Merge branch 'keepup'

Conflicts:
	bindings/c/src/SFML/System/Mutex.cpp
	bindings/c/src/SFML/Window/Context.cpp
	src/SFML/Window/CMakeLists.txt
	src/SFML/Window/InputImpl.hpp
	src/SFML/Window/Mouse.cpp
	src/SFML/Window/OSX/InputImpl.cpp
	src/SFML/Window/OSX/InputImpl.hpp
	src/SFML/Window/OSX/JoystickImpl.cpp
	src/SFML/Window/OSX/JoystickImpl.hpp
	src/SFML/Window/OSX/SFApplication.h
	src/SFML/Window/OSX/SFOpenGLView.mm
	src/SFML/Window/Win32/Joystick.hpp
	src/SFML/Window/Win32/JoystickImpl.hpp
This commit is contained in:
Marco Antognini 2011-07-10 06:11:47 +02:00
commit 88c5e350bf
19 changed files with 1740 additions and 1076 deletions

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@ -66,11 +66,11 @@ else() # MACOSX
${SRCROOT}/OSX/cpp_objc_conversion.h
${SRCROOT}/OSX/cpp_objc_conversion.mm
${SRCROOT}/OSX/cg_sf_conversion.hpp
${SRCROOT}/OSX/cg_sf_conversion.cpp
${SRCROOT}/OSX/Joystick.cpp
${SRCROOT}/OSX/Joystick.hpp
${SRCROOT}/OSX/InputImpl.cpp
${SRCROOT}/OSX/InputImpl.hpp
${SRCROOT}/OSX/cg_sf_conversion.cpp
${SRCROOT}/OSX/InputImpl.mm
${SRCROOT}/OSX/InputImpl.hpp
${SRCROOT}/OSX/HIDInputManager.hpp
${SRCROOT}/OSX/HIDInputManager.mm
${SRCROOT}/OSX/JoystickImpl.cpp
${SRCROOT}/OSX/JoystickImpl.hpp
${SRCROOT}/OSX/SFApplication.h
@ -107,7 +107,7 @@ if(WINDOWS)
elseif(LINUX)
set(WINDOW_EXT_LIBS ${WINDOW_EXT_LIBS} ${X11_X11_LIB} ${X11_Xrandr_LIB})
elseif(MACOSX)
set(WINDOW_EXT_LIBS ${WINDOW_EXT_LIBS} "-framework Foundation -framework AppKit -framework IOKit")
set(WINDOW_EXT_LIBS ${WINDOW_EXT_LIBS} "-framework Foundation -framework AppKit -framework IOKit -framework Carbon")
endif()
# define the sfml-window target

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@ -23,6 +23,21 @@
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
/// \brief Ensure at least one autorelease pool is available on this thread.
///
/// Increment a retain count.
/// See SPECIAL CONSIDERATION in implementation file.
///
////////////////////////////////////////////////////////////
void RetainPool(void);
////////////////////////////////////////////////////////////
/// \brief Release the pool.
///
/// Drain the pool if it is no more needed (retain count is zero).
/// See SPECIAL CONSIDERATION in implementation file.
///
////////////////////////////////////////////////////////////
void ReleasePool(void);

