/* The zlib/libpng License Copyright (c) 2005-2007 Phillip Castaneda (pjcast -- www.wreckedgames.com) 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/SDLMouse.h" #include "SDL/SDLInputManager.h" #include "OISException.h" #include "OISEvents.h" using namespace OIS; //-------------------------------------------------------------------// SDLMouse::SDLMouse( bool buffered ) : mGrabbed(false), mRegainFocus(false) { mBuffered = buffered; mType = OISMouse; listener = 0; } //-------------------------------------------------------------------// void SDLMouse::_initialize() { //Clear old state mState.clear(); mRegainFocus = false; _setGrab(true); _setVisible(false); static_cast(InputManager::getSingletonPtr())->_setGrabMode(true); } //-------------------------------------------------------------------// SDLMouse::~SDLMouse() { _setGrab(true); _setVisible(true); static_cast(InputManager::getSingletonPtr())->_setGrabMode(false); } //-------------------------------------------------------------------// void SDLMouse::capture() { //Used for going from SDL Button to OIS button static const MouseButtonID ButtonMask[4] = {MB_Left, MB_Left, MB_Middle, MB_Right}; //Clear old relative values mState.relX = mState.relY = mState.relZ = 0; SDL_Event events[OIS_SDL_MOUSE_BUFF]; int count = SDL_PeepEvents(events, OIS_SDL_MOUSE_BUFF, SDL_GETEVENT, SDL_MOUSEEVENTMASK); bool mouseXYMoved = false; bool mouseZMoved = false; for( int i = 0; i < count; ++i ) { switch( events[i].type ) { case SDL_MOUSEMOTION: mouseXYMoved = true; break; case SDL_MOUSEBUTTONDOWN: { mRegainFocus = true; int sdlButton = events[i].button.button; if( sdlButton <= SDL_BUTTON_RIGHT ) { //Left, Right, or Middle mState.buttons |= (1 << ButtonMask[sdlButton]); if( mBuffered && listener ) if( listener->mousePressed(MouseEvent(this,0,mState), ButtonMask[sdlButton]) == false ) return; } else { //mouse Wheel mouseZMoved = true; if( sdlButton == SDL_BUTTON_WHEELUP ) mState.relZ += 120; else if( sdlButton == SDL_BUTTON_WHEELDOWN ) mState.relZ -= 120; } break; } case SDL_MOUSEBUTTONUP: { int sdlButton = events[i].button.button; if( sdlButton <= SDL_BUTTON_RIGHT ) { //Left, Right, or Middle mState.buttons &= ~(1 << ButtonMask[sdlButton]); if( mBuffered && listener ) if( listener->mouseReleased(MouseEvent(this,0,mState), ButtonMask[sdlButton]) == false ) return; } break; } } } //Handle X/Y axis move if( mouseXYMoved ) { SDL_GetMouseState( &mState.abX, &mState.abY ); SDL_GetRelativeMouseState( &mState.relX, &mState.relY ); if( mBuffered && listener ) listener->mouseMoved(MouseEvent(this, 0, mState)); } //Handle Z Motion if( mouseZMoved ) { mState.abZ += mState.relZ; if( mBuffered && listener ) listener->mouseMoved(MouseEvent(this, 0, mState)); } //Handle Alt-Tabbing SDLInputManager* man = static_cast(InputManager::getSingletonPtr()); if( man->_getGrabMode() == false ) { if( mRegainFocus == false && mGrabbed == true ) { //We had focus, but must release it now _setGrab(false); _setVisible(true); } else if( mRegainFocus == true && mGrabbed == false ) { //We are gaining focus back (mouse clicked in window) _setGrab(true); _setVisible(false); man->_setGrabMode(true); //Notify manager } } } //-------------------------------------------------------------------// void SDLMouse::setBuffered(bool buffered) { mBuffered = buffered; } //-------------------------------------------------------------------// void SDLMouse::_setGrab(bool grabbed) { if( grabbed ) SDL_WM_GrabInput(SDL_GRAB_ON); else SDL_WM_GrabInput(SDL_GRAB_OFF); mGrabbed = grabbed; } //-------------------------------------------------------------------// void SDLMouse::_setVisible(bool visible) { if( visible ) SDL_ShowCursor(SDL_ENABLE); else SDL_ShowCursor(SDL_DISABLE); }