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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 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_hints_c.h"
- #include "../video/SDL_sysvideo.h"
- #include "SDL_events_c.h"
- #include "SDL_mouse_c.h"
- #if defined(SDL_PLATFORM_WINDOWS)
- #include "../core/windows/SDL_windows.h" // For GetDoubleClickTime()
- #endif
- // #define DEBUG_MOUSE
- #define WARP_EMULATION_THRESHOLD_NS SDL_MS_TO_NS(30)
- typedef struct SDL_MouseInstance
- {
- SDL_MouseID instance_id;
- char *name;
- } SDL_MouseInstance;
- // The mouse state
- static SDL_Mouse SDL_mouse;
- static int SDL_mouse_count;
- static SDL_MouseInstance *SDL_mice;
- // for mapping mouse events to touch
- static bool track_mouse_down = false;
- static void SDL_PrivateSendMouseMotion(Uint64 timestamp, SDL_Window *window, SDL_MouseID mouseID, bool relative, float x, float 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 {
- #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK)
- 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->enable_normal_speed_scale = true;
- mouse->normal_speed_scale = (float)SDL_atof(hint);
- } else {
- mouse->enable_normal_speed_scale = false;
- 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->enable_relative_speed_scale = true;
- mouse->relative_speed_scale = (float)SDL_atof(hint);
- } else {
- mouse->enable_relative_speed_scale = false;
- mouse->relative_speed_scale = 1.0f;
- }
- }
- static void SDLCALL SDL_MouseRelativeModeCenterChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- mouse->relative_mode_center = SDL_GetStringBoolean(hint, true);
- }
- static void SDLCALL SDL_MouseRelativeSystemScaleChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- mouse->enable_relative_system_scale = SDL_GetStringBoolean(hint, false);
- }
- static void SDLCALL SDL_MouseWarpEmulationChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- mouse->warp_emulation_hint = SDL_GetStringBoolean(hint, true);
- if (!mouse->warp_emulation_hint && mouse->warp_emulation_active) {
- SDL_SetRelativeMouseMode(false);
- mouse->warp_emulation_active = false;
- }
- }
- static void SDLCALL SDL_TouchMouseEventsChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- mouse->touch_mouse_events = SDL_GetStringBoolean(hint, true);
- }
- #ifdef SDL_PLATFORM_VITA
- static void SDLCALL SDL_VitaTouchMouseDeviceChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- Uint8 vita_touch_mouse_device = 1;
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- if (hint) {
- switch (*hint) {
- case '0':
- vita_touch_mouse_device = 1;
- break;
- case '1':
- vita_touch_mouse_device = 2;
- break;
- case '2':
- vita_touch_mouse_device = 3;
- break;
- default:
- break;
- }
- }
- mouse->vita_touch_mouse_device = vita_touch_mouse_device;
- }
- #endif
- static void SDLCALL SDL_MouseTouchEventsChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- bool default_value;
- #if defined(SDL_PLATFORM_ANDROID) || (defined(SDL_PLATFORM_IOS) && !defined(SDL_PLATFORM_TVOS))
- default_value = true;
- #else
- default_value = false;
- #endif
- mouse->mouse_touch_events = SDL_GetStringBoolean(hint, default_value);
- if (mouse->mouse_touch_events) {
- if (!mouse->added_mouse_touch_device) {
- SDL_AddTouch(SDL_MOUSE_TOUCHID, SDL_TOUCH_DEVICE_DIRECT, "mouse_input");
- mouse->added_mouse_touch_device = true;
- }
- } else {
- if (mouse->added_mouse_touch_device) {
- SDL_DelTouch(SDL_MOUSE_TOUCHID);
- mouse->added_mouse_touch_device = false;
- }
- }
- }
- static void SDLCALL SDL_PenMouseEventsChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- mouse->pen_mouse_events = SDL_GetStringBoolean(hint, true);
- }
- static void SDLCALL SDL_PenTouchEventsChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- mouse->pen_touch_events = SDL_GetStringBoolean(hint, true);
- if (mouse->pen_touch_events) {
- if (!mouse->added_pen_touch_device) {
- SDL_AddTouch(SDL_PEN_TOUCHID, SDL_TOUCH_DEVICE_DIRECT, "pen_input");
- mouse->added_pen_touch_device = true;
- }
- } else {
- if (mouse->added_pen_touch_device) {
- SDL_DelTouch(SDL_PEN_TOUCHID);
- mouse->added_pen_touch_device = false;
- }
- }
- }
- static void SDLCALL SDL_MouseAutoCaptureChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- bool auto_capture = SDL_GetStringBoolean(hint, true);
- if (auto_capture != mouse->auto_capture) {
- mouse->auto_capture = auto_capture;
- SDL_UpdateMouseCapture(false);
- }
- }
- static void SDLCALL SDL_MouseRelativeWarpMotionChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- mouse->relative_mode_warp_motion = SDL_GetStringBoolean(hint, false);
- }
- static void SDLCALL SDL_MouseRelativeCursorVisibleChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- mouse->relative_mode_hide_cursor = !(SDL_GetStringBoolean(hint, false));
- SDL_RedrawCursor(); // Update cursor visibility
- }
- static void SDLCALL SDL_MouseIntegerModeChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
- {
- SDL_Mouse *mouse = (SDL_Mouse *)userdata;
- if (hint && *hint) {
- mouse->integer_mode_flags = (Uint8)SDL_atoi(hint);
- } else {
- mouse->integer_mode_flags = 0;
- }
- }
- // Public functions
- bool SDL_PreInitMouse(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_MOUSE_RELATIVE_SYSTEM_SCALE,
- SDL_MouseRelativeSystemScaleChanged, mouse);
- SDL_AddHintCallback(SDL_HINT_MOUSE_RELATIVE_MODE_CENTER,
- SDL_MouseRelativeModeCenterChanged, mouse);
- SDL_AddHintCallback(SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE,
- SDL_MouseWarpEmulationChanged, mouse);
- SDL_AddHintCallback(SDL_HINT_TOUCH_MOUSE_EVENTS,
- SDL_TouchMouseEventsChanged, mouse);
- #ifdef SDL_PLATFORM_VITA
- SDL_AddHintCallback(SDL_HINT_VITA_TOUCH_MOUSE_DEVICE,
- SDL_VitaTouchMouseDeviceChanged, mouse);
- #endif
- SDL_AddHintCallback(SDL_HINT_MOUSE_TOUCH_EVENTS,
- SDL_MouseTouchEventsChanged, mouse);
- SDL_AddHintCallback(SDL_HINT_PEN_MOUSE_EVENTS,
- SDL_PenMouseEventsChanged, mouse);
- SDL_AddHintCallback(SDL_HINT_PEN_TOUCH_EVENTS,
- SDL_PenTouchEventsChanged, mouse);
- SDL_AddHintCallback(SDL_HINT_MOUSE_AUTO_CAPTURE,
- SDL_MouseAutoCaptureChanged, mouse);
- SDL_AddHintCallback(SDL_HINT_MOUSE_RELATIVE_WARP_MOTION,
- SDL_MouseRelativeWarpMotionChanged, mouse);
- SDL_AddHintCallback(SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE,
- SDL_MouseRelativeCursorVisibleChanged, mouse);
- SDL_AddHintCallback("SDL_MOUSE_INTEGER_MODE",
- SDL_MouseIntegerModeChanged, mouse);
- mouse->was_touch_mouse_events = false; // no touch to mouse movement event pending
- mouse->cursor_visible = true;
- return true;
- }
- void SDL_PostInitMouse(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- /* Create a dummy mouse cursor for video backends that don't support true cursors,
- * so that mouse grab and focus functionality will work.
