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

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  • Author : Sam Lantinga
    Date : 2022-04-22 22:31:04
    Hash : fa073ed0
    Message : Revert "Fix relative mouse input for Unvanquished (unvanquished.net)" This reverts commit 331859079674465a39b24f32a6a113959601dca3. Fixes https://github.com/libsdl-org/SDL/issues/5569

  • src/events/SDL_mouse.c
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2022 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.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);
    }
    
    #if defined(__vita__)
    static void SDLCALL
    SDL_VitaTouchMouseDeviceChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
    {
        SDL_Mouse *mouse = (SDL_Mouse *)userdata;
        if (hint) {
            switch(*hint) {
            default:
            case '0':
                mouse->vita_touch_mouse_device = 0;
                break;
            case '1':
                mouse->vita_touch_mouse_device = 1;
                break;
            case '2':
                mouse->vita_touch_mouse_device = 2;
                break;
            }
        }
    }
    #endif
    
    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");
        }
    }
    
    static void SDLCALL
    SDL_MouseAutoCaptureChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
    {
        SDL_Mouse *mouse = (SDL_Mouse *)userdata;
        SDL_bool auto_capture = SDL_GetStringBoolean(hint, SDL_TRUE);
    
        if (auto_capture != mouse->auto_capture) {
            mouse->auto_capture = auto_capture;
            SDL_UpdateMouseCapture(SDL_FALSE);
        }
    }
    
    /* 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);
    
    #if defined(__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_MOUSE_AUTO_CAPTURE,
                            SDL_MouseAutoCaptureChanged, 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;
    }
    
    static Uint32 GetButtonState(SDL_Mouse *mouse)
    {
        int i;
        Uint32 buttonstate = 0;
    
        for (i = 0; i < mouse->num_sources; ++i) {
            buttonstate |= mouse->sources[i].buttonstate;
        }
        return buttonstate;
    }
    
    SDL_Window *
    SDL_GetMouseFocus(void)
    {
        SDL_Mouse *mouse = SDL_GetMouse();
    
        return mouse->focus;
    }
    
    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;
            }
        }
    
        if (!inWindow) {
            if (window == mouse->focus) {
    #ifdef DEBUG_MOUSE
                SDL_Log("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
            SDL_Log("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, GetButtonState(mouse), (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;
            }
            if (window && (window->flags & SDL_WINDOW_INPUT_FOCUS) != 0) {
                if (mouse->WarpMouse) {
                    mouse->WarpMouse(window, center_x, center_y);
                } else {
                    SDL_PrivateSendMouseMotion(window, mouseID, 0, 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) {
            mouse->x = x;
            mouse->y = y;
            mouse->has_position = SDL_TRUE;
        } else if (!xrel && !yrel) {  /* Drop events that don't change state */
    #ifdef DEBUG_MOUSE
            SDL_Log("Mouse event didn't change state - dropped!\n");
    #endif
            return 0;
        }
    
        /* Ignore relative motion positioning the first touch */
        if (mouseID == SDL_TOUCH_MOUSEID && !GetButtonState(mouse)) {
            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_min = 0, x_max = 0;
            int y_min = 0, y_max = 0;
            const SDL_Rect *confine = SDL_GetWindowMouseRect(window);
    
            SDL_GetWindowSize(window, &x_max, &y_max);
            --x_max;
            --y_max;
    
            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_IntersectRect(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 (mouse->x > x_max) {
                mouse->x = x_max;
            }
            if (mouse->x < x_min) {
                mouse->x = x_min;
            }
    
            if (mouse->y > y_max) {
                mouse->y = y_max;
            }
            if (mouse->y < y_min) {
                mouse->y = y_min;
            }
        }
    
        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 = GetButtonState(mouse);
            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_MouseInputSource *GetMouseInputSource(SDL_Mouse *mouse, SDL_MouseID mouseID)
    {
        SDL_MouseInputSource *source, *sources;
        int i;
    
        for (i = 0; i < mouse->num_sources; ++i) {
            source = &mouse->sources[i];
            if (source->mouseID == mouseID) {
                return source;
            }
        }
    
        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];
            source->mouseID = mouseID;
            source->buttonstate = 0;
            return source;
        }
        return NULL;
    }
    
    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;
        SDL_MouseInputSource *source;
    
        source = GetMouseInputSource(mouse, mouseID);
        if (!source) {
            return 0;
        }
        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 && 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 == source->buttonstate) {
            /* Ignore this event, no state change */
            return 0;
        }
        source->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);
        }
    
        /* Automatically capture the mouse while buttons are pressed */
        if (mouse->auto_capture) {
            SDL_UpdateMouseCapture(SDL_FALSE);
        }
    
        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;
        }
    
        if (x > 0.0f) {
            if (mouse->accumulated_wheel_x < 0.0f) {
                mouse->accumulated_wheel_x = 0.0f;
            }
        } else if (x < 0.0f) {
            if (mouse->accumulated_wheel_x > 0.0f) {
                mouse->accumulated_wheel_x = 0.0f;
            }
        }
        mouse->accumulated_wheel_x += x;
        if (mouse->accumulated_wheel_x > 0.0f) {
            integral_x = (int)SDL_floor(mouse->accumulated_wheel_x);
        } else if (mouse->accumulated_wheel_x < 0.0f) {
            integral_x = (int)SDL_ceil(mouse->accumulated_wheel_x);
        } else {
            integral_x = 0;
        }
        mouse->accumulated_wheel_x -= integral_x;
    
