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-rw-r--r--source/3rd-party/SDL2/src/events/SDL_mouse.c1057
1 files changed, 1057 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/events/SDL_mouse.c b/source/3rd-party/SDL2/src/events/SDL_mouse.c
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+++ b/source/3rd-party/SDL2/src/events/SDL_mouse.c
@@ -0,0 +1,1057 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../SDL_internal.h"
+
+/* General mouse handling code for SDL */
+
+#include "SDL_assert.h"
+#include "SDL_hints.h"
+#include "SDL_timer.h"
+#include "SDL_events.h"
+#include "SDL_events_c.h"
+#include "../video/SDL_sysvideo.h"
+
+/* #define DEBUG_MOUSE */
+
+/* The mouse state */
+static SDL_Mouse SDL_mouse;
+
+static int
+SDL_PrivateSendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relative, int x, int y);
+
+static void SDLCALL
+SDL_MouseDoubleClickTimeChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
+{
+ SDL_Mouse *mouse = (SDL_Mouse *)userdata;
+
+ if (hint && *hint) {
+ mouse->double_click_time = SDL_atoi(hint);
+ } else {
+#ifdef __WIN32__
+ mouse->double_click_time = GetDoubleClickTime();
+#else
+ mouse->double_click_time = 500;
+#endif
+ }
+}
+
+static void SDLCALL
+SDL_MouseDoubleClickRadiusChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
+{
+ SDL_Mouse *mouse = (SDL_Mouse *)userdata;
+
+ if (hint && *hint) {
+ mouse->double_click_radius = SDL_atoi(hint);
+ } else {
+ mouse->double_click_radius = 32; /* 32 pixels seems about right for touch interfaces */
+ }
+}
+
+static void SDLCALL
+SDL_MouseNormalSpeedScaleChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
+{
+ SDL_Mouse *mouse = (SDL_Mouse *)userdata;
+
+ if (hint && *hint) {
+ mouse->normal_speed_scale = (float)SDL_atof(hint);
+ } else {
+ mouse->normal_speed_scale = 1.0f;
+ }
+}
+
+static void SDLCALL
+SDL_MouseRelativeSpeedScaleChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
+{
+ SDL_Mouse *mouse = (SDL_Mouse *)userdata;
+
+ if (hint && *hint) {
+ mouse->relative_speed_scale = (float)SDL_atof(hint);
+ } else {
+ mouse->relative_speed_scale = 1.0f;
+ }
+}
+
+static void SDLCALL
+SDL_TouchMouseEventsChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
+{
+ SDL_Mouse *mouse = (SDL_Mouse *)userdata;
+
+ if (hint && (*hint == '0' || SDL_strcasecmp(hint, "false") == 0)) {
+ mouse->touch_mouse_events = SDL_FALSE;
+ } else {
+ mouse->touch_mouse_events = SDL_TRUE;
+ }
+}
+
+/* Public functions */
+int
+SDL_MouseInit(void)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ SDL_zerop(mouse);
+
+ SDL_AddHintCallback(SDL_HINT_MOUSE_DOUBLE_CLICK_TIME,
+ SDL_MouseDoubleClickTimeChanged, mouse);
+
+ SDL_AddHintCallback(SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS,
+ SDL_MouseDoubleClickRadiusChanged, mouse);
+
+ SDL_AddHintCallback(SDL_HINT_MOUSE_NORMAL_SPEED_SCALE,
+ SDL_MouseNormalSpeedScaleChanged, mouse);
+
+ SDL_AddHintCallback(SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE,
+ SDL_MouseRelativeSpeedScaleChanged, mouse);
+
+ SDL_AddHintCallback(SDL_HINT_TOUCH_MOUSE_EVENTS,
+ SDL_TouchMouseEventsChanged, mouse);
+
+ mouse->cursor_shown = SDL_TRUE;
+
+ return (0);
+}
+
+void
+SDL_SetDefaultCursor(SDL_Cursor * cursor)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ mouse->def_cursor = cursor;
+ if (!mouse->cur_cursor) {
+ SDL_SetCursor(cursor);
+ }
+}
+
+SDL_Mouse *
+SDL_GetMouse(void)
+{
+ return &SDL_mouse;
+}
+
+SDL_Window *
+SDL_GetMouseFocus(void)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ return mouse->focus;
+}
+
+#if 0
+void
+SDL_ResetMouse(void)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ Uint8 i;
+
+#ifdef DEBUG_MOUSE
+ printf("Resetting mouse\n");
+#endif
+ for (i = 1; i <= sizeof(mouse->buttonstate)*8; ++i) {
+ if (mouse->buttonstate & SDL_BUTTON(i)) {
+ SDL_SendMouseButton(mouse->focus, mouse->mouseID, SDL_RELEASED, i);
+ }
+ }
+ SDL_assert(mouse->buttonstate == 0);
+}
+#endif
+
+void
+SDL_SetMouseFocus(SDL_Window * window)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ if (mouse->focus == window) {
+ return;
+ }
+
+ /* Actually, this ends up being a bad idea, because most operating
+ systems have an implicit grab when you press the mouse button down
+ so you can drag things out of the window and then get the mouse up
+ when it happens. So, #if 0...
