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1 /*
2     SDL - Simple DirectMedia Layer
3     Copyright (C) 1997-2006 Sam Lantinga
4 
5     This library is free software; you can redistribute it and/or
6     modify it under the terms of the GNU Lesser General Public
7     License as published by the Free Software Foundation; either
8     version 2.1 of the License, or (at your option) any later version.
9 
10     This library is distributed in the hope that it will be useful,
11     but WITHOUT ANY WARRANTY; without even the implied warranty of
12     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
13     Lesser General Public License for more details.
14 
15     You should have received a copy of the GNU Lesser General Public
16     License along with this library; if not, write to the Free Software
17     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
18 
19     Sam Lantinga
20     slouken@libsdl.org
21 */
22 #include "SDL_config.h"
23 
24 /* General mouse handling code for SDL */
25 
26 #include "SDL_events.h"
27 #include "SDL_events_c.h"
28 #include "../video/SDL_cursor_c.h"
29 #include "../video/SDL_sysvideo.h"
30 
31 
32 /* These are static for our mouse handling code */
33 static Sint16 SDL_MouseX = 0;
34 static Sint16 SDL_MouseY = 0;
35 static Sint16 SDL_DeltaX = 0;
36 static Sint16 SDL_DeltaY = 0;
37 static Uint8  SDL_ButtonState = 0;
38 
39 
40 /* Public functions */
SDL_MouseInit(void)41 int SDL_MouseInit(void)
42 {
43 	/* The mouse is at (0,0) */
44 	SDL_MouseX = 0;
45 	SDL_MouseY = 0;
46 	SDL_DeltaX = 0;
47 	SDL_DeltaY = 0;
48 	SDL_ButtonState = 0;
49 
50 	/* That's it! */
51 	return(0);
52 }
SDL_MouseQuit(void)53 void SDL_MouseQuit(void)
54 {
55 }
56 
57 /* We lost the mouse, so post button up messages for all pressed buttons */
SDL_ResetMouse(void)58 void SDL_ResetMouse(void)
59 {
60 	Uint8 i;
61 	for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
62 		if ( SDL_ButtonState & SDL_BUTTON(i) ) {
63 			SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
64 		}
65 	}
66 }
67 
SDL_GetMouseState(int * x,int * y)68 Uint8 SDL_GetMouseState (int *x, int *y)
69 {
70 	if ( x ) {
71 		*x = SDL_MouseX;
72 	}
73 	if ( y ) {
74 		*y = SDL_MouseY;
75 	}
76 	return(SDL_ButtonState);
77 }
78 
SDL_GetRelativeMouseState(int * x,int * y)79 Uint8 SDL_GetRelativeMouseState (int *x, int *y)
80 {
81 	if ( x )
82 		*x = SDL_DeltaX;
83 	if ( y )
84 		*y = SDL_DeltaY;
85 	SDL_DeltaX = 0;
86 	SDL_DeltaY = 0;
87 	return(SDL_ButtonState);
88 }
89 
ClipOffset(Sint16 * x,Sint16 * y)90 static void ClipOffset(Sint16 *x, Sint16 *y)
91 {
92 	/* This clips absolute mouse coordinates when the apparent
93 	   display surface is smaller than the real display surface.
94 	 */
95 	if ( SDL_VideoSurface->offset ) {
96 		*y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
97 		*x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
98 				SDL_VideoSurface->format->BytesPerPixel;
99 	}
100 }
101 
102 /* These are global for SDL_eventloop.c */
SDL_PrivateMouseMotion(Uint8 buttonstate,int relative,Sint16 x,Sint16 y)103 int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
104 {
105 	int posted;
106 	Uint16 X, Y;
107 	Sint16 Xrel;
108 	Sint16 Yrel;
109 
110 	/* Don't handle mouse motion if there's no cursor surface */
111 	if ( SDL_VideoSurface == NULL ) {
112 		return(0);
113 	}
114 
115 	/* Default buttonstate is the current one */
116 	if ( ! buttonstate ) {
117 		buttonstate = SDL_ButtonState;
118 	}
119 
120 	Xrel = x;
121 	Yrel = y;
122 	if ( relative ) {
123 		/* Push the cursor around */
124 		x = (SDL_MouseX+x);
125 		y = (SDL_MouseY+y);
126 	} else {
127 		/* Do we need to clip {x,y} ? */
128 		ClipOffset(&x, &y);
129 	}
130 
131 	/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
132 	if ( x < 0 )
133 		X = 0;
134 	else
135 	if ( x >= SDL_VideoSurface->w )
136 		X = SDL_VideoSurface->w-1;
137 	else
138 		X = (Uint16)x;
139 
140 	if ( y < 0 )
141 		Y = 0;
142 	else
143 	if ( y >= SDL_VideoSurface->h )
144 		Y = SDL_VideoSurface->h-1;
145 	else
146 		Y = (Uint16)y;
147 
148 	/* If not relative mode, generate relative motion from clamped X/Y.
