More improvements for bug #373
Show the SDL cursor in the window and the arrow cursor outside the window. This is also supposed to show the SDL cursor when activated, but that code isn't working yet... --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402530
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3 changed files with 31 additions and 16 deletions
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@ -623,11 +623,22 @@ static void QZ_GetMouseLocation (_THIS, NSPoint *p) {
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void QZ_DoActivate (_THIS) {
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SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (QZ_IsMouseInWindow (this) ? SDL_APPMOUSEFOCUS : 0));
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/* Hide the cursor if it was hidden by SDL_ShowCursor() */
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if (!cursor_should_be_visible)
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QZ_HideMouse (this);
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BOOL isInGameWin = QZ_IsMouseInWindow (this);
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SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (isInGameWin ? SDL_APPMOUSEFOCUS : 0));
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/* Reset the cursor state */
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/* FIXME: This doesn't currently work...
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Apparently you can't set the cursor inside windowDidBecomeKey
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*/
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if ( isInGameWin ) {
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if (cursor_should_be_visible)
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SDL_SetCursor (NULL);
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else
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QZ_HideMouse (this);
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} else {
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QZ_ShowMouse (this, [NSCursor arrowCursor]);
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}
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/* Regrab input, only if it was previously grabbed */
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if ( current_grab_mode == SDL_GRAB_ON ) {
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@ -656,7 +667,7 @@ void QZ_DoDeactivate (_THIS) {
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/* Show the cursor if it was hidden by SDL_ShowCursor() */
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if (!cursor_should_be_visible)
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QZ_ShowMouse (this);
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QZ_ShowMouse (this, [NSCursor arrowCursor]);
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}
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void QZ_SleepNotificationHandler (void * refcon,
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@ -870,8 +881,7 @@ void QZ_PumpEvents (_THIS)
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into the game window. This still generates a mouse moved event,
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but not as a result of the warp (so it's in the right direction).
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*/
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if ( grab_state == QZ_VISIBLE_GRAB &&
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!isInGameWin ) {
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if ( grab_state == QZ_VISIBLE_GRAB && !isInGameWin ) {
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NSPoint p;
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QZ_GetMouseLocation (this, &p);
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@ -909,15 +919,20 @@ void QZ_PumpEvents (_THIS)
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cursor enters the window again, making it obvious
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to the user that the grab is broken.*/
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CGAssociateMouseAndMouseCursorPosition (1);
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if (!cursor_should_be_visible)
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QZ_ShowMouse (this);
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QZ_ShowMouse (this, [NSCursor arrowCursor]);
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}
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else
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if ( isInGameWin && (SDL_GetAppState() & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == SDL_APPINPUTFOCUS ) {
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SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
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if (!cursor_should_be_visible)
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if (cursor_should_be_visible) {
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SDL_SetCursor (NULL);
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} else {
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QZ_HideMouse (this);
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}
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if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/
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QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
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CGAssociateMouseAndMouseCursorPosition (0);
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@ -224,7 +224,7 @@ SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height,
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void QZ_PrivateWarpCursor (_THIS, int x, int y);
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void QZ_ChangeGrabState (_THIS, int action);
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void QZ_RegisterForSleepNotifications (_THIS);
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void QZ_ShowMouse (_THIS);
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void QZ_ShowMouse (_THIS, NSCursor *cursor);
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void QZ_HideMouse (_THIS);
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void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p);
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void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p);
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@ -90,11 +90,12 @@ outOfMemory:
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return(NULL);
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}
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void QZ_ShowMouse (_THIS) {
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void QZ_ShowMouse (_THIS, NSCursor *cursor) {
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if (!cursor_visible) {
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[ NSCursor unhide ];
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cursor_visible = YES;
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}
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[ cursor set ];
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}
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void QZ_HideMouse (_THIS) {
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@ -116,16 +117,15 @@ BOOL QZ_IsMouseInWindow (_THIS) {
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int QZ_ShowWMCursor (_THIS, WMcursor *cursor) {
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if ( cursor == NULL) {
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QZ_HideMouse (this);
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if ( cursor_should_be_visible ) {
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QZ_HideMouse (this);
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cursor_should_be_visible = NO;
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QZ_ChangeGrabState (this, QZ_HIDECURSOR);
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}
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}
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else {
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[ cursor->nscursor set ];
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QZ_ShowMouse (this, cursor->nscursor);
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if ( ! cursor_should_be_visible ) {
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QZ_ShowMouse (this);
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cursor_should_be_visible = YES;
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QZ_ChangeGrabState (this, QZ_SHOWCURSOR);
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}
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