+ */
+#if 0
+ if (mouse->focus && !window) {
+ /* We won't get anymore mouse messages, so reset mouse state */
+ SDL_ResetMouse();
+ }
+#endif
+
+ /* See if the current window has lost focus */
+ if (mouse->focus) {
+ SDL_SendWindowEvent(mouse->focus, SDL_WINDOWEVENT_LEAVE, 0, 0);
+ }
+
+ mouse->focus = window;
+ mouse->has_position = SDL_FALSE;
+
+ if (mouse->focus) {
+ SDL_SendWindowEvent(mouse->focus, SDL_WINDOWEVENT_ENTER, 0, 0);
+ }
+
+ /* Update cursor visibility */
+ SDL_SetCursor(NULL);
+}
+
+/* Check to see if we need to synthesize focus events */
+static SDL_bool
+SDL_UpdateMouseFocus(SDL_Window * window, int x, int y, Uint32 buttonstate)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ SDL_bool inWindow = SDL_TRUE;
+
+ if (window && ((window->flags & SDL_WINDOW_MOUSE_CAPTURE) == 0)) {
+ int w, h;
+ SDL_GetWindowSize(window, &w, &h);
+ if (x < 0 || y < 0 || x >= w || y >= h) {
+ inWindow = SDL_FALSE;
+ }
+ }
+
+/* Linux doesn't give you mouse events outside your window unless you grab
+ the pointer.
+
+ Windows doesn't give you mouse events outside your window unless you call
+ SetCapture().
+
+ Both of these are slightly scary changes, so for now we'll punt and if the
+ mouse leaves the window you'll lose mouse focus and reset button state.
+*/
+#ifdef SUPPORT_DRAG_OUTSIDE_WINDOW
+ if (!inWindow && !buttonstate) {
+#else
+ if (!inWindow) {
+#endif
+ if (window == mouse->focus) {
+#ifdef DEBUG_MOUSE
+ printf("Mouse left window, synthesizing move & focus lost event\n");
+#endif
+ SDL_PrivateSendMouseMotion(window, mouse->mouseID, 0, x, y);
+ SDL_SetMouseFocus(NULL);
+ }
+ return SDL_FALSE;
+ }
+
+ if (window != mouse->focus) {
+#ifdef DEBUG_MOUSE
+ printf("Mouse entered window, synthesizing focus gain & move event\n");
+#endif
+ SDL_SetMouseFocus(window);
+ SDL_PrivateSendMouseMotion(window, mouse->mouseID, 0, x, y);
+ }
+ return SDL_TRUE;
+}
+
+int
+SDL_SendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relative, int x, int y)
+{
+ if (window && !relative) {
+ SDL_Mouse *mouse = SDL_GetMouse();
+ if (!SDL_UpdateMouseFocus(window, x, y, mouse->buttonstate)) {
+ return 0;
+ }
+ }
+
+ return SDL_PrivateSendMouseMotion(window, mouseID, relative, x, y);
+}
+
+static int
+GetScaledMouseDelta(float scale, int value, float *accum)
+{
+ if (scale != 1.0f) {
+ *accum += scale * value;
+ if (*accum >= 0.0f) {
+ value = (int)SDL_floor(*accum);
+ } else {
+ value = (int)SDL_ceil(*accum);
+ }
+ *accum -= value;
+ }
+ return value;
+}
+
+static int
+SDL_PrivateSendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relative, int x, int y)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ int posted;
+ int xrel;
+ int yrel;
+
+ if (mouseID == SDL_TOUCH_MOUSEID && !mouse->touch_mouse_events) {
+ return 0;
+ }
+
+ if (mouseID != SDL_TOUCH_MOUSEID && mouse->relative_mode_warp) {
+ int center_x = 0, center_y = 0;
+ SDL_GetWindowSize(window, &center_x, &center_y);
+ center_x /= 2;
+ center_y /= 2;
+ if (x == center_x && y == center_y) {
+ mouse->last_x = center_x;
+ mouse->last_y = center_y;
+ return 0;
+ }
+ SDL_WarpMouseInWindow(window, center_x, center_y);
+ }
+
+ if (relative) {
+ if (mouse->relative_mode) {
+ x = GetScaledMouseDelta(mouse->relative_speed_scale, x, &mouse->scale_accum_x);
+ y = GetScaledMouseDelta(mouse->relative_speed_scale, y, &mouse->scale_accum_y);
+ } else {