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@ -23,102 +23,172 @@
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/ThreadLocalPtr.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/Err.hpp>
#import "AutoreleasePoolWrapper.h"
#import <Foundation/Foundation.h>
#import <SFML/Window/OSX/AutoreleasePoolWrapper.h>
// Here we manage one and only one pool by thread. This prevents draining one
// pool and making other pools invalid which can lead to a crash on 10.5 and an
// annoying message on 10.6 (*** attempt to pop an unknown autorelease pool).
// Because NSAutoreleasePool cannot be retain we have to do it ourself.
// We use an sf::ThreadLocalPtr to have one PoolWrapper in each thread.
////////////////////////////////////////////////////////////
/// Here we manage one and only one pool by thread. This prevents draining one
/// pool and making other pools invalid which can lead to a crash on 10.5 and an
/// annoying message on 10.6 (*** attempt to pop an unknown autorelease pool).
///
/// Because NSAutoreleasePool cannot be retain we have to do it ourself.
/// We use an sf::ThreadLocalPtr to have one PoolWrapper in each thread.
///
/// SPECIAL CONSIDERATION :
/// =======================
/// This implies that if RetainPool is called X times in a thread Y then
/// ReleasePool must be called X times too in the same thread Y.
///
////////////////////////////////////////////////////////////
// This implies that if RetainPool is called X times in a thread Y then
// ReleasePool must be called X times too in the same thread Y.
class PoolWrapper {
public:
PoolWrapper()
: count(0)
, pool(0)
{
/* Nothing else */
}
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// \brief C++ Wrapper of Obj-C Autorelease Pool.
///
////////////////////////////////////////////////////////////
class PoolWrapper : NonCopyable {
public :
~PoolWrapper()
{
#ifdef SFML_DEBUG
if (count < 0) {
sf::Err() << "~PoolWrapper : count is less than zero! "
"You called ReleasePool from a thread too many times."
<< std::endl;
} else if (count > 0) {
sf::Err() << "~PoolWrapper : count is greater than zero! "
"You called ReleasePool from a thread to few times."
<< std::endl;
} else { // count == 0
sf::Err() << "~PoolWrapper is HAPPY!" << std::endl;
}
#endif
}
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
PoolWrapper();
void Retain()
{
// Increase counter.
++count;
// Allocate pool if required.
if (pool == 0) {
pool = [[NSAutoreleasePool alloc] init];
}
#ifdef SFML_DEBUG
if (count <= 0) {
sf::Err() << "PoolWrapper::Retain : count <= 0! " << std::endl;
}
#endif
}
////////////////////////////////////////////////////////////
/// \brief Default destructor
///
////////////////////////////////////////////////////////////
~PoolWrapper();
void Release()
{
// Decrease counter.
--count;
// Drain pool if required.
if (count == 0) {
[pool drain];
pool = 0;
}
#ifdef SFML_DEBUG
if (count < 0) {
sf::Err() << "PoolWrapper::Release : count < 0! " << std::endl;
}
#endif
}
////////////////////////////////////////////////////////////
/// \brief Increment retain count and allocate memory if needed
///
////////////////////////////////////////////////////////////
void Retain();
////////////////////////////////////////////////////////////
/// \brief Decrement retain count and releasing memory if needed
///
////////////////////////////////////////////////////////////
void Release();
private:
int count; ///< How many times the pool was retained ?
NSAutoreleasePool* pool; ///< Our pool.
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
int count; ///< How many times was the pool retained ?
NSAutoreleasePool* pool; ///< Our dedicated pool
};
// Thread shared variable but with local-only shared content.
sf::ThreadLocalPtr<PoolWrapper> localPool;
////////////////////////////////////////////////////////////
PoolWrapper::PoolWrapper()
: count(0)
, pool(0)
{
/* Nothing else */
}
////////////////////////////////////////////////////////////
PoolWrapper::~PoolWrapper()
{
#ifdef SFML_DEBUG
if (count < 0) {
sf::Err() << "~PoolWrapper : count is less than zero! "
"You called ReleasePool from a thread too many times."
<< std::endl;
} else if (count > 0) {
sf::Err() << "~PoolWrapper : count is greater than zero! "
"You called ReleasePool from a thread to few times."
<< std::endl;
} else { // count == 0
sf::Err() << "~PoolWrapper is HAPPY!" << std::endl;
}
#endif
}
////////////////////////////////////////////////////////////
void PoolWrapper::Retain()
{
// Increase counter.
++count;
// Allocate pool if required.
if (pool == 0) {
pool = [[NSAutoreleasePool alloc] init];
}
#ifdef SFML_DEBUG
if (count <= 0) {
sf::Err() << "PoolWrapper::Retain : count <= 0! " << std::endl;
}
#endif
}
////////////////////////////////////////////////////////////
void PoolWrapper::Release()
{
// Decrease counter.
--count;
// Drain pool if required.
if (count == 0) {
[pool drain];
pool = 0;
}
#ifdef SFML_DEBUG
if (count < 0) {
sf::Err() << "PoolWrapper::Release : count < 0! " << std::endl;
}
#endif
}
} // namespace priv
} // namespace sf
////////////////////////////////////////////////////////////
// Private data
////////////////////////////////////////////////////////////
namespace
{
// This per-thread variable holds the current autorelease pool for each thread
sf::ThreadLocalPtr<sf::priv::PoolWrapper> localPool;
}
////////////////////////////////////////////////////////////
void RetainPool(void)
{
// First, Check that we have a valid PoolWrapper object in our local pool.
if (localPool == NULL) {
localPool = new PoolWrapper();
localPool = new sf::priv::PoolWrapper();
}
// Then retains!
localPool->Retain();
}
////////////////////////////////////////////////////////////
void ReleasePool(void)
{
#ifdef SFML_DEBUG
@ -136,3 +206,4 @@ void ReleasePool(void)
}
#endif
}

