2015-06-21 17:33:46 +02:00
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/*
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Simple DirectMedia Layer
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2018-01-03 19:03:25 +01:00
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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2015-06-21 17:33:46 +02:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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2016-11-21 06:34:54 +01:00
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#ifndef SDL_mouse_c_h_
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#define SDL_mouse_c_h_
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2015-06-21 17:33:46 +02:00
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#include "SDL_mouse.h"
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typedef Uint32 SDL_MouseID;
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struct SDL_Cursor
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{
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struct SDL_Cursor *next;
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void *driverdata;
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};
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typedef struct
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{
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int last_x, last_y;
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Uint32 last_timestamp;
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Uint8 click_count;
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} SDL_MouseClickState;
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typedef struct
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{
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/* Create a cursor from a surface */
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SDL_Cursor *(*CreateCursor) (SDL_Surface * surface, int hot_x, int hot_y);
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/* Create a system cursor */
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SDL_Cursor *(*CreateSystemCursor) (SDL_SystemCursor id);
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/* Show the specified cursor, or hide if cursor is NULL */
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int (*ShowCursor) (SDL_Cursor * cursor);
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/* This is called when a mouse motion event occurs */
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void (*MoveCursor) (SDL_Cursor * cursor);
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/* Free a window manager cursor */
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void (*FreeCursor) (SDL_Cursor * cursor);
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/* Warp the mouse to (x,y) within a window */
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void (*WarpMouse) (SDL_Window * window, int x, int y);
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/* Warp the mouse to (x,y) in screen space */
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2015-07-18 03:03:58 +02:00
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int (*WarpMouseGlobal) (int x, int y);
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2015-06-21 17:33:46 +02:00
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/* Set relative mode */
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int (*SetRelativeMouseMode) (SDL_bool enabled);
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/* Set mouse capture */
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int (*CaptureMouse) (SDL_Window * window);
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/* Get absolute mouse coordinates. (x) and (y) are never NULL and set to zero before call. */
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Uint32 (*GetGlobalMouseState) (int *x, int *y);
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/* Data common to all mice */
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SDL_MouseID mouseID;
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SDL_Window *focus;
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int x;
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int y;
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int xdelta;
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int ydelta;
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int last_x, last_y; /* the last reported x and y coordinates */
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Fixed bug 2293 - Precise scrolling events
Martijn Courteaux
I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.
The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.
I believe this is pretty solid way of doing it, although I'm not the expert here.
There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
2017-08-15 06:28:04 +02:00
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float accumulated_wheel_x;
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float accumulated_wheel_y;
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2015-06-21 17:33:46 +02:00
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Uint32 buttonstate;
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2017-08-13 05:25:49 +02:00
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SDL_bool has_position;
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2015-06-21 17:33:46 +02:00
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SDL_bool relative_mode;
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SDL_bool relative_mode_warp;
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2016-12-03 06:01:13 +01:00
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float normal_speed_scale;
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float relative_speed_scale;
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float scale_accum_x;
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float scale_accum_y;
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2017-08-03 18:48:44 +02:00
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SDL_bool touch_mouse_events;
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2015-06-21 17:33:46 +02:00
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/* Data for double-click tracking */
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int num_clickstates;
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SDL_MouseClickState *clickstate;
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SDL_Cursor *cursors;
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SDL_Cursor *def_cursor;
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SDL_Cursor *cur_cursor;
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SDL_bool cursor_shown;
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/* Driver-dependent data. */
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void *driverdata;
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} SDL_Mouse;
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/* Initialize the mouse subsystem */
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extern int SDL_MouseInit(void);
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/* Get the mouse state structure */
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SDL_Mouse *SDL_GetMouse(void);
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/* Set the default double-click interval */
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extern void SDL_SetDoubleClickTime(Uint32 interval);
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/* Set the default mouse cursor */
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extern void SDL_SetDefaultCursor(SDL_Cursor * cursor);
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/* Set the mouse focus window */
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extern void SDL_SetMouseFocus(SDL_Window * window);
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/* Send a mouse motion event */
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extern int SDL_SendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relative, int x, int y);
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/* Send a mouse button event */
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extern int SDL_SendMouseButton(SDL_Window * window, SDL_MouseID mouseID, Uint8 state, Uint8 button);
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2016-09-24 23:46:34 +02:00
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/* Send a mouse button event with a click count */
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extern int SDL_SendMouseButtonClicks(SDL_Window * window, SDL_MouseID mouseID, Uint8 state, Uint8 button, int clicks);
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2015-06-21 17:33:46 +02:00
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/* Send a mouse wheel event */
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Fixed bug 2293 - Precise scrolling events
Martijn Courteaux
I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.
The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.
I believe this is pretty solid way of doing it, although I'm not the expert here.
There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
2017-08-15 06:28:04 +02:00
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extern int SDL_SendMouseWheel(SDL_Window * window, SDL_MouseID mouseID, float x, float y, SDL_MouseWheelDirection direction);
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2015-06-21 17:33:46 +02:00
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/* Shutdown the mouse subsystem */
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extern void SDL_MouseQuit(void);
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2016-11-21 06:34:54 +01:00
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#endif /* SDL_mouse_c_h_ */
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2015-06-21 17:33:46 +02:00
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/* vi: set ts=4 sw=4 expandtab: */
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