- */
- if (!mouse->def_cursor) {
- SDL_Surface *surface = SDL_CreateSurface(1, 1, SDL_PIXELFORMAT_ARGB8888);
- if (surface) {
- SDL_memset(surface->pixels, 0, (size_t)surface->h * surface->pitch);
- SDL_SetDefaultCursor(SDL_CreateColorCursor(surface, 0, 0));
- SDL_DestroySurface(surface);
- }
- }
- }
- bool SDL_IsMouse(Uint16 vendor, Uint16 product)
- {
- // Eventually we'll have a blacklist of devices that enumerate as mice but aren't really
- return true;
- }
- static int SDL_GetMouseIndex(SDL_MouseID mouseID)
- {
- for (int i = 0; i < SDL_mouse_count; ++i) {
- if (mouseID == SDL_mice[i].instance_id) {
- return i;
- }
- }
- return -1;
- }
- void SDL_AddMouse(SDL_MouseID mouseID, const char *name, bool send_event)
- {
- int mouse_index = SDL_GetMouseIndex(mouseID);
- if (mouse_index >= 0) {
- // We already know about this mouse
- return;
- }
- SDL_assert(mouseID != 0);
- SDL_MouseInstance *mice = (SDL_MouseInstance *)SDL_realloc(SDL_mice, (SDL_mouse_count + 1) * sizeof(*mice));
- if (!mice) {
- return;
- }
- SDL_MouseInstance *instance = &mice[SDL_mouse_count];
- instance->instance_id = mouseID;
- instance->name = SDL_strdup(name ? name : "");
- SDL_mice = mice;
- ++SDL_mouse_count;
- if (send_event) {
- SDL_Event event;
- SDL_zero(event);
- event.type = SDL_EVENT_MOUSE_ADDED;
- event.mdevice.which = mouseID;
- SDL_PushEvent(&event);
- }
- }
- void SDL_RemoveMouse(SDL_MouseID mouseID, bool send_event)
- {
- int mouse_index = SDL_GetMouseIndex(mouseID);
- if (mouse_index < 0) {
- // We don't know about this mouse
- return;
- }
- SDL_free(SDL_mice[mouse_index].name);
- if (mouse_index != SDL_mouse_count - 1) {
- SDL_memmove(&SDL_mice[mouse_index], &SDL_mice[mouse_index + 1], (SDL_mouse_count - mouse_index - 1) * sizeof(SDL_mice[mouse_index]));
- }
- --SDL_mouse_count;
- // Remove any mouse input sources for this mouseID
- SDL_Mouse *mouse = SDL_GetMouse();
- for (int i = 0; i < mouse->num_sources; ++i) {
- SDL_MouseInputSource *source = &mouse->sources[i];
- if (source->mouseID == mouseID) {
- SDL_free(source->clickstate);
- if (i != mouse->num_sources - 1) {
- SDL_memmove(&mouse->sources[i], &mouse->sources[i + 1], (mouse->num_sources - i - 1) * sizeof(mouse->sources[i]));
- }
- --mouse->num_sources;
- break;
- }
- }
- if (send_event) {
- SDL_Event event;
- SDL_zero(event);
- event.type = SDL_EVENT_MOUSE_REMOVED;
- event.mdevice.which = mouseID;
- SDL_PushEvent(&event);
- }
- }
- bool SDL_HasMouse(void)
- {
- return (SDL_mouse_count > 0);
- }
- SDL_MouseID *SDL_GetMice(int *count)
- {
- int i;
- SDL_MouseID *mice;
- mice = (SDL_JoystickID *)SDL_malloc((SDL_mouse_count + 1) * sizeof(*mice));
- if (mice) {
- if (count) {
- *count = SDL_mouse_count;
- }
- for (i = 0; i < SDL_mouse_count; ++i) {
- mice[i] = SDL_mice[i].instance_id;
- }
- mice[i] = 0;
- } else {
- if (count) {
- *count = 0;
- }
- }
- return mice;
- }
- const char *SDL_GetMouseNameForID(SDL_MouseID instance_id)
- {
- int mouse_index = SDL_GetMouseIndex(instance_id);
- if (mouse_index < 0) {
- SDL_SetError("Mouse %" SDL_PRIu32 " not found", instance_id);
- return NULL;
- }
- return SDL_GetPersistentString(SDL_mice[mouse_index].name);
- }
- void SDL_SetDefaultCursor(SDL_Cursor *cursor)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (cursor == mouse->def_cursor) {
- return;
- }
- if (mouse->def_cursor) {
- SDL_Cursor *default_cursor = mouse->def_cursor;
- SDL_Cursor *prev, *curr;
- if (mouse->cur_cursor == mouse->def_cursor) {
- mouse->cur_cursor = NULL;
- }
- mouse->def_cursor = NULL;
- for (prev = NULL, curr = mouse->cursors; curr;
- prev = curr, curr = curr->next) {
- if (curr == default_cursor) {
- if (prev) {
- prev->next = curr->next;
- } else {
- mouse->cursors = curr->next;
- }
- break;
- }
- }
- if (mouse->FreeCursor && default_cursor->internal) {
- mouse->FreeCursor(default_cursor);
- } else {
- SDL_free(default_cursor);
- }
- }
- mouse->def_cursor = cursor;
- if (!mouse->cur_cursor) {
- SDL_SetCursor(cursor);
- }
- }
- SDL_SystemCursor SDL_GetDefaultSystemCursor(void)
- {
- SDL_SystemCursor id = SDL_SYSTEM_CURSOR_DEFAULT;
- const char *value = SDL_GetHint(SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR);
- if (value) {
- int index = SDL_atoi(value);
- if (0 <= index && index < SDL_SYSTEM_CURSOR_COUNT) {
- id = (SDL_SystemCursor)index;
- }
- }
- return id;
- }
- SDL_Mouse *SDL_GetMouse(void)
- {
- return &SDL_mouse;
- }
- static SDL_MouseButtonFlags SDL_GetMouseButtonState(SDL_Mouse *mouse, SDL_MouseID mouseID, bool include_touch)
- {
- int i;
- SDL_MouseButtonFlags buttonstate = 0;
- for (i = 0; i < mouse->num_sources; ++i) {
