppKitDefined:
+ [ NSApp sendEvent:event ];
+ if ([ event subtype ] == NSApplicationActivatedEventType && (mode_flags & SDL_FULLSCREEN)) {
+ /* the default handling of this event seems to reset any cursor set by [NSCursor set] (used by SDL_SetCursor() in fullscreen mode) to the default system arrow cursor */
+ SDL_Cursor *sdlc = SDL_GetCursor();
+ if (sdlc != NULL && sdlc->wm_cursor != NULL) {
+ [ sdlc->wm_cursor->nscursor set ];
+ }
+ }
+ break;
+ /* case NSApplicationDefined: break; */
+ /* case NSPeriodic: break; */
+ /* case NSCursorUpdate: break; */
+ default:
+ [ NSApp sendEvent:event ];
+ }
+ }
+ } while (event != nil);
+
+ /* handle accumulated mouse moved events */
+ if (dx != 0 || dy != 0)
+ SDL_PrivateMouseMotion (0, 1, dx, dy);
+
+ [ pool release ];
+}
+
+void QZ_UpdateMouse (_THIS)
+{
+ NSPoint p;
+ QZ_GetMouseLocation (this, &p);
+ SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS);
+ SDL_PrivateMouseMotion (0, 0, p.x, p.y);
+}