+ x = GetScaledMouseDelta(mouse->normal_speed_scale, x, &mouse->scale_accum_x);
+ y = GetScaledMouseDelta(mouse->normal_speed_scale, y, &mouse->scale_accum_y);
+ }
+ xrel = x;
+ yrel = y;
+ x = (mouse->last_x + xrel);
+ y = (mouse->last_y + yrel);
+ } else {
+ xrel = x - mouse->last_x;
+ yrel = y - mouse->last_y;
+ }
+
+ /* Drop events that don't change state */
+ if (!xrel && !yrel) {
+#ifdef DEBUG_MOUSE
+ printf("Mouse event didn't change state - dropped!\n");
+#endif
+ return 0;
+ }
+
+ /* Ignore relative motion when first positioning the mouse */
+ if (!mouse->has_position) {
+ xrel = 0;
+ yrel = 0;
+ mouse->has_position = SDL_TRUE;
+ }
+
+ /* Ignore relative motion positioning the first touch */
+ if (mouseID == SDL_TOUCH_MOUSEID && !mouse->buttonstate) {
+ xrel = 0;
+ yrel = 0;
+ }
+
+ /* Update internal mouse coordinates */
+ if (!mouse->relative_mode) {
+ mouse->x = x;
+ mouse->y = y;
+ } else {
+ mouse->x += xrel;
+ mouse->y += yrel;
+ }
+
+ /* make sure that the pointers find themselves inside the windows,
+ unless we have the mouse captured. */
+ if (window && ((window->flags & SDL_WINDOW_MOUSE_CAPTURE) == 0)) {
+ int x_max = 0, y_max = 0;
+
+ /* !!! FIXME: shouldn't this be (window) instead of (mouse->focus)? */
+ SDL_GetWindowSize(mouse->focus, &x_max, &y_max);
+ --x_max;
+ --y_max;
+
+ if (mouse->x > x_max) {
+ mouse->x = x_max;
+ }
+ if (mouse->x < 0) {
+ mouse->x = 0;
+ }
+
+ if (mouse->y > y_max) {
+ mouse->y = y_max;
+ }
+ if (mouse->y < 0) {
+ mouse->y = 0;
+ }
+ }
+
+ mouse->xdelta += xrel;
+ mouse->ydelta += yrel;
+
+ /* Move the mouse cursor, if needed */
+ if (mouse->cursor_shown && !mouse->relative_mode &&
+ mouse->MoveCursor && mouse->cur_cursor) {
+ mouse->MoveCursor(mouse->cur_cursor);
+ }
+
+ /* Post the event, if desired */
+ posted = 0;
+ if (SDL_GetEventState(SDL_MOUSEMOTION) == SDL_ENABLE) {
+ SDL_Event event;
+ event.motion.type = SDL_MOUSEMOTION;
+ event.motion.windowID = mouse->focus ? mouse->focus->id : 0;
+ event.motion.which = mouseID;
+ event.motion.state = mouse->buttonstate;
+ event.motion.x = mouse->x;
+ event.motion.y = mouse->y;
+ event.motion.xrel = xrel;
+ event.motion.yrel = yrel;
+ posted = (SDL_PushEvent(&event) > 0);
+ }
+ if (relative) {
+ mouse->last_x = mouse->x;
+ mouse->last_y = mouse->y;
+ } else {
+ /* Use unclamped values if we're getting events outside the window */
+ mouse->last_x = x;
+ mouse->last_y = y;
+ }
+ return posted;
+}
+
+static SDL_MouseClickState *GetMouseClickState(SDL_Mouse *mouse, Uint8 button)
+{
+ if (button >= mouse->num_clickstates) {
+ int i, count = button + 1;
+ SDL_MouseClickState *clickstate = (SDL_MouseClickState *)SDL_realloc(mouse->clickstate, count * sizeof(*mouse->clickstate));
+ if (!clickstate) {
+ return NULL;
+ }
+ mouse->clickstate = clickstate;
+
+ for (i = mouse->num_clickstates; i < count; ++i) {
+ SDL_zero(mouse->clickstate[i]);
+ }
+ mouse->num_clickstates = count;
+ }
+ return &mouse->clickstate[button];
+}
+
+static int
+SDL_PrivateSendMouseButton(SDL_Window * window, SDL_MouseID mouseID, Uint8 state, Uint8 button, int clicks)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ int posted;
+ Uint32 type;
+ Uint32 buttonstate = mouse->buttonstate;
+
+ if (mouseID == SDL_TOUCH_MOUSEID && !mouse->touch_mouse_events) {
+ return 0;
+ }
+
+ /* Figure out which event to perform */
