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kc3-lang/SDL/src/events/SDL_mouse.c

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  • Author : Ozkan Sezer
    Date : 2020-10-14 23:01:06
    Hash : d2723875
    Message : os2: integrate the port into main tree.

  • src/events/SDL_mouse.c
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2020 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 "../SDL_hints_c.h"
    #include "../video/SDL_sysvideo.h"
    #ifdef __WIN32__
    #include "../core/windows/SDL_windows.h"    // For GetDoubleClickTime()
    #endif
    #if defined(__OS2__)
    #define INCL_WIN
    #include <os2.h>
    #endif
    
    /* #define DEBUG_MOUSE */
    
    /* The mouse state */
    static SDL_Mouse SDL_mouse;
    
    /* for mapping mouse events to touch */
    static SDL_bool track_mouse_down = SDL_FALSE;
    
    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();
    #elif defined(__OS2__)
            mouse->double_click_time = WinQuerySysValue(HWND_DESKTOP, SV_DBLCLKTIME);
    #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;
    
        mouse->touch_mouse_events = SDL_GetStringBoolean(hint, SDL_TRUE);
    }
    
    static void SDLCALL
    SDL_MouseTouchEventsChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
    {
        SDL_Mouse *mouse = (SDL_Mouse *)userdata;
        SDL_bool default_value;
    
    #if defined(__ANDROID__) || (defined(__IPHONEOS__) && !defined(__TVOS__))
        default_value = SDL_TRUE;
    #else
        default_value = SDL_FALSE;
    #endif
        mouse->mouse_touch_events = SDL_GetStringBoolean(hint, default_value);
    
        if (mouse->mouse_touch_events) {
            SDL_AddTouch(SDL_MOUSE_TOUCHID, SDL_TOUCH_DEVICE_DIRECT, "mouse_input");
        }
    }
    
    /* 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);
    
        SDL_AddHintCallback(SDL_HINT_MOUSE_TOUCH_EVENTS,
                            SDL_MouseTouchEventsChanged, mouse);
    
        mouse->was_touch_mouse_events = SDL_FALSE; /* no touch to mouse movement event pending */
    
        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_bool send_mouse_motion)
    {
        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
                if (send_mouse_motion) {
                    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);
            if (send_mouse_motion) {
                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, (mouseID == SDL_TOUCH_MOUSEID) ? SDL_FALSE : SDL_TRUE)) {
                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;
    
        /* SDL_HINT_MOUSE_TOUCH_EVENTS: controlling whether mouse events should generate synthetic touch events */
        if (mouse->mouse_touch_events) {
            if (mouseID != SDL_TOUCH_MOUSEID && !relative && track_mouse_down) {
                if (window) {
                    float fx = (float)x / (float)window->w;
                    float fy = (float)y / (float)window->h;
                    SDL_SendTouchMotion(SDL_MOUSE_TOUCHID, 0, window, fx, fy, 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 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;
        }
    
        /* Ignore relative motion when first positioning the mouse */
        if (!mouse->has_position) {
            xrel = 0;
            yrel = 0;
            mouse->has_position = SDL_TRUE;
        } else if (!xrel && !yrel) {  /* Drop events that don't change state */
    #ifdef DEBUG_MOUSE
            printf("Mouse event didn't change state - dropped!\n");
    #endif
            return 0;
        }
    
        /* 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;
            /* Set us pending (or clear during a normal mouse movement event) as having triggered */
            mouse->was_touch_mouse_events = (mouseID == SDL_TOUCH_MOUSEID)? SDL_TRUE : SDL_FALSE;
            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;
    
        /* SDL_HINT_MOUSE_TOUCH_EVENTS: controlling whether mouse events should generate synthetic touch events */
        if (mouse->mouse_touch_events) {
            if (mouseID != SDL_TOUCH_MOUSEID && button == SDL_BUTTON_LEFT) {
                if (state == SDL_PRESSED) {
                    track_mouse_down = SDL_TRUE;
                } else {
                    track_mouse_down = SDL_FALSE;
                }
                if (window) {
                    float fx = (float)mouse->x / (float)window->w;
                    float fy = (float)mouse->y / (float)window->h;
                    SDL_SendTouch(SDL_MOUSE_TOUCHID, 0, window, track_mouse_down, fx, fy, 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 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, SDL_TRUE);
        }
    
        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, SDL_TRUE);
        }
    
        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 == 0.0f && y == 0.0f) {
            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;
        mouse->cur_cursor = 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();
    
        if (mouse->GetGlobalMouseState) {
            int tmpx, tmpy;
    
            /* make sure these are never NULL for the backend implementations... */
            if (!x) {
                x = &tmpx;
            }
            if (!y) {
                y = &tmpy;
            }
    
            *x = *y = 0;
    
            return mouse->GetGlobalMouseState(x, y);
        } else {
            return SDL_GetMouseState(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->WarpMouse) {
            /* Need this functionality for relative mode warp implementation */
            return SDL_FALSE;
        }
    
        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;
        }
    
        /* 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 || 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 (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);
        }
    
        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: */