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haiku: Add support for relative mouse mode.
Partially fixes Bugzilla #4442.
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@ -228,7 +228,6 @@ private:
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return;
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return;
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}
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}
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win = GetSDLWindow(winID);
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win = GetSDLWindow(winID);
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SDL_SendMouseMotion(win, 0, 0, x, y);
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// Simple relative mode support for mouse.
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// Simple relative mode support for mouse.
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if ((SDL_GetMouse()->relative_mode ||
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if ((SDL_GetMouse()->relative_mode ||
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@ -237,10 +236,14 @@ private:
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int winWidth, winHeight, winPosX, winPosY;
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int winWidth, winHeight, winPosX, winPosY;
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SDL_GetWindowSize(win, &winWidth, &winHeight);
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SDL_GetWindowSize(win, &winWidth, &winHeight);
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SDL_GetWindowPosition(win, &winPosX, &winPosY);
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SDL_GetWindowPosition(win, &winPosX, &winPosY);
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int dx = x - (winWidth / 2);
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int dy = y - (winHeight / 2);
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SDL_SendMouseMotion(win, 0, SDL_GetMouse()->relative_mode, dx, dy);
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set_mouse_position((winPosX + winWidth / 2), (winPosY + winHeight / 2));
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set_mouse_position((winPosX + winWidth / 2), (winPosY + winHeight / 2));
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if (!be_app->IsCursorHidden())
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if (!be_app->IsCursorHidden())
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be_app->HideCursor();
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be_app->HideCursor();
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} else {
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} else {
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SDL_SendMouseMotion(win, 0, 0, x, y);
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if (be_app->IsCursorHidden())
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if (be_app->IsCursorHidden())
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be_app->ShowCursor();
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be_app->ShowCursor();
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}
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}
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@ -319,22 +319,17 @@ class SDL_BWin:public BDirectWindow
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&& msg->FindInt32("be:transit", &transit) == B_OK) {
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&& msg->FindInt32("be:transit", &transit) == B_OK) {
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_MouseMotionEvent(where, transit);
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_MouseMotionEvent(where, transit);
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}
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}
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/* FIXME: Apparently a button press/release event might be dropped
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if made before before a different button is released. Does
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B_MOUSE_MOVED have the data needed to check if a mouse button
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state has changed? */
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if (msg->FindInt32("buttons", &buttons) == B_OK) {
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_MouseButtonEvent(buttons);
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}
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break;
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break;
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case B_MOUSE_DOWN:
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case B_MOUSE_DOWN:
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case B_MOUSE_UP:
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/* _MouseButtonEvent() detects any and all buttons that may have
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changed state, as well as that button's new state */
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if (msg->FindInt32("buttons", &buttons) == B_OK) {
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if (msg->FindInt32("buttons", &buttons) == B_OK) {
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_MouseButtonEvent(buttons);
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_MouseButtonEvent(buttons, SDL_PRESSED);
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}
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break;
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case B_MOUSE_UP:
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if (msg->FindInt32("buttons", &buttons) == B_OK) {
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_MouseButtonEvent(buttons, SDL_RELEASED);
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}
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}
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break;
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break;
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@ -497,26 +492,17 @@ private:
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if true: SDL_SetCursor(NULL); */
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if true: SDL_SetCursor(NULL); */
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}
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}
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void _MouseButtonEvent(int32 buttons) {
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void _MouseButtonEvent(int32 buttons, Uint8 state) {
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int32 buttonStateChange = buttons ^ _last_buttons;
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int32 buttonStateChange = buttons ^ _last_buttons;
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/* Make sure at least one button has changed state */
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if( !(buttonStateChange) ) {
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return;
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}
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/* Add any mouse button events */
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if(buttonStateChange & B_PRIMARY_MOUSE_BUTTON) {
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if(buttonStateChange & B_PRIMARY_MOUSE_BUTTON) {
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_SendMouseButton(SDL_BUTTON_LEFT, buttons &
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_SendMouseButton(SDL_BUTTON_LEFT, state);
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B_PRIMARY_MOUSE_BUTTON);
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}
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}
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if(buttonStateChange & B_SECONDARY_MOUSE_BUTTON) {
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if(buttonStateChange & B_SECONDARY_MOUSE_BUTTON) {
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_SendMouseButton(SDL_BUTTON_RIGHT, buttons &
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_SendMouseButton(SDL_BUTTON_RIGHT, state);
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B_PRIMARY_MOUSE_BUTTON);
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}
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}
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if(buttonStateChange & B_TERTIARY_MOUSE_BUTTON) {
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if(buttonStateChange & B_TERTIARY_MOUSE_BUTTON) {
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_SendMouseButton(SDL_BUTTON_MIDDLE, buttons &
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_SendMouseButton(SDL_BUTTON_MIDDLE, state);
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B_PRIMARY_MOUSE_BUTTON);
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}
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}
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_last_buttons = buttons;
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_last_buttons = buttons;
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