+ switch (state) {
+ case SDL_PRESSED:
+ type = SDL_MOUSEBUTTONDOWN;
+ buttonstate |= SDL_BUTTON(button);
+ break;
+ case SDL_RELEASED:
+ type = SDL_MOUSEBUTTONUP;
+ buttonstate &= ~SDL_BUTTON(button);
+ break;
+ default:
+ /* Invalid state -- bail */
+ return 0;
+ }
+
+ /* We do this after calculating buttonstate so button presses gain focus */
+ if (window && state == SDL_PRESSED) {
+ SDL_UpdateMouseFocus(window, mouse->x, mouse->y, buttonstate);
+ }
+
+ if (buttonstate == mouse->buttonstate) {
+ /* Ignore this event, no state change */
+ return 0;
+ }
+ mouse->buttonstate = buttonstate;
+
+ if (clicks < 0) {
+ SDL_MouseClickState *clickstate = GetMouseClickState(mouse, button);
+ if (clickstate) {
+ if (state == SDL_PRESSED) {
+ Uint32 now = SDL_GetTicks();
+
+ if (SDL_TICKS_PASSED(now, clickstate->last_timestamp + mouse->double_click_time) ||
+ SDL_abs(mouse->x - clickstate->last_x) > mouse->double_click_radius ||
+ SDL_abs(mouse->y - clickstate->last_y) > mouse->double_click_radius) {
+ clickstate->click_count = 0;
+ }
+ clickstate->last_timestamp = now;
+ clickstate->last_x = mouse->x;
+ clickstate->last_y = mouse->y;
+ if (clickstate->click_count < 255) {
+ ++clickstate->click_count;
+ }
+ }
+ clicks = clickstate->click_count;
+ } else {
+ clicks = 1;
+ }
+ }
+
+ /* Post the event, if desired */
+ posted = 0;
+ if (SDL_GetEventState(type) == SDL_ENABLE) {
+ SDL_Event event;
+ event.type = type;
+ event.button.windowID = mouse->focus ? mouse->focus->id : 0;
+ event.button.which = mouseID;
+ event.button.state = state;
+ event.button.button = button;
+ event.button.clicks = (Uint8) SDL_min(clicks, 255);
+ event.button.x = mouse->x;
+ event.button.y = mouse->y;
+ posted = (SDL_PushEvent(&event) > 0);
+ }
+
+ /* We do this after dispatching event so button releases can lose focus */
+ if (window && state == SDL_RELEASED) {
+ SDL_UpdateMouseFocus(window, mouse->x, mouse->y, buttonstate);
+ }
+
+ return posted;
+}
+
+int
+SDL_SendMouseButtonClicks(SDL_Window * window, SDL_MouseID mouseID, Uint8 state, Uint8 button, int clicks)
+{
+ clicks = SDL_max(clicks, 0);
+ return SDL_PrivateSendMouseButton(window, mouseID, state, button, clicks);
+}
+
+int
+SDL_SendMouseButton(SDL_Window * window, SDL_MouseID mouseID, Uint8 state, Uint8 button)
+{
+ return SDL_PrivateSendMouseButton(window, mouseID, state, button, -1);
+}
+
+int
+SDL_SendMouseWheel(SDL_Window * window, SDL_MouseID mouseID, float x, float y, SDL_MouseWheelDirection direction)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ int posted;
+ int integral_x, integral_y;
+
+ if (window) {
+ SDL_SetMouseFocus(window);
+ }
+
+ if (!x && !y) {
+ return 0;
+ }
+
+ mouse->accumulated_wheel_x += x;
+ if (mouse->accumulated_wheel_x > 0) {
+ integral_x = (int)SDL_floor(mouse->accumulated_wheel_x);
+ } else if (mouse->accumulated_wheel_x < 0) {
+ integral_x = (int)SDL_ceil(mouse->accumulated_wheel_x);
+ } else {
+ integral_x = 0;
+ }
+ mouse->accumulated_wheel_x -= integral_x;
+
+ mouse->accumulated_wheel_y += y;
+ if (mouse->accumulated_wheel_y > 0) {
+ integral_y = (int)SDL_floor(mouse->accumulated_wheel_y);
+ } else if (mouse->accumulated_wheel_y < 0) {
+ integral_y = (int)SDL_ceil(mouse->accumulated_wheel_y);
+ } else {
+ integral_y = 0;
+ }
+ mouse->accumulated_wheel_y -= integral_y;
+
+ /* Post the event, if desired */
+ posted = 0;