149 	   This prevents lots of extraneous large delta relative motion when
150 	   the screen is windowed mode and the mouse is outside the window.
151 	*/
152 	if ( ! relative ) {
153 		Xrel = X-SDL_MouseX;
154 		Yrel = Y-SDL_MouseY;
155 	}
156 
157 	/* Drop events that don't change state */
158 	if ( ! Xrel && ! Yrel ) {
159 #if 0
160 printf("Mouse event didn't change state - dropped!\n");
161 #endif
162 		return(0);
163 	}
164 
165 	/* Update internal mouse state */
166 	SDL_ButtonState = buttonstate;
167 	SDL_MouseX = X;
168 	SDL_MouseY = Y;
169 	SDL_DeltaX += Xrel;
170 	SDL_DeltaY += Yrel;
171         SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
172 
173 	/* Post the event, if desired */
174 	posted = 0;
175 	if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
176 		SDL_Event event;
177 		SDL_memset(&event, 0, sizeof(event));
178 		event.type = SDL_MOUSEMOTION;
179 		event.motion.state = buttonstate;
180 		event.motion.x = X;
181 		event.motion.y = Y;
182 		event.motion.xrel = Xrel;
183 		event.motion.yrel = Yrel;
184 		if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
185 			posted = 1;
186 			SDL_PushEvent(&event);
187 		}
188 	}
189 	return(posted);
190 }
191 
SDL_PrivateMouseButton(Uint8 state,Uint8 button,Sint16 x,Sint16 y)192 int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
193 {
194 	SDL_Event event;
195 	int posted;
196 	int move_mouse;
197 	Uint8 buttonstate;
198 
199 	SDL_memset(&event, 0, sizeof(event));
200 
201 	/* Check parameters */
202 	if ( x || y ) {
203 		ClipOffset(&x, &y);
204 		move_mouse = 1;
205 		/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
206 		if ( x < 0 )
207 			x = 0;
208 		else
209 		if ( x >= SDL_VideoSurface->w )
210 			x = SDL_VideoSurface->w-1;
211 
212 		if ( y < 0 )
213 			y = 0;
214 		else
215 		if ( y >= SDL_VideoSurface->h )
216 			y = SDL_VideoSurface->h-1;
217 	} else {
218 		move_mouse = 0;
219 	}
220 	if ( ! x )
221 		x = SDL_MouseX;
222 	if ( ! y )
223 		y = SDL_MouseY;
224 
225 	/* Figure out which event to perform */
226 	buttonstate = SDL_ButtonState;
227 	switch ( state ) {
228 		case SDL_PRESSED:
229 			event.type = SDL_MOUSEBUTTONDOWN;
230 			buttonstate |= SDL_BUTTON(button);
231 			break;
232 		case SDL_RELEASED:
233 			event.type = SDL_MOUSEBUTTONUP;
234 			buttonstate &= ~SDL_BUTTON(button);
235 			break;
236 		default:
237 			/* Invalid state -- bail */
238 			return(0);
239 	}
240 
241 	/* Update internal mouse state */
242 	SDL_ButtonState = buttonstate;
243 	if ( move_mouse ) {
244 		SDL_MouseX = x;
245 		SDL_MouseY = y;
246 		SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
247 	}
248 
249 	/* Post the event, if desired */
250 	posted = 0;
251 	if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
252 		event.button.state = state;
253 		event.button.button = button;
254 		event.button.x = x;
255 		event.button.y = y;
256 		if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
257 			posted = 1;
258 			SDL_PushEvent(&event);
259 		}
260 	}
261 	return(posted);
262 }
263 
264