- if (mouseID == SDL_GLOBAL_MOUSE_ID || mouseID == SDL_TOUCH_MOUSEID) {
- if (include_touch || mouse->sources[i].mouseID != SDL_TOUCH_MOUSEID) {
- buttonstate |= mouse->sources[i].buttonstate;
- }
- } else {
- if (mouseID == mouse->sources[i].mouseID) {
- buttonstate |= mouse->sources[i].buttonstate;
- break;
- }
- }
- }
- return buttonstate;
- }
- SDL_Window *SDL_GetMouseFocus(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- return mouse->focus;
- }
- /* TODO RECONNECT: Hello from the Wayland video driver!
- * This was once removed from SDL, but it's been added back in comment form
- * because we will need it when Wayland adds compositor reconnect support.
- * If you need this before we do, great! Otherwise, leave this alone, we'll
- * uncomment it at the right time.
- * -flibit
- */
- #if 0
- void SDL_ResetMouse(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- Uint32 buttonState = SDL_GetMouseButtonState(mouse, SDL_GLOBAL_MOUSE_ID, false);
- int i;
- for (i = 1; i <= sizeof(buttonState)*8; ++i) {
- if (buttonState & SDL_BUTTON_MASK(i)) {
- SDL_SendMouseButton(0, mouse->focus, mouse->mouseID, i, false);
- }
- }
- SDL_assert(SDL_GetMouseButtonState(mouse, SDL_GLOBAL_MOUSE_ID, false) == 0);
- }
- #endif // 0
- 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_EVENT_WINDOW_MOUSE_LEAVE, 0, 0);
- }
- mouse->focus = window;
- mouse->has_position = false;
- if (mouse->focus) {
- SDL_SendWindowEvent(mouse->focus, SDL_EVENT_WINDOW_MOUSE_ENTER, 0, 0);
- }
- // Update cursor visibility
- SDL_RedrawCursor();
- }
- bool SDL_MousePositionInWindow(SDL_Window *window, float x, float y)
- {
- if (!window) {
- return false;
- }
- if (window && !(window->flags & SDL_WINDOW_MOUSE_CAPTURE)) {
- if (x < 0.0f || y < 0.0f || x >= (float)window->w || y >= (float)window->h) {
- return false;
- }
- }
- return true;
- }
- // Check to see if we need to synthesize focus events
- static bool SDL_UpdateMouseFocus(SDL_Window *window, float x, float y, Uint32 buttonstate, bool send_mouse_motion)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- bool inWindow = SDL_MousePositionInWindow(window, x, y);
- if (!inWindow) {
- if (window == mouse->focus) {
- #ifdef DEBUG_MOUSE
- SDL_Log("Mouse left window, synthesizing move & focus lost event");
- #endif
- if (send_mouse_motion) {
- SDL_PrivateSendMouseMotion(0, window, SDL_GLOBAL_MOUSE_ID, false, x, y);
- }
- SDL_SetMouseFocus(NULL);
- }
- return false;
- }
- if (window != mouse->focus) {
- #ifdef DEBUG_MOUSE
- SDL_Log("Mouse entered window, synthesizing focus gain & move event");
- #endif
- SDL_SetMouseFocus(window);
- if (send_mouse_motion) {
- SDL_PrivateSendMouseMotion(0, window, SDL_GLOBAL_MOUSE_ID, false, x, y);
- }
- }
- return true;
- }
- void SDL_SendMouseMotion(Uint64 timestamp, SDL_Window *window, SDL_MouseID mouseID, bool relative, float x, float y)
- {
- if (window && !relative) {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (!SDL_UpdateMouseFocus(window, x, y, SDL_GetMouseButtonState(mouse, mouseID, true), (mouseID != SDL_TOUCH_MOUSEID && mouseID != SDL_PEN_MOUSEID))) {
- return;
- }
- }
- SDL_PrivateSendMouseMotion(timestamp, window, mouseID, relative, x, y);
- }
- static void ConstrainMousePosition(SDL_Mouse *mouse, SDL_Window *window, float *x, float *y)
- {
- /* make sure that the pointers find themselves inside the windows,
- unless we have the mouse captured. */
- if (window && !(window->flags & SDL_WINDOW_MOUSE_CAPTURE)) {
- int x_min = 0, x_max = window->w - 1;
- int y_min = 0, y_max = window->h - 1;
- const SDL_Rect *confine = SDL_GetWindowMouseRect(window);
- if (confine) {
- SDL_Rect window_rect;
- SDL_Rect mouse_rect;
- window_rect.x = 0;
- window_rect.y = 0;
- window_rect.w = x_max + 1;
- window_rect.h = y_max + 1;
- if (SDL_GetRectIntersection(confine, &window_rect, &mouse_rect)) {
- x_min = mouse_rect.x;
- y_min = mouse_rect.y;
- x_max = x_min + mouse_rect.w - 1;
- y_max = y_min + mouse_rect.h - 1;
- }
- }
- if (*x >= (float)(x_max + 1)) {
- *x = SDL_max((float)x_max, mouse->last_x);
- }
- if (*x < (float)x_min) {
- *x = (float)x_min;
- }
- if (*y >= (float)(y_max + 1)) {
- *y = SDL_max((float)y_max, mouse->last_y);
- }
- if (*y < (float)y_min) {
- *y = (float)y_min;
- }
- }
- }
- static void SDL_PrivateSendMouseMotion(Uint64 timestamp, SDL_Window *window, SDL_MouseID mouseID, bool relative, float x, float y)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- float xrel = 0.0f;
- float yrel = 0.0f;
- bool window_is_relative = mouse->focus && (mouse->focus->flags & SDL_WINDOW_MOUSE_RELATIVE_MODE);
- // SDL_HINT_MOUSE_TOUCH_EVENTS: controlling whether mouse events should generate synthetic touch events