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@ -0,0 +1,253 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// 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.
//
////////////////////////////////////////////////////////////
#ifndef SFML_HIDINPUTMANAGER_HPP
#define SFML_HIDINPUTMANAGER_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/NonCopyable.hpp>
#include <SFML/Window/JoystickImpl.hpp>
#include <SFML/Window/Keyboard.hpp>
#include <SFML/Window/Mouse.hpp>
#include <Carbon/Carbon.h>
#include <IOKit/hid/IOHIDManager.h>
#include <IOKit/hid/IOHIDDevice.h>
#include <vector>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// \brief This class manage as a singleton instance the
/// keyboard and mouse states. It's only purpose is
/// to help sf::priv::InputImpl class.
///
/// sf::priv::JoystickImpl is not concerned by this class.
///
////////////////////////////////////////////////////////////
class HIDInputManager : NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// \brief Get the unique instance of the class
///
/// \note Private use only
///
/// \return Reference to the HIDInputManager instance
///
////////////////////////////////////////////////////////////
static HIDInputManager& GetInstance();
////////////////////////////////////////////////////////////
/// \brief Check if a key is pressed
///
/// \param key Key to check
///
/// \return True if the key is pressed, false otherwise
///
////////////////////////////////////////////////////////////
bool IsKeyPressed(Keyboard::Key key);
////////////////////////////////////////////////////////////
/// \brief Check if a mouse button is pressed
///
/// \param button Button to check
///
/// \return True if the button is pressed, false otherwise
///
////////////////////////////////////////////////////////////
bool IsMouseButtonPressed(Mouse::Button button);
////////////////////////////////////////////////////////////
/// Try to convert a character into a SFML key code.
///
/// Return sf::Keyboard::KeyCount if it doesn't match any 'localized' keys.
///
/// By 'localized' I mean keys that depend on the keyboard layout
/// and might not be the same as the US keycode in some country
/// (e.g. the keys 'Y' and 'Z' are switched on QWERTZ keyboard and
/// US keyboard layouts.)
///
////////////////////////////////////////////////////////////
static Keyboard::Key LocalizedKeys(UniChar ch);
////////////////////////////////////////////////////////////
/// Try to convert a virtual keycode into a SFML key code.
///
/// Return sf::Keyboard::KeyCount if the keycode is unknown.
///
////////////////////////////////////////////////////////////
static Keyboard::Key NonLocalizedKeys(UniChar virtualKeycode);
private :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
HIDInputManager();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~HIDInputManager();
////////////////////////////////////////////////////////////
/// \brief Initialize the keyboard part of this class
///
/// If something went wrong FreeUp is called
///
////////////////////////////////////////////////////////////
void InitializeKeyboard();
////////////////////////////////////////////////////////////
/// \brief Initialize the mouse part of this class
///
/// If something went wrong FreeUp is called
///
////////////////////////////////////////////////////////////
void InitializeMouse();
////////////////////////////////////////////////////////////
/// \brief Load the given keyboard into myKeys
///
/// If the given keyboard has no key this function simply
/// returns. FreeUp is _not_ called because this is not fatal.
///
/// \param keyboard Keyboard to load