+ if (SDL_GetEventState(SDL_MOUSEWHEEL) == SDL_ENABLE) {
+ SDL_Event event;
+ event.type = SDL_MOUSEWHEEL;
+ event.wheel.windowID = mouse->focus ? mouse->focus->id : 0;
+ event.wheel.which = mouseID;
+#if 0 /* Uncomment this when it goes in for SDL 2.1 */
+ event.wheel.preciseX = x;
+ event.wheel.preciseY = y;
+#endif
+ event.wheel.x = integral_x;
+ event.wheel.y = integral_y;
+ event.wheel.direction = (Uint32)direction;
+ posted = (SDL_PushEvent(&event) > 0);
+ }
+ return posted;
+}
+
+void
+SDL_MouseQuit(void)
+{
+ SDL_Cursor *cursor, *next;
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ if (mouse->CaptureMouse) {
+ SDL_CaptureMouse(SDL_FALSE);
+ }
+ SDL_SetRelativeMouseMode(SDL_FALSE);
+ SDL_ShowCursor(1);
+
+ cursor = mouse->cursors;
+ while (cursor) {
+ next = cursor->next;
+ SDL_FreeCursor(cursor);
+ cursor = next;
+ }
+ mouse->cursors = NULL;
+
+ if (mouse->def_cursor && mouse->FreeCursor) {
+ mouse->FreeCursor(mouse->def_cursor);
+ mouse->def_cursor = NULL;
+ }
+
+ if (mouse->clickstate) {
+ SDL_free(mouse->clickstate);
+ mouse->clickstate = NULL;
+ }
+
+ SDL_DelHintCallback(SDL_HINT_MOUSE_NORMAL_SPEED_SCALE,
+ SDL_MouseNormalSpeedScaleChanged, mouse);
+
+ SDL_DelHintCallback(SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE,
+ SDL_MouseRelativeSpeedScaleChanged, mouse);
+}
+
+Uint32
+SDL_GetMouseState(int *x, int *y)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ if (x) {
+ *x = mouse->x;
+ }
+ if (y) {
+ *y = mouse->y;
+ }
+ return mouse->buttonstate;
+}
+
+Uint32
+SDL_GetRelativeMouseState(int *x, int *y)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ if (x) {
+ *x = mouse->xdelta;
+ }
+ if (y) {
+ *y = mouse->ydelta;
+ }
+ mouse->xdelta = 0;
+ mouse->ydelta = 0;
+ return mouse->buttonstate;
+}
+
+Uint32
+SDL_GetGlobalMouseState(int *x, int *y)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ int tmpx, tmpy;
+
+ /* make sure these are never NULL for the backend implementations... */
+ if (!x) {
+ x = &tmpx;
+ }
+ if (!y) {
+ y = &tmpy;
+ }
+
+ *x = *y = 0;
+
+ if (!mouse->GetGlobalMouseState) {
+ return 0;
+ }
+
+ return mouse->GetGlobalMouseState(x, y);
+}
+
+void
+SDL_WarpMouseInWindow(SDL_Window * window, int x, int y)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ if (window == NULL) {
+ window = mouse->focus;
+ }
+
+ if (window == NULL) {
+ return;
+ }
+
+ if (mouse->WarpMouse) {
+ mouse->WarpMouse(window, x, y);
+ } else {
+ SDL_SendMouseMotion(window, mouse->mouseID, 0, x, y);
+ }
+}
+
+int
+SDL_WarpMouseGlobal(int x, int y)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ if (mouse->WarpMouseGlobal) {
+ return mouse->WarpMouseGlobal(x, y);
+ }
+
+ return SDL_Unsupported();
+}
+
+static SDL_bool
+ShouldUseRelativeModeWarp(SDL_Mouse *mouse)
+{
+ if (!mouse->SetRelativeMouseMode) {
+ SDL_assert(mouse->WarpMouse); /* Need this functionality for relative mode warp implementation */
+ return SDL_TRUE;
+ }
+
+ return SDL_GetHintBoolean(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, SDL_FALSE);
+}
+
+int
+SDL_SetRelativeMouseMode(SDL_bool enabled)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ SDL_Window *focusWindow = SDL_GetKeyboardFocus();
+
+ if (enabled == mouse->relative_mode) {
+ return 0;
+ }
+
+ if (enabled && focusWindow) {
+ /* Center it in the focused window to prevent clicks from going through
+ * to background windows.
