Fixed mouse events for fullscreen windows on Mac OS X
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404260
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commit
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6 changed files with 102 additions and 11 deletions
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@ -171,6 +171,7 @@ struct SDL_VideoDisplay
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int num_windows;
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SDL_Window *windows;
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SDL_Window *fullscreen_window;
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SDL_Renderer *current_renderer;
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@ -768,6 +768,7 @@ SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool attempt)
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SDL_DisplayMode fullscreen_mode;
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if (SDL_GetWindowDisplayMode(window->id, &fullscreen_mode) == 0) {
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SDL_SetDisplayModeForDisplay(display, &fullscreen_mode);
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display->fullscreen_window = window;
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return;
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}
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}
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@ -775,6 +776,7 @@ SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool attempt)
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/* Nope, restore the desktop mode */
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SDL_SetDisplayModeForDisplay(display, NULL);
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display->fullscreen_window = NULL;
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}
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int
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@ -187,6 +187,20 @@ Cocoa_PumpEvents(_THIS)
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break;
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}
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switch ([event type]) {
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case NSLeftMouseDown:
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case NSOtherMouseDown:
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case NSRightMouseDown:
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case NSLeftMouseUp:
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case NSOtherMouseUp:
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case NSRightMouseUp:
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case NSLeftMouseDragged:
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case NSRightMouseDragged:
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case NSOtherMouseDragged: /* usually middle mouse dragged */
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case NSMouseMoved:
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Cocoa_HandleMouseEvent(_this, event);
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/* Pass through to NSApp to make sure everything stays in sync */
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[NSApp sendEvent:event];
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break;
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case NSKeyDown:
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case NSKeyUp:
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case NSFlagsChanged:
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@ -25,6 +25,7 @@
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#define _SDL_cocoamouse_h
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extern void Cocoa_InitMouse(_THIS);
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extern void Cocoa_HandleMouseEvent(_THIS, NSEvent * event);
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extern void Cocoa_QuitMouse(_THIS);
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#endif /* _SDL_cocoamouse_h */
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@ -21,6 +21,7 @@
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*/
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#include "SDL_config.h"
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#include "SDL_events.h"
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#include "SDL_cocoavideo.h"
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#include "../../events/SDL_mouse_c.h"
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@ -35,6 +36,87 @@ Cocoa_InitMouse(_THIS)
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data->mouse = SDL_AddMouse(&mouse, "Mouse", 0, 0, 1);
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}
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static int
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ConvertMouseButtonToSDL(int button)
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{
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switch (button)
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{
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case 0:
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return(SDL_BUTTON_LEFT); /* 1 */
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case 1:
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return(SDL_BUTTON_RIGHT); /* 3 */
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case 2:
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return(SDL_BUTTON_MIDDLE); /* 2 */
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}
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return button;
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}
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void
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Cocoa_HandleMouseEvent(_THIS, NSEvent *event)
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{
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SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
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SDL_Mouse *mouse = SDL_GetMouse(data->mouse);
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int i;
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NSPoint point;
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SDL_Window *window;
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/* See if there are any fullscreen windows that might handle this event */
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window = NULL;
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for (i = 0; i < _this->num_displays; ++i) {
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SDL_VideoDisplay *display = &_this->displays[i];
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SDL_Window *candidate = display->fullscreen_window;
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if (candidate) {
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SDL_DisplayData *displaydata = (SDL_DisplayData *)display->driverdata;
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NSRect rect = CGDisplayBounds(displaydata->display);
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point = [NSEvent mouseLocation];
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point.x = point.x - rect.origin.x;
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point.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - point.y - rect.origin.y;
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if (point.x < 0 || point.x >= candidate->w ||
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point.y < 0 || point.y >= candidate->h) {
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/* The mouse is out of this fullscreen display */
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if (mouse->focus == candidate->id) {
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SDL_SetMouseFocus(data->mouse, 0);
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}
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} else {
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/* This is it! */
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window = candidate;
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break;
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}
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}
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}
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if (!window) {
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return;
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}
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/* Set the focus appropriately */
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if (mouse->focus != window->id) {
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SDL_SetMouseFocus(data->mouse, window->id);
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}
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switch ([event type]) {
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case NSLeftMouseDown:
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case NSOtherMouseDown:
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case NSRightMouseDown:
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SDL_SendMouseButton(data->mouse, SDL_PRESSED, ConvertMouseButtonToSDL([event buttonNumber]));
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break;
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case NSLeftMouseUp:
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case NSOtherMouseUp:
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case NSRightMouseUp:
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SDL_SendMouseButton(data->mouse, SDL_RELEASED, ConvertMouseButtonToSDL([event buttonNumber]));
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break;
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case NSLeftMouseDragged:
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case NSRightMouseDragged:
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case NSOtherMouseDragged: /* usually middle mouse dragged */
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case NSMouseMoved:
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SDL_SendMouseMotion(data->mouse, 0, (int)point.x, (int)point.y, 0);
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break;
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default: /* just to avoid compiler warnings */
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break;
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}
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}
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void
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Cocoa_QuitMouse(_THIS)
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{
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@ -235,17 +235,8 @@ static __inline__ void ConvertNSRect(NSRect *r)
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index = _data->videodata->mouse;
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mouse = SDL_GetMouse(index);
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point = [NSEvent mouseLocation];
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if ( (window->flags & SDL_WINDOW_FULLSCREEN) ) {
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NSRect rect = CGDisplayBounds(_data->display);
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point.x = point.x - rect.origin.x;
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point.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - point.y - rect.origin.y;
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} else {
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point.x = point.x - window->x;
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point.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - point.y - window->y;
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}
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point = [theEvent locationInWindow];
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point.y = window->h - point.y;
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if ( point.x < 0 || point.x >= window->w ||
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point.y < 0 || point.y >= window->h ) {
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if (mouse->focus != 0) {
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