- if (mouse->mouse_touch_events) {
- if (mouseID != SDL_TOUCH_MOUSEID && mouseID != SDL_PEN_MOUSEID && !relative && track_mouse_down) {
- if (window) {
- float normalized_x = x / (float)window->w;
- float normalized_y = y / (float)window->h;
- SDL_SendTouchMotion(timestamp, SDL_MOUSE_TOUCHID, SDL_BUTTON_LEFT, window, normalized_x, normalized_y, 1.0f);
- }
- }
- }
- // SDL_HINT_TOUCH_MOUSE_EVENTS: if not set, discard synthetic mouse events coming from platform layer
- if (!mouse->touch_mouse_events && mouseID == SDL_TOUCH_MOUSEID) {
- return;
- }
- if (relative) {
- if (mouse->relative_mode) {
- if (mouse->InputTransform) {
- void *data = mouse->input_transform_data;
- mouse->InputTransform(data, timestamp, window, mouseID, &x, &y);
- } else {
- if (mouse->enable_relative_system_scale) {
- if (mouse->ApplySystemScale) {
- mouse->ApplySystemScale(mouse->system_scale_data, timestamp, window, mouseID, &x, &y);
- }
- }
- if (mouse->enable_relative_speed_scale) {
- x *= mouse->relative_speed_scale;
- y *= mouse->relative_speed_scale;
- }
- }
- } else {
- if (mouse->enable_normal_speed_scale) {
- x *= mouse->normal_speed_scale;
- y *= mouse->normal_speed_scale;
- }
- }
- if (mouse->integer_mode_flags & 1) {
- // Accumulate the fractional relative motion and only process the integer portion
- mouse->integer_mode_residual_motion_x = SDL_modff(mouse->integer_mode_residual_motion_x + x, &x);
- mouse->integer_mode_residual_motion_y = SDL_modff(mouse->integer_mode_residual_motion_y + y, &y);
- }
- xrel = x;
- yrel = y;
- x = (mouse->last_x + xrel);
- y = (mouse->last_y + yrel);
- ConstrainMousePosition(mouse, window, &x, &y);
- } else {
- if (mouse->integer_mode_flags & 1) {
- // Discard the fractional component from absolute coordinates
- x = SDL_truncf(x);
- y = SDL_truncf(y);
- }
- ConstrainMousePosition(mouse, window, &x, &y);
- if (mouse->has_position) {
- xrel = x - mouse->last_x;
- yrel = y - mouse->last_y;
- }
- }
- if (mouse->has_position && xrel == 0.0f && yrel == 0.0f) { // Drop events that don't change state
- #ifdef DEBUG_MOUSE
- SDL_Log("Mouse event didn't change state - dropped!");
- #endif
- return;
- }
- // Ignore relative motion positioning the first touch
- if (mouseID == SDL_TOUCH_MOUSEID && !SDL_GetMouseButtonState(mouse, mouseID, true)) {
- xrel = 0.0f;
- yrel = 0.0f;
- }
- // modify internal state
- {
- mouse->x_accu += xrel;
- mouse->y_accu += yrel;
- if (relative && mouse->has_position) {
- mouse->x += xrel;
- mouse->y += yrel;
- ConstrainMousePosition(mouse, window, &mouse->x, &mouse->y);
- } else {
- mouse->x = x;
- mouse->y = y;
- }
- mouse->has_position = true;
- // Use unclamped values if we're getting events outside the window
- mouse->last_x = relative ? mouse->x : x;
- mouse->last_y = relative ? mouse->y : y;
- mouse->click_motion_x += xrel;
- mouse->click_motion_y += yrel;
- }
- // Move the mouse cursor, if needed
- if (mouse->cursor_visible && !mouse->relative_mode &&
- mouse->MoveCursor && mouse->cur_cursor) {
- mouse->MoveCursor(mouse->cur_cursor);
- }
- // Post the event, if desired
- if (SDL_EventEnabled(SDL_EVENT_MOUSE_MOTION)) {
- if ((!mouse->relative_mode || mouse->warp_emulation_active) && mouseID != SDL_TOUCH_MOUSEID && mouseID != SDL_PEN_MOUSEID) {
- // We're not in relative mode, so all mouse events are global mouse events
- mouseID = SDL_GLOBAL_MOUSE_ID;
- }
- if (!relative && window_is_relative) {
- if (!mouse->relative_mode_warp_motion) {
- return;
- }
- xrel = 0.0f;
- yrel = 0.0f;
- }
- SDL_Event event;
- event.type = SDL_EVENT_MOUSE_MOTION;
- event.common.timestamp = timestamp;
- event.motion.windowID = mouse->focus ? mouse->focus->id : 0;
- event.motion.which = mouseID;
- // Set us pending (or clear during a normal mouse movement event) as having triggered
- mouse->was_touch_mouse_events = (mouseID == SDL_TOUCH_MOUSEID);
- event.motion.state = SDL_GetMouseButtonState(mouse, mouseID, true);
- event.motion.x = mouse->x;
- event.motion.y = mouse->y;
- event.motion.xrel = xrel;
- event.motion.yrel = yrel;
- SDL_PushEvent(&event);
- }
- }
- static SDL_MouseInputSource *GetMouseInputSource(SDL_Mouse *mouse, SDL_MouseID mouseID, bool down, Uint8 button)
- {
- SDL_MouseInputSource *source, *match = NULL, *sources;
- int i;
- for (i = 0; i < mouse->num_sources; ++i) {
- source = &mouse->sources[i];
- if (source->mouseID == mouseID) {
- match = source;
- break;
- }
- }
- if (!down && (!match || !(match->buttonstate & SDL_BUTTON_MASK(button)))) {
- /* This might be a button release from a transition between mouse messages and raw input.
