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Diffstat (limited to 'source/3rd-party/SDL2/src/video/cocoa/SDL_cocoamousetap.m')
-rw-r--r-- | source/3rd-party/SDL2/src/video/cocoa/SDL_cocoamousetap.m | 286 |
1 files changed, 286 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/video/cocoa/SDL_cocoamousetap.m b/source/3rd-party/SDL2/src/video/cocoa/SDL_cocoamousetap.m new file mode 100644 index 0000000..aa4f152 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/cocoa/SDL_cocoamousetap.m @@ -0,0 +1,286 @@ +/* + 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" + +#if SDL_VIDEO_DRIVER_COCOA + +#include "SDL_cocoamousetap.h" + +/* Event taps are forbidden in the Mac App Store, so we can only enable this + * code if your app doesn't need to ship through the app store. + * This code makes it so that a grabbed cursor cannot "leak" a mouse click + * past the edge of the window if moving the cursor too fast. + */ +#if SDL_MAC_NO_SANDBOX + +#include "SDL_keyboard.h" +#include "SDL_cocoavideo.h" +#include "../../thread/SDL_systhread.h" + +#include "../../events/SDL_mouse_c.h" + +typedef struct { + CFMachPortRef tap; + CFRunLoopRef runloop; + CFRunLoopSourceRef runloopSource; + SDL_Thread *thread; + SDL_sem *runloopStartedSemaphore; +} SDL_MouseEventTapData; + +static const CGEventMask movementEventsMask = + CGEventMaskBit(kCGEventLeftMouseDragged) + | CGEventMaskBit(kCGEventRightMouseDragged) + | CGEventMaskBit(kCGEventMouseMoved); + +static const CGEventMask allGrabbedEventsMask = + CGEventMaskBit(kCGEventLeftMouseDown) | CGEventMaskBit(kCGEventLeftMouseUp) + | CGEventMaskBit(kCGEventRightMouseDown) | CGEventMaskBit(kCGEventRightMouseUp) + | CGEventMaskBit(kCGEventOtherMouseDown) | CGEventMaskBit(kCGEventOtherMouseUp) + | CGEventMaskBit(kCGEventLeftMouseDragged) | CGEventMaskBit(kCGEventRightMouseDragged) + | CGEventMaskBit(kCGEventMouseMoved); + +static CGEventRef +Cocoa_MouseTapCallback(CGEventTapProxy proxy, CGEventType type, CGEventRef event, void *refcon) +{ + SDL_MouseEventTapData *tapdata = (SDL_MouseEventTapData*)refcon; + SDL_Mouse *mouse = SDL_GetMouse(); + SDL_Window *window = SDL_GetKeyboardFocus(); + NSWindow *nswindow; + NSRect windowRect; + CGPoint eventLocation; + + switch (type) { + case kCGEventTapDisabledByTimeout: + { + CGEventTapEnable(tapdata->tap, true); + return NULL; + } + case kCGEventTapDisabledByUserInput: + { + return NULL; + } + default: + break; + } + + + if (!window || !mouse) { + return event; + } + + if (mouse->relative_mode) { + return event; + } + + if (!(window->flags & SDL_WINDOW_INPUT_GRABBED)) { + return event; + } + + /* This is the same coordinate system as Cocoa uses. */ + nswindow = ((SDL_WindowData *) window->driverdata)->nswindow; + eventLocation = CGEventGetUnflippedLocation(event); + windowRect = [nswindow contentRectForFrameRect:[nswindow frame]]; + + if (!NSMouseInRect(NSPointFromCGPoint(eventLocation), windowRect, NO)) { + + /* This is in CGs global screenspace coordinate system, which has a + * flipped Y. + */ + CGPoint newLocation = CGEventGetLocation(event); + + if (eventLocation.x < NSMinX(windowRect)) { + newLocation.x = NSMinX(windowRect); + } else if (eventLocation.x >= NSMaxX(windowRect)) { + newLocation.x = NSMaxX(windowRect) - 1.0; + } + + if (eventLocation.y <= NSMinY(windowRect)) { + newLocation.y -= (NSMinY(windowRect) - eventLocation.y + 1); + } else if (eventLocation.y > NSMaxY(windowRect)) { + newLocation.y += (eventLocation.y - NSMaxY(windowRect)); + } + + CGWarpMouseCursorPosition(newLocation); + CGAssociateMouseAndMouseCursorPosition(YES); + + if ((CGEventMaskBit(type) & movementEventsMask) == 0) { + /* For click events, we just constrain the event to the window, so + * no other app receives the click event. We can't due the same to + * movement events, since they mean that our warp cursor above + * behaves strangely. + */ + CGEventSetLocation(event, newLocation); + } + } + + return event; +} + +static void +SemaphorePostCallback(CFRunLoopTimerRef timer, void *info) +{ + SDL_SemPost((SDL_sem*)info); +} + +static int +Cocoa_MouseTapThread(void *data) +{ + SDL_MouseEventTapData *tapdata = (SDL_MouseEventTapData*)data; + + /* Tap was created on main thread but we own it now. */ + CFMachPortRef eventTap = tapdata->tap; + if (eventTap) { + /* Try to create a runloop source