///
////////////////////////////////////////////////////////////
void LoadKeyboard(IOHIDDeviceRef keyboard);
////////////////////////////////////////////////////////////
/// \brief Load the given mouse into myButtons
///
/// If the given mouse has no button this function simply
/// returns. FreeUp is _not_ called because this is not fatal.
///
/// \param mouse Mouse to load
///
////////////////////////////////////////////////////////////
void LoadMouse(IOHIDDeviceRef mouse);
////////////////////////////////////////////////////////////
/// \brief Load the given key into myKeys
///
/// FreeUp is _not_ called by this function.
///
/// \param key Key to load
///
////////////////////////////////////////////////////////////
void LoadKey(IOHIDElementRef key);
////////////////////////////////////////////////////////////
/// \brief Load the given button into myButtons
///
/// FreeUp is _not_ called by this function.
///
/// \param button Button to load
///
////////////////////////////////////////////////////////////
void LoadButton(IOHIDElementRef button);
////////////////////////////////////////////////////////////
/// \brief Release all resources
///
/// Close all connections to any devices, if required
/// Set amIValid to false
///
////////////////////////////////////////////////////////////
void FreeUp();
////////////////////////////////////////////////////////////
/// \brief Create a mask (dictionary) for an IOHIDManager
///
/// \param page HID page
/// \param usage HID usage page
/// \return a retained CFDictionaryRef
///
////////////////////////////////////////////////////////////
static CFDictionaryRef CopyDevicesMaskForManager(UInt32 page, UInt32 usage);
////////////////////////////////////////////////////////////
/// \brief Filter the devices and return them.
///
/// If something went wrong FreeUp is called
///
/// \param page HID page like kHIDPage_GenericDesktop
/// \param usage HID usage page like kHIDUsage_GD_Keyboard or kHIDUsage_GD_Mouse
/// \return a retained CFSetRef of IOHIDDeviceRef or NULL
///
////////////////////////////////////////////////////////////
CFSetRef CopyDevices(UInt32 page, UInt32 usage);
////////////////////////////////////////////////////////////
/// \brief Converte a HID key usage to its corresponding virtual code
///
/// See IOHIDUsageTables.h
///
/// \param usage Any kHIDUsage_Keyboard* usage
/// \return the virtual code associate with the given HID key usage
/// or 0xff if it is associate with no virtual code
///
////////////////////////////////////////////////////////////
static UInt8 UsageToVirtualCode(UInt32 usage);
private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
bool amIValid; ///< If any error occurs this variable is false
CFDataRef myLayoutData; ///< CFData containing the layout
UCKeyboardLayout* myLayout; ///< Current Keyboard Layout
IOHIDManagerRef myManager; ///< HID Manager
typedef std::vector<IOHIDElementRef> IOHIDElements;
IOHIDElements myKeys[Keyboard::KeyCount]; ///< All the keys on any connected keyboard
IOHIDElements myButtons[Mouse::ButtonCount];///< All the buttons on any connected mouse
////////////////////////////////////////////////////////////
/// myKeys' index corresponds to sf::Keyboard::Key enum.
/// if no key is assigned with key XYZ then myKeys[XYZ].size() == 0.
/// if there are several keyboards connected and several HID keys associate
/// with the same sf::Keyboard::Key then myKeys[XYZ] contains all these
/// HID keys.
///
/// myButtons works the same way.
///
////////////////////////////////////////////////////////////
};
} // namespace priv
} // namespace sf
#endif