- * See if there's another mouse source that already has that button down and use that.
- */
- for (i = 0; i < mouse->num_sources; ++i) {
- source = &mouse->sources[i];
- if ((source->buttonstate & SDL_BUTTON_MASK(button))) {
- match = source;
- break;
- }
- }
- }
- if (match) {
- return match;
- }
- sources = (SDL_MouseInputSource *)SDL_realloc(mouse->sources, (mouse->num_sources + 1) * sizeof(*mouse->sources));
- if (sources) {
- mouse->sources = sources;
- ++mouse->num_sources;
- source = &sources[mouse->num_sources - 1];
- SDL_zerop(source);
- source->mouseID = mouseID;
- return source;
- }
- return NULL;
- }
- static SDL_MouseClickState *GetMouseClickState(SDL_MouseInputSource *source, Uint8 button)
- {
- if (button >= source->num_clickstates) {
- int i, count = button + 1;
- SDL_MouseClickState *clickstate = (SDL_MouseClickState *)SDL_realloc(source->clickstate, count * sizeof(*source->clickstate));
- if (!clickstate) {
- return NULL;
- }
- source->clickstate = clickstate;
- for (i = source->num_clickstates; i < count; ++i) {
- SDL_zero(source->clickstate[i]);
- }
- source->num_clickstates = count;
- }
- return &source->clickstate[button];
- }
- static void SDL_PrivateSendMouseButton(Uint64 timestamp, SDL_Window *window, SDL_MouseID mouseID, Uint8 button, bool down, int clicks)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- SDL_EventType type;
- Uint32 buttonstate;
- SDL_MouseInputSource *source;
- source = GetMouseInputSource(mouse, mouseID, down, button);
- if (!source) {
- return;
- }
- buttonstate = source->buttonstate;
- // SDL_HINT_MOUSE_TOUCH_EVENTS: controlling whether mouse events should generate synthetic touch events
- if (mouse->mouse_touch_events) {
- if (mouseID != SDL_TOUCH_MOUSEID && mouseID != SDL_PEN_MOUSEID && button == SDL_BUTTON_LEFT) {
- if (down) {
- track_mouse_down = true;
- } else {
- track_mouse_down = false;
- }
- if (window) {
- type = track_mouse_down ? SDL_EVENT_FINGER_DOWN : SDL_EVENT_FINGER_UP;
- float normalized_x = mouse->x / (float)window->w;
- float normalized_y = mouse->y / (float)window->h;
- SDL_SendTouch(timestamp, SDL_MOUSE_TOUCHID, SDL_BUTTON_LEFT, window, type, normalized_x, normalized_y, 1.0f);
- }
- }
- }
- // SDL_HINT_TOUCH_MOUSE_EVENTS: if not set, discard synthetic mouse events coming from platform layer
- if (mouse->touch_mouse_events == 0) {
- if (mouseID == SDL_TOUCH_MOUSEID) {
- return;
- }
- }
- // Figure out which event to perform
- if (down) {
- type = SDL_EVENT_MOUSE_BUTTON_DOWN;
- buttonstate |= SDL_BUTTON_MASK(button);
- } else {
- type = SDL_EVENT_MOUSE_BUTTON_UP;
- buttonstate &= ~SDL_BUTTON_MASK(button);
- }
- // We do this after calculating buttonstate so button presses gain focus
- if (window && down) {
- SDL_UpdateMouseFocus(window, mouse->x, mouse->y, buttonstate, true);
- }
- if (buttonstate == source->buttonstate) {
- // Ignore this event, no state change
- return;
- }
- source->buttonstate = buttonstate;
- if (clicks < 0) {
- SDL_MouseClickState *clickstate = GetMouseClickState(source, button);
- if (clickstate) {
- if (down) {
- Uint64 now = SDL_GetTicks();
- if (now >= (clickstate->last_timestamp + mouse->double_click_time) ||
- SDL_fabs(mouse->click_motion_x - clickstate->click_motion_x) > mouse->double_click_radius ||
- SDL_fabs(mouse->click_motion_y - clickstate->click_motion_y) > mouse->double_click_radius) {
- clickstate->click_count = 0;
- }
- clickstate->last_timestamp = now;
- clickstate->click_motion_x = mouse->click_motion_x;
- clickstate->click_motion_y = mouse->click_motion_y;
- if (clickstate->click_count < 255) {
- ++clickstate->click_count;
- }
- }
- clicks = clickstate->click_count;
- } else {
- clicks = 1;
- }
- }
- // Post the event, if desired
- if (SDL_EventEnabled(type)) {
- if ((!mouse->relative_mode || mouse->warp_emulation_active) && mouseID != SDL_TOUCH_MOUSEID && mouseID != SDL_PEN_MOUSEID) {
- // We're not in relative mode, so all mouse events are global mouse events
- mouseID = SDL_GLOBAL_MOUSE_ID;
- } else {
- mouseID = source->mouseID;
- }
- SDL_Event event;
- event.type = type;
- event.common.timestamp = timestamp;
- event.button.windowID = mouse->focus ? mouse->focus->id : 0;
- event.button.which = mouseID;
- event.button.down = down;
- event.button.button = button;
- event.button.clicks = (Uint8)SDL_min(clicks, 255);
- event.button.x = mouse->x;
- event.button.y = mouse->y;
- SDL_PushEvent(&event);
- }
- // We do this after dispatching event so button releases can lose focus
- if (window && !down) {
- SDL_UpdateMouseFocus(window, mouse->x, mouse->y, buttonstate, true);
- }
- // Automatically capture the mouse while buttons are pressed
- if (mouse->auto_capture) {
- SDL_UpdateMouseCapture(false);
- }
- }
- void SDL_SendMouseButtonClicks(Uint64 timestamp, SDL_Window *window, SDL_MouseID mouseID, Uint8 button, bool down, int clicks)
- {
- clicks = SDL_max(clicks, 0);
- SDL_PrivateSendMouseButton(timestamp, window, mouseID, button, down, clicks);
- }
- void SDL_SendMouseButton(Uint64 timestamp, SDL_Window *window, SDL_MouseID mouseID, Uint8 button, bool down)
- {
- SDL_PrivateSendMouseButton(timestamp, window, mouseID, button, down, -1);
- }