        if (y > 0.0f) {
            if (mouse->accumulated_wheel_y < 0.0f) {
                mouse->accumulated_wheel_y = 0.0f;
            }
        } else if (y < 0.0f) {
            if (mouse->accumulated_wheel_y > 0.0f) {
                mouse->accumulated_wheel_y = 0.0f;
            }
        }
        mouse->accumulated_wheel_y += y;
        if (mouse->accumulated_wheel_y > 0.0f) {
            integral_y = (int)SDL_floor(mouse->accumulated_wheel_y);
        } else if (mouse->accumulated_wheel_y < 0.0f) {
            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;
            event.wheel.x = integral_x;
            event.wheel.y = integral_y;
            event.wheel.preciseX = x;
            event.wheel.preciseY = 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_UpdateMouseCapture(SDL_TRUE);
        }
        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->sources) {
            SDL_free(mouse->sources);
            mouse->sources = NULL;
        }
        mouse->num_sources = 0;
    
        if (mouse->clickstate) {
            SDL_free(mouse->clickstate);
            mouse->clickstate = NULL;
        }
        mouse->num_clickstates = 0;
    
        SDL_DelHintCallback(SDL_HINT_MOUSE_DOUBLE_CLICK_TIME,
                            SDL_MouseDoubleClickTimeChanged, mouse);
    
        SDL_DelHintCallback(SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS,
                            SDL_MouseDoubleClickRadiusChanged, mouse);
    
        SDL_DelHintCallback(SDL_HINT_MOUSE_NORMAL_SPEED_SCALE,
                            SDL_MouseNormalSpeedScaleChanged, mouse);
    
        SDL_DelHintCallback(SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE,
                            SDL_MouseRelativeSpeedScaleChanged, mouse);
    
        SDL_DelHintCallback(SDL_HINT_TOUCH_MOUSE_EVENTS,
                            SDL_TouchMouseEventsChanged, mouse);
    
        SDL_DelHintCallback(SDL_HINT_MOUSE_TOUCH_EVENTS,
                            SDL_MouseTouchEventsChanged, mouse);
    
        SDL_DelHintCallback(SDL_HINT_MOUSE_AUTO_CAPTURE,
                            SDL_MouseAutoCaptureChanged, mouse);
    }
    
    Uint32
    SDL_GetMouseState(int *x, int *y)
    {
        SDL_Mouse *mouse = SDL_GetMouse();
    
        if (x) {
            *x = mouse->x;
        }
        if (y) {
            *y = mouse->y;
        }
        return GetButtonState(mouse);
    }
    
    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 GetButtonState(mouse);
    }
    
    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 ((window->flags & SDL_WINDOW_MINIMIZED) == SDL_WINDOW_MINIMIZED) {
            return;
        }
    
        /* Ignore the previous position when we warp */
        mouse->has_position = SDL_FALSE;
    
        if (mouse->WarpMouse &&
            (!mouse->relative_mode || mouse->relative_mode_warp)) {
            mouse->WarpMouse(window, x, y);
        } else {
            SDL_PrivateSendMouseMotion(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) {
            /* Update cursor visibility before we potentially warp the mouse */
            SDL_SetCursor(NULL);
        }
    
        if (enabled && focusWindow) {
            SDL_SetMouseFocus(focusWindow);
    
            if (mouse->relative_mode_warp)
                SDL_WarpMouseInWindow(focusWindow, focusWindow->w/2, focusWindow->h/2);
        }
    
        if (focusWindow) {
            SDL_UpdateWindowGrab(focusWindow);
    
            /* Put the cursor back to where the application expects it */
            if (!enabled) {
                SDL_WarpMouseInWindow(focusWindow, mouse->x, mouse->y);
            }
    
            SDL_UpdateMouseCapture(SDL_FALSE);
        }
    
        if (!enabled) {
            /* Update cursor visibility after we restore the mouse position */
            SDL_SetCursor(NULL);
        }
    
        /* Flush pending mouse motion - ideally we would pump events, but that's not always safe */
        SDL_FlushEvent(SDL_MOUSEMOTION);
    
        return 0;
    }
    
    SDL_bool
    SDL_GetRelativeMouseMode()
    {
        SDL_Mouse *mouse = SDL_GetMouse();
    
        return mouse->relative_mode;
    }
    
    int
    SDL_UpdateMouseCapture(SDL_bool force_release)
    {
        SDL_Mouse *mouse = SDL_GetMouse();
        SDL_Window *capture_window = NULL;
    
        if (!mouse->CaptureMouse) {
            return 0;
        }
    
        if (!force_release) {
            if (mouse->capture_desired || (mouse->auto_capture && SDL_GetMouseState(NULL, NULL) != 0)) {
                if (!mouse->relative_mode) {
                    capture_window = SDL_GetKeyboardFocus();
                }
            }
        }
    
        if (capture_window != mouse->capture_window) {
            if (mouse->capture_window) {
                mouse->CaptureMouse(NULL);
                mouse->capture_window->flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
                mouse->capture_window = NULL;
            }
    
            if (capture_window) {
                if (mouse->CaptureMouse(capture_window) < 0) {
                    /* CaptureMouse() will have set an error */
                    return -1;
                }
                capture_window->flags |= SDL_WINDOW_MOUSE_CAPTURE;
            }
    
            mouse->capture_window = capture_window;
        }
        return 0;
    }
    
    int
    SDL_CaptureMouse(SDL_bool enabled)
    {
        SDL_Mouse *mouse = SDL_GetMouse();
    
        if (!mouse->CaptureMouse) {
            return SDL_Unsupported();
        }
    
        if (enabled && SDL_GetKeyboardFocus() == NULL) {
            return SDL_SetError("No window has focus");
        }
        mouse->capture_desired = enabled;
    
        return SDL_UpdateMouseCapture(SDL_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 *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_InvalidParamError("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: */