+ */
+ SDL_SetMouseFocus(focusWindow);
+ SDL_WarpMouseInWindow(focusWindow, focusWindow->w/2, focusWindow->h/2);
+ }
+
+ /* Set the relative mode */
+ if (!enabled && mouse->relative_mode_warp) {
+ mouse->relative_mode_warp = SDL_FALSE;
+ } else if (enabled && ShouldUseRelativeModeWarp(mouse)) {
+ mouse->relative_mode_warp = SDL_TRUE;
+ } else if (mouse->SetRelativeMouseMode(enabled) < 0) {
+ if (enabled) {
+ /* Fall back to warp mode if native relative mode failed */
+ if (!mouse->WarpMouse) {
+ return SDL_SetError("No relative mode implementation available");
+ }
+ mouse->relative_mode_warp = SDL_TRUE;
+ }
+ }
+ mouse->relative_mode = enabled;
+ mouse->scale_accum_x = 0.0f;
+ mouse->scale_accum_y = 0.0f;
+
+ if (mouse->focus) {
+ SDL_UpdateWindowGrab(mouse->focus);
+
+ /* Put the cursor back to where the application expects it */
+ if (!enabled) {
+ SDL_WarpMouseInWindow(mouse->focus, mouse->x, mouse->y);
+ }
+ }
+
+ /* Flush pending mouse motion - ideally we would pump events, but that's not always safe */
+ SDL_FlushEvent(SDL_MOUSEMOTION);
+
+ /* Update cursor visibility */
+ SDL_SetCursor(NULL);
+
+ return 0;
+}
+
+SDL_bool
+SDL_GetRelativeMouseMode()
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ return mouse->relative_mode;
+}
+
+int
+SDL_CaptureMouse(SDL_bool enabled)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ SDL_Window *focusWindow;
+ SDL_bool isCaptured;
+
+ if (!mouse->CaptureMouse) {
+ return SDL_Unsupported();
+ }
+
+ focusWindow = SDL_GetKeyboardFocus();
+
+ isCaptured = focusWindow && (focusWindow->flags & SDL_WINDOW_MOUSE_CAPTURE);
+ if (isCaptured == enabled) {
+ return 0; /* already done! */
+ }
+
+ if (enabled) {
+ if (!focusWindow) {
+ return SDL_SetError("No window has focus");
+ } else if (mouse->CaptureMouse(focusWindow) == -1) {
+ return -1; /* CaptureMouse() should call SetError */
+ }
+ focusWindow->flags |= SDL_WINDOW_MOUSE_CAPTURE;
+ } else {
+ if (mouse->CaptureMouse(NULL) == -1) {
+ return -1; /* CaptureMouse() should call SetError */
+ }
+ focusWindow->flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
+ }
+
+ return 0;
+}
+
+SDL_Cursor *
+SDL_CreateCursor(const Uint8 * data, const Uint8 * mask,
+ int w, int h, int hot_x, int hot_y)
+{
+ SDL_Surface *surface;
+ SDL_Cursor *cursor;
+ int x, y;
+ Uint32 *pixel;
+ Uint8 datab = 0, maskb = 0;
+ const Uint32 black = 0xFF000000;