- void SDL_SendMouseWheel(Uint64 timestamp, SDL_Window *window, SDL_MouseID mouseID, float x, float y, SDL_MouseWheelDirection direction)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (window) {
- SDL_SetMouseFocus(window);
- }
- if (x == 0.0f && y == 0.0f) {
- return;
- }
- // Post the event, if desired
- if (SDL_EventEnabled(SDL_EVENT_MOUSE_WHEEL)) {
- float integer_x, integer_y;
- if (!mouse->relative_mode || mouse->warp_emulation_active) {
- // We're not in relative mode, so all mouse events are global mouse events
- mouseID = SDL_GLOBAL_MOUSE_ID;
- }
- SDL_Event event;
- event.type = SDL_EVENT_MOUSE_WHEEL;
- event.common.timestamp = timestamp;
- event.wheel.windowID = mouse->focus ? mouse->focus->id : 0;
- event.wheel.which = mouseID;
- event.wheel.direction = direction;
- event.wheel.mouse_x = mouse->x;
- event.wheel.mouse_y = mouse->y;
- mouse->residual_scroll_x = SDL_modff(mouse->residual_scroll_x + x, &integer_x);
- event.wheel.integer_x = (Sint32)integer_x;
- mouse->residual_scroll_y = SDL_modff(mouse->residual_scroll_y + y, &integer_y);
- event.wheel.integer_y = (Sint32)integer_y;
- // Return the accumulated values in x/y when integer wheel mode is enabled.
- // This is necessary for compatibility with sdl2-compat 2.32.54.
- if (mouse->integer_mode_flags & 2) {
- event.wheel.x = integer_x;
- event.wheel.y = integer_y;
- } else {
- event.wheel.x = x;
- event.wheel.y = y;
- }
- SDL_PushEvent(&event);
- }
- }
- void SDL_QuitMouse(void)
- {
- SDL_Cursor *cursor, *next;
- SDL_Mouse *mouse = SDL_GetMouse();
- if (mouse->added_mouse_touch_device) {
- SDL_DelTouch(SDL_MOUSE_TOUCHID);
- mouse->added_mouse_touch_device = false;
- }
- if (mouse->added_pen_touch_device) {
- SDL_DelTouch(SDL_PEN_TOUCHID);
- mouse->added_pen_touch_device = false;
- }
- if (mouse->CaptureMouse) {
- SDL_CaptureMouse(false);
- SDL_UpdateMouseCapture(true);
- }
- SDL_SetRelativeMouseMode(false);
- SDL_ShowCursor();
- if (mouse->def_cursor) {
- SDL_SetDefaultCursor(NULL);
- }
- cursor = mouse->cursors;
- while (cursor) {
- next = cursor->next;
- SDL_DestroyCursor(cursor);
- cursor = next;
- }
- mouse->cursors = NULL;
- mouse->cur_cursor = NULL;
- if (mouse->sources) {
- for (int i = 0; i < mouse->num_sources; ++i) {
- SDL_MouseInputSource *source = &mouse->sources[i];
- SDL_free(source->clickstate);
- }
- SDL_free(mouse->sources);
- mouse->sources = NULL;
- }
- mouse->num_sources = 0;
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_DOUBLE_CLICK_TIME,
- SDL_MouseDoubleClickTimeChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS,
- SDL_MouseDoubleClickRadiusChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_NORMAL_SPEED_SCALE,
- SDL_MouseNormalSpeedScaleChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE,
- SDL_MouseRelativeSpeedScaleChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE,
- SDL_MouseRelativeSystemScaleChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_RELATIVE_MODE_CENTER,
- SDL_MouseRelativeModeCenterChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE,
- SDL_MouseWarpEmulationChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_TOUCH_MOUSE_EVENTS,
- SDL_TouchMouseEventsChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_TOUCH_EVENTS,
- SDL_MouseTouchEventsChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_PEN_MOUSE_EVENTS,
- SDL_PenMouseEventsChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_PEN_TOUCH_EVENTS,
- SDL_PenTouchEventsChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_AUTO_CAPTURE,
- SDL_MouseAutoCaptureChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_RELATIVE_WARP_MOTION,
- SDL_MouseRelativeWarpMotionChanged, mouse);
- SDL_RemoveHintCallback(SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE,
- SDL_MouseRelativeCursorVisibleChanged, mouse);
- SDL_RemoveHintCallback("SDL_MOUSE_INTEGER_MODE",
- SDL_MouseIntegerModeChanged, mouse);
- for (int i = SDL_mouse_count; i--; ) {
- SDL_RemoveMouse(SDL_mice[i].instance_id, false);
- }
- SDL_free(SDL_mice);
- SDL_mice = NULL;
- if (mouse->internal) {
- SDL_free(mouse->internal);
- mouse->internal = NULL;
- }
- SDL_zerop(mouse);
- }
- bool SDL_SetRelativeMouseTransform(SDL_MouseMotionTransformCallback transform, void *userdata)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (mouse->relative_mode) {
- return SDL_SetError("Can't set mouse transform while relative mode is active");
- }
- mouse->InputTransform = transform;
- mouse->input_transform_data = userdata;
- return true;
- }
- SDL_MouseButtonFlags SDL_GetMouseState(float *x, float *y)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (x) {
- *x = mouse->x;
- }
- if (y) {
- *y = mouse->y;
- }
- return SDL_GetMouseButtonState(mouse, SDL_GLOBAL_MOUSE_ID, true);
- }
- SDL_MouseButtonFlags SDL_GetRelativeMouseState(float *x, float *y)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (x) {
- *x = mouse->x_accu;
- }
- if (y) {
- *y = mouse->y_accu;
- }
- mouse->x_accu = 0.0f;
- mouse->y_accu = 0.0f;
- return SDL_GetMouseButtonState(mouse, SDL_GLOBAL_MOUSE_ID, true);
- }
- SDL_MouseButtonFlags SDL_GetGlobalMouseState(float *x, float *y)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (mouse->GetGlobalMouseState) {
- float tmpx, tmpy;
- // make sure these are never NULL for the backend implementations...
