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To: sdl@libsdl.org

From: Christian Walther <cwalther@gmx.ch>
Date: Thu, 15 Dec 2005 21:19:53 +0100
Subject: [SDL] More mouse enhancements for Mac OS X

The attached patch brings two more enhancements to mouse handling on Mac
OS X (Quartz):

1. Currently, after launching an SDL application, SDL's notion of the
mouse position is stuck in the top left corner (0,0) until the first
time the mouse is moved. That's because the UpdateMouse() function isn't
implemented in the Quartz driver. This patch adds it.

2. When grabbing input while the mouse cursor is hidden, the function
CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the
system's notion of the mouse location from moving (and therefore leaving
the SDL window) even when the mouse is moved. However, apparently the
Wacom tablet driver (and maybe other special pointing device drivers)
doesn't care about that setting and still allows the mouse location to
go outside of the window. Interestingly, the system cursor, which is
made visible by the existing code in SDL in that case, does not follow
the mouse location, but appears in the middle of the SDL window. The
mouse location being outside of the window however means that mouse
button events go to background applications (or the dock or whatever is
there), which is very confusing to the user who sees no cursor outside
of the SDL window.

I have not found any way of intercepting these events (and that's
probably by design, as "normal" applications shouldn't prevent the user
from bringing other applications' windows to the front by clicking on
them). An idea would be placing a fully transparent, screen-filling
window in front of everything, but I fear that this might affect
rendering performance (by doing unnecessary compositing, using up
memory, or whatever).

The deluxe solution to the problem would be talking to the tablet
driver using AppleEvents to tell it to constrain its mapped area to the
window (see Wacom's "TabletEventDemo" sample app,
http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that
the bloat that solution would add to SDL would outweigh its usefulness.

What I did instead in my patch is reassociating mouse and cursor when
the mouse leaves the window while an invisible grab is in effect, and
restoring the grab when the window is entered. That way, the grab can
still be effectively broken by a tablet, but at least it's obvious to
the user that it is broken. That change is minimal - it doesn't affect
operation with a mouse (or a trackpad), and the code that it adds is not
executed on every PumpEvents() call, only when entering and leaving the
window.

Unless there are any concerns about the patch, please apply. Feel free
to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's
too verbose.

Thanks

  -Christian
  • Loading branch information
icculus committed Jan 2, 2006
1 parent e8bf318 commit 498be4758c9a3e36abbc03d0f7bcf4e7ba67a924
Showing with 29 additions and 0 deletions.
  1. +27 −0 src/video/quartz/SDL_QuartzEvents.m
  2. +1 −0 src/video/quartz/SDL_QuartzVideo.h
  3. +1 −0 src/video/quartz/SDL_QuartzVideo.m
@@ -887,6 +887,21 @@ but not as a result of the warp (so it's in the right direction).
if ( !isInGameWin && (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) {

SDL_PrivateAppActive (0, SDL_APPMOUSEFOCUS);
if (grab_state == QZ_INVISIBLE_GRAB)
/*The cursor has left the window even though it is
disassociated from the mouse (and therefore
shouldn't move): this can happen with Wacom
tablets, and it effectively breaks the grab, since
mouse down events now go to background
applications. The only possibility to avoid this
seems to be talking to the tablet driver
(AppleEvents) to constrain its mapped area to the
window, which may not be worth the effort. For
now, handle the condition more gracefully than
before by reassociating cursor and mouse until the
cursor enters the window again, making it obvious
to the user that the grab is broken.*/
CGAssociateMouseAndMouseCursorPosition (1);
if (!cursor_should_be_visible)
QZ_ShowMouse (this);
}
@@ -896,6 +911,10 @@ but not as a result of the warp (so it's in the right direction).
SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
if (!cursor_should_be_visible)
QZ_HideMouse (this);
if (grab_state == QZ_INVISIBLE_GRAB) { /*see comment above*/
QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2);
CGAssociateMouseAndMouseCursorPosition (0);
}
}
break;
case NSScrollWheel:
@@ -947,3 +966,11 @@ but not as a result of the warp (so it's in the right direction).

[ pool release ];
}

void QZ_UpdateMouse (_THIS)
{
NSPoint p;
QZ_GetMouseLocation (this, &p);
SDL_PrivateAppActive (QZ_IsMouseInWindow (this), SDL_APPMOUSEFOCUS);
SDL_PrivateMouseMotion (0, 0, p.x, p.y);
}
@@ -196,6 +196,7 @@ int QZ_ShowWMCursor (_THIS, WMcursor *cursor);
void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y);
void QZ_MoveWMCursor (_THIS, int x, int y);
void QZ_CheckMouseMode (_THIS);
void QZ_UpdateMouse (_THIS);

/* Event functions */
void QZ_InitOSKeymap (_THIS);
@@ -131,6 +131,7 @@ static int QZ_Available () {
device->ListModes = QZ_ListModes;
device->SetVideoMode = QZ_SetVideoMode;
device->ToggleFullScreen = QZ_ToggleFullScreen;
device->UpdateMouse = QZ_UpdateMouse;
device->SetColors = QZ_SetColors;
/* device->UpdateRects = QZ_UpdateRects; this is determined by SetVideoMode() */
device->VideoQuit = QZ_VideoQuit;

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