+ const Uint32 white = 0xFFFFFFFF;
+ const Uint32 transparent = 0x00000000;
+
+ /* Make sure the width is a multiple of 8 */
+ w = ((w + 7) & ~7);
+
+ /* Create the surface from a bitmap */
+ surface = SDL_CreateRGBSurface(0, w, h, 32,
+ 0x00FF0000,
+ 0x0000FF00,
+ 0x000000FF,
+ 0xFF000000);
+ if (!surface) {
+ return NULL;
+ }
+ for (y = 0; y < h; ++y) {
+ pixel = (Uint32 *) ((Uint8 *) surface->pixels + y * surface->pitch);
+ for (x = 0; x < w; ++x) {
+ if ((x % 8) == 0) {
+ datab = *data++;
+ maskb = *mask++;
+ }
+ if (maskb & 0x80) {
+ *pixel++ = (datab & 0x80) ? black : white;
+ } else {
+ *pixel++ = (datab & 0x80) ? black : transparent;
+ }
+ datab <<= 1;
+ maskb <<= 1;
+ }
+ }
+
+ cursor = SDL_CreateColorCursor(surface, hot_x, hot_y);
+
+ SDL_FreeSurface(surface);
+
+ return cursor;
+}
+
+SDL_Cursor *
+SDL_CreateColorCursor(SDL_Surface *surface, int hot_x, int hot_y)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ SDL_Surface *temp = NULL;
+ SDL_Cursor *cursor;
+
+ if (!surface) {
+ SDL_SetError("Passed NULL cursor surface");
+ return NULL;
+ }
+
+ if (!mouse->CreateCursor) {
+ SDL_SetError("Cursors are not currently supported");
+ return NULL;
+ }
+
+ /* Sanity check the hot spot */
+ if ((hot_x < 0) || (hot_y < 0) ||
+ (hot_x >= surface->w) || (hot_y >= surface->h)) {
+ SDL_SetError("Cursor hot spot doesn't lie within cursor");
+ return NULL;
+ }
+
+ if (surface->format->format != SDL_PIXELFORMAT_ARGB8888) {
+ temp = SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_ARGB8888, 0);
+ if (!temp) {
+ return NULL;
+ }
+ surface = temp;
+ }
+
+ cursor = mouse->CreateCursor(surface, hot_x, hot_y);
+ if (cursor) {
+ cursor->next = mouse->cursors;
+ mouse->cursors = cursor;
+ }
+
+ SDL_FreeSurface(temp);
+
+ return cursor;
+}
+
+SDL_Cursor *
+SDL_CreateSystemCursor(SDL_SystemCursor id)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ SDL_Cursor *cursor;
+
+ if (!mouse->CreateSystemCursor) {
+ SDL_SetError("CreateSystemCursor is not currently supported");
+ return NULL;
+ }
+
+ cursor = mouse->CreateSystemCursor(id);
+ if (cursor) {
+ cursor->next = mouse->cursors;
+ mouse->cursors = cursor;
+ }
+
+ return cursor;
+}
+
+/* SDL_SetCursor(NULL) can be used to force the cursor redraw,
+ if this is desired for any reason. This is used when setting
+ the video mode and when the SDL window gains the mouse focus.