- if (!x) {
- x = &tmpx;
- }
- if (!y) {
- y = &tmpy;
- }
- *x = *y = 0.0f;
- return mouse->GetGlobalMouseState(x, y);
- } else {
- return SDL_GetMouseState(x, y);
- }
- }
- void SDL_PerformWarpMouseInWindow(SDL_Window *window, float x, float y, bool ignore_relative_mode)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (!window) {
- window = mouse->focus;
- }
- if (!window) {
- return;
- }
- if ((window->flags & SDL_WINDOW_MINIMIZED) == SDL_WINDOW_MINIMIZED) {
- return;
- }
- // Ignore the previous position when we warp
- mouse->last_x = x;
- mouse->last_y = y;
- mouse->has_position = false;
- if (mouse->relative_mode && !ignore_relative_mode) {
- /* 2.0.22 made warping in relative mode actually functional, which
- * surprised many applications that weren't expecting the additional
- * mouse motion.
- *
- * So for now, warping in relative mode adjusts the absolution position
- * but doesn't generate motion events, unless SDL_HINT_MOUSE_RELATIVE_WARP_MOTION is set.
- */
- if (!mouse->relative_mode_warp_motion) {
- mouse->x = x;
- mouse->y = y;
- mouse->has_position = true;
- return;
- }
- }
- if (mouse->WarpMouse && !mouse->relative_mode) {
- mouse->WarpMouse(window, x, y);
- } else {
- SDL_PrivateSendMouseMotion(0, window, SDL_GLOBAL_MOUSE_ID, false, x, y);
- }
- }
- void SDL_DisableMouseWarpEmulation(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (mouse->warp_emulation_active) {
- SDL_SetRelativeMouseMode(false);
- }
- mouse->warp_emulation_prohibited = true;
- }
- static void SDL_MaybeEnableWarpEmulation(SDL_Window *window, float x, float y)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (!mouse->warp_emulation_prohibited && mouse->warp_emulation_hint && !mouse->cursor_visible && !mouse->warp_emulation_active) {
- if (!window) {
- window = mouse->focus;
- }
- if (window) {
- const float cx = window->w / 2.f;
- const float cy = window->h / 2.f;
- if (x >= SDL_floorf(cx) && x <= SDL_ceilf(cx) &&
- y >= SDL_floorf(cy) && y <= SDL_ceilf(cy)) {
- // Require two consecutive warps to the center within a certain timespan to enter warp emulation mode.
- const Uint64 now = SDL_GetTicksNS();
- if (now - mouse->last_center_warp_time_ns < WARP_EMULATION_THRESHOLD_NS) {
- mouse->warp_emulation_active = true;
- if (!SDL_SetRelativeMouseMode(true)) {
- mouse->warp_emulation_active = false;
- }
- }
- mouse->last_center_warp_time_ns = now;
- return;
- }
- }
- mouse->last_center_warp_time_ns = 0;
- }
- }
- void SDL_WarpMouseInWindow(SDL_Window *window, float x, float y)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- SDL_MaybeEnableWarpEmulation(window, x, y);
- SDL_PerformWarpMouseInWindow(window, x, y, mouse->warp_emulation_active);
- }
- bool SDL_WarpMouseGlobal(float x, float y)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (mouse->WarpMouseGlobal) {
- return mouse->WarpMouseGlobal(x, y);
- }
- return SDL_Unsupported();
- }
- bool SDL_SetRelativeMouseMode(bool enabled)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- SDL_Window *focusWindow = SDL_GetKeyboardFocus();
- if (!enabled) {
- // If warps were being emulated, reset the flag.
- mouse->warp_emulation_active = false;
- }
- if (enabled == mouse->relative_mode) {
- return true;
- }
- // Set the relative mode
- if (!mouse->SetRelativeMouseMode || !mouse->SetRelativeMouseMode(enabled)) {
- if (enabled) {
- return SDL_SetError("No relative mode implementation available");
- }
- }
- mouse->relative_mode = enabled;
- if (enabled) {
- // Update cursor visibility before we potentially warp the mouse
- SDL_RedrawCursor();
- }
- if (enabled && focusWindow) {
- SDL_SetMouseFocus(focusWindow);
- }
- if (focusWindow) {
- SDL_UpdateWindowGrab(focusWindow);
- // Put the cursor back to where the application expects it
- if (!enabled) {
- SDL_PerformWarpMouseInWindow(focusWindow, mouse->x, mouse->y, true);
- }
- SDL_UpdateMouseCapture(false);
- }
- if (!enabled) {
- // Update cursor visibility after we restore the mouse position
- SDL_RedrawCursor();
- }
- // Flush pending mouse motion - ideally we would pump events, but that's not always safe
- SDL_FlushEvent(SDL_EVENT_MOUSE_MOTION);
- return true;
- }
- bool SDL_GetRelativeMouseMode(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- return mouse->relative_mode;
- }
- void SDL_UpdateRelativeMouseMode(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- SDL_Window *focus = SDL_GetKeyboardFocus();
- bool relative_mode = (focus && (focus->flags & SDL_WINDOW_MOUSE_RELATIVE_MODE));
- if (relative_mode != mouse->relative_mode) {
- SDL_SetRelativeMouseMode(relative_mode);
- }
- }
- bool SDL_UpdateMouseCapture(bool force_release)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- SDL_Window *capture_window = NULL;
- if (!mouse->CaptureMouse) {
- return true;
- }
- if (!force_release) {
- if (SDL_GetMessageBoxCount() == 0 &&
- (mouse->capture_desired || (mouse->auto_capture && SDL_GetMouseButtonState(mouse, SDL_GLOBAL_MOUSE_ID, false) != 0))) {
- if (!mouse->relative_mode) {
- capture_window = mouse->focus;
- }
- }
- }
- if (capture_window != mouse->capture_window) {
- /* We can get here recursively on Windows, so make sure we complete
- * all of the window state operations before we change the capture state
- * (e.g. https://github.com/libsdl-org/SDL/pull/5608)
- */
- SDL_Window *previous_capture = mouse->capture_window;
- if (previous_capture) {
- previous_capture->flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
- }
- if (capture_window) {
- capture_window->flags |= SDL_WINDOW_MOUSE_CAPTURE;
- }
- mouse->capture_window = capture_window;
- if (!mouse->CaptureMouse(capture_window)) {
- // CaptureMouse() will have set an error, just restore the state
- if (previous_capture) {
- previous_capture->flags |= SDL_WINDOW_MOUSE_CAPTURE;
- }
- if (capture_window) {
- capture_window->flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
- }
- mouse->capture_window = previous_capture;
- return false;
- }
- }
- return true;
- }
- bool SDL_CaptureMouse(bool enabled)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (!mouse->CaptureMouse) {
- return SDL_Unsupported();
- }
- #if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK)
- /* Windows mouse capture is tied to the current thread, and must be called
- * from the thread that created the window being captured. Since we update
- * the mouse capture state from the event processing, any application state
- * changes must be processed on that thread as well.
