Implemented all four OSX/InputImpl::Get/SetMousePosition

This commit is contained in:
Marco Antognini 2011-07-08 14:41:22 +02:00
parent 0f102c6d6e
commit 2f443ea08a

View File

@ -28,12 +28,67 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
#include <SFML/Window/OSX/InputImpl.hpp> #include <SFML/Window/OSX/InputImpl.hpp>
#include <SFML/Window/VideoMode.hpp> #include <SFML/Window/VideoMode.hpp>
#include <SFML/Window/Window.hpp>
#include <SFML/System/Err.hpp>
#import <AppKit/AppKit.h> #import <AppKit/AppKit.h>
#import <SFML/Window/OSX/SFOpenGLView.h>
namespace sf namespace sf
{ {
namespace priv namespace priv
{ {
////////////////////////////////////////////////////////////
/// \brief Extract the dedicated SFOpenGLView from the SFML window
///
/// \param window a SFML window
/// \return nil if something went wrong or a SFOpenGLView*.
///
////////////////////////////////////////////////////////////
SFOpenGLView* GetSFOpenGLViewFromSFMLWindow(const Window& window)
{
id nsHandle = (id)window.GetSystemHandle();
// Get our SFOpenGLView from ...
SFOpenGLView* view = nil;
if ([nsHandle isKindOfClass:[NSWindow class]]) {
// If system handle is a window then from its content view.
view = [nsHandle contentView];
// Subview doesn't match ?
if (![view isKindOfClass:[SFOpenGLView class]]) {
sf::Err() << "The content view is not a valid SFOpenGLView"
<< std::endl;
view = nil;
}
} else if ([nsHandle isKindOfClass:[NSView class]]) {
// If system handle is a view then from a subview of kind SFOpenGLView.
NSArray* subviews = [nsHandle subviews];
for (NSView* subview in subviews) {
if ([subview isKindOfClass:[SFOpenGLView class]]) {
view = (SFOpenGLView *)subview;
break;
}
}
// No matching subview ?
if (view == nil) {
sf::Err() << "Cannot find a valid SFOpenGLView subview." << std::endl;
}
} else {
sf::Err() << "The system handle is neither a <NSWindow*> nor <NSView*>"
<< "object. This shouldn't happen."
<< std::endl;
}
return view;
}
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool InputImpl::IsKeyPressed(Keyboard::Key key) bool InputImpl::IsKeyPressed(Keyboard::Key key)
{ {
@ -64,22 +119,49 @@ Vector2i InputImpl::GetMousePosition()
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Vector2i InputImpl::GetMousePosition(const Window& relativeTo) Vector2i InputImpl::GetMousePosition(const Window& relativeTo)
{ {
// @to be implemented SFOpenGLView* view = GetSFOpenGLViewFromSFMLWindow(relativeTo);
return Vector2i();
// No view ?
if (view == nil) {
return Vector2i();
}
// Use -cursorPositionFromEvent: with nil.
NSPoint pos = [view cursorPositionFromEvent:nil];
return Vector2i(pos.x, pos.y);
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void InputImpl::SetMousePosition(const Vector2i& position) void InputImpl::SetMousePosition(const Vector2i& position)
{ {
// @to be implemented // Here we don't need to reverse the coordinates.
CGPoint pos = CGPointMake(position.x, position.y);
// Place the cursor.
CGEventRef event = CGEventCreateMouseEvent(NULL,
kCGEventMouseMoved,
pos,
/*we don't care about this : */0);
CGEventPost(kCGHIDEventTap, event);
CFRelease(event);
// This is a workaround to deprecated CGSetLocalEventsSuppressionInterval.
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void InputImpl::SetMousePosition(const Vector2i& position, const Window& relativeTo) void InputImpl::SetMousePosition(const Vector2i& position, const Window& relativeTo)
{ {
// @to be implemented SFOpenGLView* view = GetSFOpenGLViewFromSFMLWindow(relativeTo);
// No view ?
if (view == nil) {
return;
}
// Use -setCursorPositionToX:Y:.
[view setCursorPositionToX:position.x Y:position.y];
} }
} // namespace priv } // namespace priv