we can schedule. */ + CFRunLoopSourceRef runloopSource = CFMachPortCreateRunLoopSource(kCFAllocatorDefault, eventTap, 0); + if (runloopSource) { + tapdata->runloopSource = runloopSource; + } else { + CFRelease(eventTap); + SDL_SemPost(tapdata->runloopStartedSemaphore); + /* TODO: Both here and in the return below, set some state in + * tapdata to indicate that initialization failed, which we should + * check in InitMouseEventTap, after we move the semaphore check + * from Quit to Init. + */ + return 1; + } + } else { + SDL_SemPost(tapdata->runloopStartedSemaphore); + return 1; + } + + tapdata->runloop = CFRunLoopGetCurrent(); + CFRunLoopAddSource(tapdata->runloop, tapdata->runloopSource, kCFRunLoopCommonModes); + CFRunLoopTimerContext context = {.info = tapdata->runloopStartedSemaphore}; + /* We signal the runloop started semaphore *after* the run loop has started, indicating it's safe to CFRunLoopStop it. */ + CFRunLoopTimerRef timer = CFRunLoopTimerCreate(kCFAllocatorDefault, CFAbsoluteTimeGetCurrent(), 0, 0, 0, &SemaphorePostCallback, &context); + CFRunLoopAddTimer(tapdata->runloop, timer, kCFRunLoopCommonModes); + CFRelease(timer); + + /* Run the event loop to handle events in the event tap. */ + CFRunLoopRun(); + /* Make sure this is signaled so that SDL_QuitMouseEventTap knows it can safely SDL_WaitThread for us. */ + if (SDL_SemValue(tapdata->runloopStartedSemaphore) < 1) { + SDL_SemPost(tapdata->runloopStartedSemaphore); + } + CFRunLoopRemoveSource(tapdata->runloop, tapdata->runloopSource, kCFRunLoopCommonModes); + + /* Clean up. */ + CGEventTapEnable(tapdata->tap, false); + CFRelease(tapdata->runloopSource); + CFRelease(tapdata->tap); + tapdata->runloopSource = NULL; + tapdata->tap = NULL; + + return 0; +} + +void +Cocoa_InitMouseEventTap(SDL_MouseData* driverdata) +{ + SDL_MouseEventTapData *tapdata; + driverdata->tapdata = SDL_calloc(1, sizeof(SDL_MouseEventTapData)); + tapdata = (SDL_MouseEventTapData*)driverdata->tapdata; + + tapdata->runloopStartedSemaphore = SDL_CreateSemaphore(0); + if (tapdata->runloopStartedSemaphore) { + tapdata->tap = CGEventTapCreate(kCGSessionEventTap, kCGHeadInsertEventTap, + kCGEventTapOptionDefault, allGrabbedEventsMask, + &Cocoa_MouseTapCallback, tapdata); + if (tapdata->tap) { + /* Tap starts disabled, until app requests mouse grab */ + CGEventTapEnable(tapdata->tap, false); + tapdata->thread = SDL_CreateThreadInternal(&Cocoa_MouseTapThread, "Event Tap Loop", 512 * 1024, tapdata); + if (tapdata->thread) { + /* Success - early out. Ownership transferred to thread. */ + return; + } + CFRelease(tapdata->tap); + } + SDL_DestroySemaphore(tapdata->runloopStartedSemaphore); + } + SDL_free(driverdata->tapdata); + driverdata->tapdata = NULL; +} + +void +Cocoa_EnableMouseEventTap(SDL_MouseData *driverdata, SDL_bool enabled) +{ + SDL_MouseEventTapData *tapdata = (SDL_MouseEventTapData*)driverdata->tapdata; + if (tapdata && tapdata->tap) + { + CGEventTapEnable(tapdata->tap, !!enabled); + } +} + +void +Cocoa_QuitMouseEventTap(SDL_MouseData *driverdata) +{ + SDL_MouseEventTapData *tapdata = (SDL_MouseEventTapData*)driverdata->tapdata; + int status; + + if (tapdata == NULL) { + /* event tap was already cleaned up (possibly due to CGEventTapCreate + * returning null.) + */ + return; + } + + /* Ensure that the runloop has been started first. + * TODO: Move this to InitMouseEventTap, check for error conditions that can + * happen in Cocoa_MouseTapThread, and fall back to the non-EventTap way of + * grabbing the mouse if it fails to Init. + */ + status = SDL_SemWaitTimeout(tapdata->runloopStartedSemaphore, 5000); + if (status > -1) { + /* Then stop it, which will cause Cocoa_MouseTapThread to return. */ + CFRunLoopStop(tapdata->runloop); + /* And then wait for Cocoa_MouseTapThread to finish cleaning up. It + * releases some of the pointers in tapdata. */ + SDL_WaitThread(tapdata->thread, &status); + } + + SDL_free(driverdata->tapdata); + driverdata->tapdata = NULL; +} + +#else /* SDL_MAC_NO_SANDBOX */ + +void +Cocoa_InitMouseEventTap(SDL_MouseData *unused) +{ +} + +void +Cocoa_EnableMouseEventTap(SDL_MouseData *driverdata, SDL_bool enabled) +{ +} + +void +Cocoa_QuitMouseEventTap(SDL_MouseData *driverdata) +{ +} + +#endif /* !SDL_MAC_NO_SANDBOX */ + +#endif /* SDL_VIDEO_DRIVER_COCOA */ + +/* vi: set ts=4 sw=4 expandtab: */ |