- */
- if (!SDL_OnVideoThread()) {
- return SDL_SetError("SDL_CaptureMouse() must be called on the main thread");
- }
- #endif // defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK)
- if (enabled && SDL_GetKeyboardFocus() == NULL) {
- return SDL_SetError("No window has focus");
- }
- mouse->capture_desired = enabled;
- return SDL_UpdateMouseCapture(false);
- }
- 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 *pixels;
- Uint8 datab = 0, maskb = 0;
- const Uint32 black = 0xFF000000;
- const Uint32 white = 0xFFFFFFFF;
- const Uint32 transparent = 0x00000000;
- #if defined(SDL_PLATFORM_WIN32)
- // Only Windows backend supports inverted pixels in mono cursors.
- const Uint32 inverted = 0x00FFFFFF;
- #else
- const Uint32 inverted = 0xFF000000;
- #endif // defined(SDL_PLATFORM_WIN32)
- // Make sure the width is a multiple of 8
- w = ((w + 7) & ~7);
- // Create the surface from a bitmap
- surface = SDL_CreateSurface(w, h, SDL_PIXELFORMAT_ARGB8888);
- if (!surface) {
- return NULL;
- }
- for (y = 0; y < h; ++y) {
- pixels = (Uint32 *)((Uint8 *)surface->pixels + y * surface->pitch);
- for (x = 0; x < w; ++x) {
- if ((x % 8) == 0) {
- datab = *data++;
- maskb = *mask++;
- }
- if (maskb & 0x80) {
- *pixels++ = (datab & 0x80) ? black : white;
- } else {
- *pixels++ = (datab & 0x80) ? inverted : transparent;
- }
- datab <<= 1;
- maskb <<= 1;
- }
- }
- cursor = SDL_CreateColorCursor(surface, hot_x, hot_y);
- SDL_DestroySurface(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_InvalidParamError("surface");
- return NULL;
- }
- // Allow specifying the hot spot via properties on the surface
- SDL_PropertiesID props = SDL_GetSurfaceProperties(surface);
- hot_x = (int)SDL_GetNumberProperty(props, SDL_PROP_SURFACE_HOTSPOT_X_NUMBER, hot_x);
- hot_y = (int)SDL_GetNumberProperty(props, SDL_PROP_SURFACE_HOTSPOT_Y_NUMBER, hot_y);
- // 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 != SDL_PIXELFORMAT_ARGB8888) {
- temp = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ARGB8888);
- if (!temp) {
- return NULL;
- }
- surface = temp;
- }
- if (mouse->CreateCursor) {
- cursor = mouse->CreateCursor(surface, hot_x, hot_y);
- } else {
- cursor = (SDL_Cursor *)SDL_calloc(1, sizeof(*cursor));
- }
- if (cursor) {
- cursor->next = mouse->cursors;
- mouse->cursors = cursor;
- }
- SDL_DestroySurface(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;
- }
- void SDL_RedrawCursor(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- SDL_Cursor *cursor;
- if (mouse->focus) {
- cursor = mouse->cur_cursor;
- } else {
- cursor = mouse->def_cursor;
- }
- if (mouse->focus && (!mouse->cursor_visible || (mouse->relative_mode && mouse->relative_mode_hide_cursor))) {
- cursor = NULL;
- }
- if (mouse->ShowCursor) {
- mouse->ShowCursor(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.
- */
- bool SDL_SetCursor(SDL_Cursor *cursor)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- // already on this cursor, no further action required
- if (cursor == mouse->cur_cursor) {
- return true;
- }
- // 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) {
- return SDL_SetError("Cursor not associated with the current mouse");
- }
- }
- mouse->cur_cursor = cursor;
- }
- SDL_RedrawCursor();
- return true;
- }
- 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_DestroyCursor(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 && curr->internal) {
- mouse->FreeCursor(curr);
- } else {
- SDL_free(curr);
- }
- return;
- }
- }
- }
- bool SDL_ShowCursor(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (mouse->warp_emulation_active) {
- SDL_SetRelativeMouseMode(false);
- mouse->warp_emulation_active = false;
- }
- if (!mouse->cursor_visible) {
- mouse->cursor_visible = true;
- SDL_RedrawCursor();
- }
- return true;
- }
- bool SDL_HideCursor(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- if (mouse->cursor_visible) {
- mouse->cursor_visible = false;
- SDL_RedrawCursor();
- }
- return true;
- }
- bool SDL_CursorVisible(void)
- {
- SDL_Mouse *mouse = SDL_GetMouse();
- return mouse->cursor_visible;
- }
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