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Fixed bug #382

Added horizontal scrolling support: SDL_BUTTON_WHEELLEFT (6) and SDL_BUTTON_WHEELRIGHT (7)
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slouken committed Jul 6, 2007
1 parent 63d9e6c commit 1ade2e32279890d5706b1616ff60d9f8ca43f3de
Showing with 44 additions and 13 deletions.
  1. +2 −0 WhatsNew
  2. +3 −0 docs.html
  3. +4 −0 include/SDL_mouse.h
  4. +17 −6 src/video/bwindow/SDL_sysevents.cc
  5. +18 −7 src/video/quartz/SDL_QuartzEvents.m
@@ -7,6 +7,8 @@ Version 1.0:
Added SDL_VIDEO_ALLOW_SCREENSAVER to override SDL's disabling
of the screensaver on Mac OS X and X11.

Added SDL_BUTTON_WHEELLEFT (6) and SDL_BUTTON_WHEELRIGHT (7)

1.2.10:
If SDL_OpenAudio() is passed zero for the desired format
fields, the following environment variables will be used
@@ -28,6 +28,9 @@ <H3> General Notes </H3>
<P>
Added SDL_VIDEO_ALLOW_SCREENSAVER to override SDL's disabling of the screensaver on Mac OS X, Windows, and X11.
</P>
<P>
Added SDL_BUTTON_WHEELLEFT (6) and SDL_BUTTON_WHEELRIGHT (7)
</P>
<P>
Fixed buffer overrun crash when resampling audio rates.
</P>
@@ -115,13 +115,17 @@ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
Button 3: Right mouse button
Button 4: Mouse wheel up (may also be a real button)
Button 5: Mouse wheel down (may also be a real button)
Button 6: Mouse wheel left (may also be a real button)
Button 7: Mouse wheel right (may also be a real button)
*/
#define SDL_BUTTON(X) (1 << ((X)-1))
#define SDL_BUTTON_LEFT 1
#define SDL_BUTTON_MIDDLE 2
#define SDL_BUTTON_RIGHT 3
#define SDL_BUTTON_WHEELUP 4
#define SDL_BUTTON_WHEELDOWN 5
#define SDL_BUTTON_WHEELLEFT 6
#define SDL_BUTTON_WHEELRIGHT 7
#define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT)
#define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE)
#define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT)
@@ -294,12 +294,23 @@ SDL_WarpMouse((int)center.x*2-1,(int)center.y*2-1);
float x, y;
x = y = 0;
if (msg->FindFloat("be:wheel_delta_x", &x) == B_OK && msg->FindFloat("be:wheel_delta_y", &y) == B_OK) {
if (x < 0 || y < 0) {
SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELDOWN, 0, 0);
SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELDOWN, 0, 0);
} else if (x > 0 || y > 0) {
SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELUP, 0, 0);
SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELUP, 0, 0);
if ( y ) {
if (y < 0) {
SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELDOWN, 0, 0);
SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELDOWN, 0, 0);
} else {
SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELUP, 0, 0);
SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELUP, 0, 0);
}
}
if ( x ) {
if (x < 0) {
SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELRIGHT, 0, 0);
SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELRIGHT, 0, 0);
} else {
SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELLEFT, 0, 0);
SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELLEFT, 0, 0);
}
}
}
break;
@@ -932,13 +932,24 @@ disassociated from the mouse (and therefore
Uint8 button;
dy = [ event deltaY ];
dx = [ event deltaX ];
if ( dy > 0.0 || dx > 0.0 ) /* Scroll up */
button = SDL_BUTTON_WHEELUP;
else /* Scroll down */
button = SDL_BUTTON_WHEELDOWN;
/* For now, wheel is sent as a quick down+up */
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
if ( dy ) {
if ( dy > 0.0 ) /* Scroll up */
button = SDL_BUTTON_WHEELUP;
else /* Scroll down */
button = SDL_BUTTON_WHEELDOWN;
/* For now, wheel is sent as a quick down+up */
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
}
if ( dx ) {
if ( dx > 0.0 ) /* Scroll left */
button = SDL_BUTTON_WHEELLEFT;
else /* Scroll right */
button = SDL_BUTTON_WHEELRIGHT;
/* For now, wheel is sent as a quick down+up */
SDL_PrivateMouseButton (SDL_PRESSED, button, 0, 0);
SDL_PrivateMouseButton (SDL_RELEASED, button, 0, 0);
}
}
break;
case NSKeyUp:

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