+ */
+void
+SDL_SetCursor(SDL_Cursor * cursor)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ /* Set the new cursor */
+ if (cursor) {
+ /* Make sure the cursor is still valid for this mouse */
+ if (cursor != mouse->def_cursor) {
+ SDL_Cursor *found;
+ for (found = mouse->cursors; found; found = found->next) {
+ if (found == cursor) {
+ break;
+ }
+ }
+ if (!found) {
+ SDL_SetError("Cursor not associated with the current mouse");
+ return;
+ }
+ }
+ mouse->cur_cursor = cursor;
+ } else {
+ if (mouse->focus) {
+ cursor = mouse->cur_cursor;
+ } else {
+ cursor = mouse->def_cursor;
+ }
+ }
+
+ if (cursor && mouse->cursor_shown && !mouse->relative_mode) {
+ if (mouse->ShowCursor) {
+ mouse->ShowCursor(cursor);
+ }
+ } else {
+ if (mouse->ShowCursor) {
+ mouse->ShowCursor(NULL);
+ }
+ }
+}
+
+SDL_Cursor *
+SDL_GetCursor(void)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ if (!mouse) {
+ return NULL;
+ }
+ return mouse->cur_cursor;
+}
+
+SDL_Cursor *
+SDL_GetDefaultCursor(void)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+
+ if (!mouse) {
+ return NULL;
+ }
+ return mouse->def_cursor;
+}
+
+void
+SDL_FreeCursor(SDL_Cursor * cursor)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ SDL_Cursor *curr, *prev;
+
+ if (!cursor) {
+ return;
+ }
+
+ if (cursor == mouse->def_cursor) {
+ return;
+ }
+ if (cursor == mouse->cur_cursor) {
+ SDL_SetCursor(mouse->def_cursor);
+ }
+
+ for (prev = NULL, curr = mouse->cursors; curr;
+ prev = curr, curr = curr->next) {
+ if (curr == cursor) {
+ if (prev) {
+ prev->next = curr->next;
+ } else {
+ mouse->cursors = curr->next;
+ }
+
+ if (mouse->FreeCursor) {
+ mouse->FreeCursor(curr);
+ }
+ return;
+ }
+ }
+}
+
+int
+SDL_ShowCursor(int toggle)
+{
+ SDL_Mouse *mouse = SDL_GetMouse();
+ SDL_bool shown;
+
+ if (!mouse) {
+ return 0;
+ }
+
+ shown = mouse->cursor_shown;
+ if (toggle >= 0) {
+ if (toggle) {
+ mouse->cursor_shown = SDL_TRUE;
+ } else {
+ mouse->cursor_shown = SDL_FALSE;
+ }
+ if (mouse->cursor_shown != shown) {
+ SDL_SetCursor(NULL);
+ }
+ }
+ return shown;
+}
+
+/* vi: set ts=4 sw=4 expandtab: */