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More improvements for bug #373

Show the SDL cursor in the window and the arrow cursor outside the window.

This is also supposed to show the SDL cursor when activated, but that code
isn't working yet...
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slouken committed Jul 14, 2007
1 parent 3a71f44 commit 7e66b482592becf64ff85a3dfe3e9037ff1023be
Showing with 31 additions and 16 deletions.
  1. +26 −11 src/video/quartz/SDL_QuartzEvents.m
  2. +1 −1 src/video/quartz/SDL_QuartzVideo.h
  3. +4 −4 src/video/quartz/SDL_QuartzWM.m
@@ -623,11 +623,22 @@ static void QZ_GetMouseLocation (_THIS, NSPoint *p) {

void QZ_DoActivate (_THIS) {

SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (QZ_IsMouseInWindow (this) ? SDL_APPMOUSEFOCUS : 0));

/* Hide the cursor if it was hidden by SDL_ShowCursor() */
if (!cursor_should_be_visible)
QZ_HideMouse (this);
BOOL isInGameWin = QZ_IsMouseInWindow (this);

SDL_PrivateAppActive (1, SDL_APPINPUTFOCUS | (isInGameWin ? SDL_APPMOUSEFOCUS : 0));

/* Reset the cursor state */
/* FIXME: This doesn't currently work...
Apparently you can't set the cursor inside windowDidBecomeKey
*/
if ( isInGameWin ) {
if (cursor_should_be_visible)
SDL_SetCursor (NULL);
else
QZ_HideMouse (this);
} else {
QZ_ShowMouse (this, [NSCursor arrowCursor]);
}

/* Regrab input, only if it was previously grabbed */
if ( current_grab_mode == SDL_GRAB_ON ) {
@@ -656,7 +667,7 @@ void QZ_DoDeactivate (_THIS) {

/* Show the cursor if it was hidden by SDL_ShowCursor() */
if (!cursor_should_be_visible)
QZ_ShowMouse (this);
QZ_ShowMouse (this, [NSCursor arrowCursor]);
}

void QZ_SleepNotificationHandler (void * refcon,
@@ -870,8 +881,7 @@ multiple identical calls to SDL_PrivateMouseMotion(),
into the game window. This still generates a mouse moved event,
but not as a result of the warp (so it's in the right direction).
*/
if ( grab_state == QZ_VISIBLE_GRAB &&
!isInGameWin ) {
if ( grab_state == QZ_VISIBLE_GRAB && !isInGameWin ) {

NSPoint p;
QZ_GetMouseLocation (this, &p);
@@ -909,15 +919,20 @@ disassociated from the mouse (and therefore
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);

QZ_ShowMouse (this, [NSCursor arrowCursor]);
}
else
if ( isInGameWin && (SDL_GetAppState() & (SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS)) == SDL_APPINPUTFOCUS ) {

SDL_PrivateAppActive (1, SDL_APPMOUSEFOCUS);
if (!cursor_should_be_visible)

if (cursor_should_be_visible) {
SDL_SetCursor (NULL);
} else {
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);
@@ -224,7 +224,7 @@ SDL_Overlay* QZ_CreateYUVOverlay (_THIS, int width, int height,
void QZ_PrivateWarpCursor (_THIS, int x, int y);
void QZ_ChangeGrabState (_THIS, int action);
void QZ_RegisterForSleepNotifications (_THIS);
void QZ_ShowMouse (_THIS);
void QZ_ShowMouse (_THIS, NSCursor *cursor);
void QZ_HideMouse (_THIS);
void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p);
void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p);
@@ -90,11 +90,12 @@ void QZ_FreeWMCursor (_THIS, WMcursor *cursor) {
return(NULL);
}

void QZ_ShowMouse (_THIS) {
void QZ_ShowMouse (_THIS, NSCursor *cursor) {
if (!cursor_visible) {
[ NSCursor unhide ];
cursor_visible = YES;
}
[ cursor set ];
}

void QZ_HideMouse (_THIS) {
@@ -116,16 +117,15 @@ BOOL QZ_IsMouseInWindow (_THIS) {
int QZ_ShowWMCursor (_THIS, WMcursor *cursor) {

if ( cursor == NULL) {
QZ_HideMouse (this);
if ( cursor_should_be_visible ) {
QZ_HideMouse (this);
cursor_should_be_visible = NO;
QZ_ChangeGrabState (this, QZ_HIDECURSOR);
}
}
else {
[ cursor->nscursor set ];
QZ_ShowMouse (this, cursor->nscursor);
if ( ! cursor_should_be_visible ) {
QZ_ShowMouse (this);
cursor_should_be_visible = YES;
QZ_ChangeGrabState (this, QZ_SHOWCURSOR);
}

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