/** * Copyright (c) 2006-2015 LOVE Development Team * * 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. **/ // LOVE #include "Mouse.h" #include "window/sdl/Window.h" // SDL #include namespace love { namespace mouse { namespace sdl { // SDL reports mouse coordinates in the window coordinate system in OS X, but // we want them in pixel coordinates (may be different with high-DPI enabled.) static void windowToPixelCoords(double *x, double *y) { window::Window *window = Module::getInstance(Module::M_WINDOW); if (window) window->windowToPixelCoords(x, y); } // And vice versa for setting mouse coordinates. static void pixelToWindowCoords(double *x, double *y) { window::Window *window = Module::getInstance(Module::M_WINDOW); if (window) window->pixelToWindowCoords(x, y); } const char *Mouse::getName() const { return "love.mouse.sdl"; } Mouse::Mouse() : curCursor(nullptr) { } Mouse::~Mouse() { if (curCursor.get()) setCursor(); for (auto &c : systemCursors) c.second->release(); } love::mouse::Cursor *Mouse::newCursor(love::image::ImageData *data, int hotx, int hoty) { return new Cursor(data, hotx, hoty); } love::mouse::Cursor *Mouse::getSystemCursor(Cursor::SystemCursor cursortype) { Cursor *cursor = nullptr; auto it = systemCursors.find(cursortype); if (it != systemCursors.end()) cursor = it->second; else { cursor = new Cursor(cursortype); systemCursors[cursortype] = cursor; } return cursor; } void Mouse::setCursor(love::mouse::Cursor *cursor) { curCursor.set(cursor); SDL_SetCursor((SDL_Cursor *) cursor->getHandle()); } void Mouse::setCursor() { curCursor.set(nullptr); SDL_SetCursor(SDL_GetDefaultCursor()); } love::mouse::Cursor *Mouse::getCursor() const { return curCursor.get(); } bool Mouse::hasCursor() const { return SDL_GetDefaultCursor() != nullptr; } double Mouse::getX() const { int x; SDL_GetMouseState(&x, nullptr); double dx = (double) x; windowToPixelCoords(&dx, nullptr); return dx; } double Mouse::getY() const { int y; SDL_GetMouseState(nullptr, &y); double dy = (double) y; windowToPixelCoords(nullptr, &dy); return dy; } void Mouse::getPosition(double &x, double &y) const { int mx, my; SDL_GetMouseState(&mx, &my); x = (double) mx; y = (double) my; windowToPixelCoords(&x, &y); } void Mouse::setPosition(double x, double y) { window::Window *window = Module::getInstance(Module::M_WINDOW); SDL_Window *handle = nullptr; if (window) handle = (SDL_Window *) window->getHandle(); pixelToWindowCoords(&x, &y); SDL_WarpMouseInWindow(handle, (int) x, (int) y); // SDL_WarpMouse doesn't directly update SDL's internal mouse state in Linux // and Windows, so we call SDL_PumpEvents now to make sure the next // getPosition call always returns the updated state. SDL_PumpEvents(); } void Mouse::setX(double x) { setPosition(x, getY()); } void Mouse::setY(double y) { setPosition(getX(), y); } void Mouse::setVisible(bool visible) { SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE); } bool Mouse::isDown(const std::vector &buttons) const { Uint32 buttonstate = SDL_GetMouseState(nullptr, nullptr); for (int button : buttons) { if (button <= 0) continue; // We use button index 2 to represent the right mouse button, but SDL // uses 2 to represent the middle mouse button. switch (button) { case 2: button = SDL_BUTTON_RIGHT; break; case 3: button = SDL_BUTTON_MIDDLE; break; } if (buttonstate & SDL_BUTTON(button)) return true; } return false; } bool Mouse::isVisible() const { return SDL_ShowCursor(SDL_QUERY) == SDL_ENABLE; } void Mouse::setGrabbed(bool grab) { window::Window *window = Module::getInstance(Module::M_WINDOW); if (window) window->setMouseGrab(grab); } bool Mouse::isGrabbed() const { window::Window *window = Module::getInstance(Module::M_WINDOW); if (window) return window->isMouseGrabbed(); else return false; } bool Mouse::setRelativeMode(bool relative) { return SDL_SetRelativeMouseMode(relative ? SDL_TRUE : SDL_FALSE) == 0; } bool Mouse::getRelativeMode() const { return SDL_GetRelativeMouseMode() != SDL_FALSE; } } // sdl } // mouse } // love