Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404438
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73 changed files with 854 additions and 1068 deletions
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@ -26,6 +26,7 @@
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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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static int SDL_num_mice = 0;
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@ -190,7 +191,7 @@ SDL_SelectMouse(int index)
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return SDL_current_mouse;
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}
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SDL_WindowID
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SDL_Window *
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SDL_GetMouseFocusWindow(int index)
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{
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SDL_Mouse *mouse = SDL_GetMouse(index);
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@ -302,14 +303,14 @@ SDL_GetRelativeMouseState(int index, int *x, int *y)
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}
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void
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SDL_SetMouseFocus(int id, SDL_WindowID windowID)
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SDL_SetMouseFocus(int id, SDL_Window * window)
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{
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int index = SDL_GetMouseIndexId(id);
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SDL_Mouse *mouse = SDL_GetMouse(index);
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int i;
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SDL_bool focus;
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if (!mouse || (mouse->focus == windowID)) {
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if (!mouse || (mouse->focus == window)) {
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return;
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}
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@ -331,7 +332,7 @@ SDL_SetMouseFocus(int id, SDL_WindowID windowID)
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}
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}
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mouse->focus = windowID;
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mouse->focus = window;
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if (mouse->focus) {
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focus = SDL_FALSE;
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@ -372,7 +373,7 @@ SDL_SendProximity(int id, int x, int y, int type)
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event.proximity.cursor = mouse->current_end;
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event.proximity.type = type;
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/* FIXME: is this right? */
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event.proximity.windowID = mouse->focus;
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event.proximity.windowID = mouse->focus->id;
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posted = (SDL_PushEvent(&event) > 0);
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if (type == SDL_PROXIMITYIN) {
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mouse->proximity = SDL_TRUE;
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@ -478,7 +479,7 @@ SDL_SendMouseMotion(int id, int relative, int x, int y, int pressure)
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event.motion.cursor = mouse->current_end;
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event.motion.xrel = xrel;
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event.motion.yrel = yrel;
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event.motion.windowID = mouse->focus;
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event.motion.windowID = mouse->focus->id;
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posted = (SDL_PushEvent(&event) > 0);
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}
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mouse->last_x = mouse->x;
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@ -531,7 +532,7 @@ SDL_SendMouseButton(int id, Uint8 state, Uint8 button)
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event.button.button = button;
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event.button.x = mouse->x;
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event.button.y = mouse->y;
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event.button.windowID = mouse->focus;
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event.button.windowID = mouse->focus->id;
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posted = (SDL_PushEvent(&event) > 0);
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}
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return posted;
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@ -555,14 +556,14 @@ SDL_SendMouseWheel(int index, int x, int y)
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event.wheel.which = (Uint8) index;
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event.wheel.x = x;
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event.wheel.y = y;
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event.wheel.windowID = mouse->focus;
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event.wheel.windowID = mouse->focus->id;
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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_WarpMouseInWindow(SDL_WindowID windowID, int x, int y)
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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(SDL_current_mouse);
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@ -571,9 +572,9 @@ SDL_WarpMouseInWindow(SDL_WindowID windowID, int x, int y)
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}
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if (mouse->WarpMouse) {
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mouse->WarpMouse(mouse, windowID, x, y);
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mouse->WarpMouse(mouse, window, x, y);
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} else {
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SDL_SetMouseFocus(SDL_current_mouse, windowID);
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SDL_SetMouseFocus(SDL_current_mouse, window);
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SDL_SendMouseMotion(SDL_current_mouse, 0, x, y, 0);
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}
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}
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