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@ -1,82 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/OSX/InputImpl.hpp>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
bool InputImpl::IsKeyPressed(Keyboard::Key key)
{
// @to be implemented
return false;
}
////////////////////////////////////////////////////////////
bool InputImpl::IsMouseButtonPressed(Mouse::Button button)
{
// @to be implemented
return false;
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::GetMousePosition()
{
// @to be implemented
return Vector2i();
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::GetMousePosition(const Window& relativeTo)
{
// @to be implemented
return Vector2i();
}
////////////////////////////////////////////////////////////
void InputImpl::SetMousePosition(const Vector2i& position)
{
// @to be implemented
}
////////////////////////////////////////////////////////////
void InputImpl::SetMousePosition(const Vector2i& position, const Window& relativeTo)
{
// @to be implemented
}
} // namespace priv
} // namespace sf

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@ -1,7 +1,8 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// 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.

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@ -0,0 +1,177 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/OSX/InputImpl.hpp>
#include <SFML/Window/VideoMode.hpp>
#include <SFML/Window/Window.hpp>
#include <SFML/System/Err.hpp>
#include <SFML/Window/OSX/HIDInputManager.hpp>
#import <AppKit/AppKit.h>
#import <SFML/Window/OSX/SFOpenGLView.h>
////////////////////////////////////////////////////////////
/// In order to keep track of the keyboard's state and mouse buttons' state
/// we use the HID manager. Mouse position is handled differently.
///
/// NB : we probably could use
/// NSEvent +addGlobalMonitorForEventsMatchingMask:handler: for mouse only.
///
////////////////////////////////////////////////////////////
namespace sf
{
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)
{
return HIDInputManager::GetInstance().IsKeyPressed(key);
}
////////////////////////////////////////////////////////////
bool InputImpl::IsMouseButtonPressed(Mouse::Button button)
{
return HIDInputManager::GetInstance().IsMouseButtonPressed(button);
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::GetMousePosition()
{
// Reverse Y axis to match SFML coord.
NSPoint pos = [NSEvent mouseLocation];
pos.y = sf::VideoMode::GetDesktopMode().Height - pos.y;
return Vector2i(pos.x, pos.y);
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::GetMousePosition(const Window& relativeTo)
{
SFOpenGLView* view = GetSFOpenGLViewFromSFMLWindow(relativeTo);
// 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)
{
// 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)
{
SFOpenGLView* view = GetSFOpenGLViewFromSFMLWindow(relativeTo);
// No view ?
if (view == nil) {
return;
}
// Use -setCursorPositionToX:Y:.
[view setCursorPositionToX:position.x Y:position.y];
}
} // namespace priv
} // namespace sf

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@ -1,371 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// 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.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/Joystick.hpp>
#include <SFML/System/Err.hpp>
#include <sstream>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
Joystick::Joystick()
: myManager(0)
, myElements(0)
{
/* Nothing else */
}
////////////////////////////////////////////////////////////
Joystick::~Joystick()
{
FreeUp();
}
////////////////////////////////////////////////////////////
void Joystick::Initialize(unsigned int Index)
{
// Try to create a joystick manager.
if (!CreateManager()) return;
// Get the joysticks.
CFSetRef devices = CopyJoysticksOnly();
// If none exit the function.
if (devices == NULL) {
FreeUp();
return;
}
// Is there enough joystick ?
CFIndex joysticksCount = CFSetGetCount(devices);
if (joysticksCount <= CFIndex(Index)) {
FreeUp();
return;
}
// Get a usable copy of the joysticks devices.
CFTypeRef devicesArray[joysticksCount];
CFSetGetValues(devices, devicesArray);
// Release unused stuff.
CFRelease(devices); // Maybe we should have a field for that and not release it here...
// Get the Index-th joystick.
IOHIDDeviceRef device = (IOHIDDeviceRef) devicesArray[Index];
// Retrive all connected elements to this joystick.
if (!RetriveElements(device)) {
FreeUp();
return;
}
// Happy end!
}
////////////////////////////////////////////////////////////
JoystickState Joystick::UpdateState()
{
// If we don't have any joystick we exit.
if (myElements == 0) return JoystickState();
// Fill a JoystickState instance with the current joystick state.
JoystickState s;
// Update the buttons.
for (ButtonsVector::size_type i = 0; i < myButtons.size(); ++i) {
IOHIDValueRef value = 0;
IOHIDDeviceGetValue(IOHIDElementGetDevice(myButtons[i]), myButtons[i], &value);
// Check for plug out.
if (!value) {
// No value ? Hum... Seems like the joystick is gone.
FreeUp();
return JoystickState();
}
s.Buttons[i] = IOHIDValueGetIntegerValue(value) == 1; // 1 means pressed, others mean released.
}
for (AxisMap::iterator it = myAxis.begin(); it != myAxis.end(); ++it) {
IOHIDValueRef value = 0;
IOHIDDeviceGetValue(IOHIDElementGetDevice(it->second), it->second, &value);
// Check for plug out.
if (!value) {
// No value ? Hum... Seems like the joystick is gone.
FreeUp();
return JoystickState();
}
// We want to bind [physicalMin,physicalMax] to [-100=min,100=max].
//
// General formula to bind [a,b] to [c,d] with a linear progression :
//
// f : [a, b] -> [c, d]
// x |-> (x-a)(d-c)/(b-a)+c
//
// This method might not be very accurate (the "0 position" can be
// slightly shift with some device) but we don't care because most
// of devices are so sensitive that this is not relevant.
double physicalMax = IOHIDElementGetPhysicalMax(it->second);
double physicalMin = IOHIDElementGetPhysicalMin(it->second);
double scaledMin = -100;
double scaledMax = 100;
double physicalValue = IOHIDValueGetScaledValue(value, kIOHIDValueScaleTypePhysical);
float scaledValue = ((physicalValue - physicalMin) * (scaledMax - scaledMin) / (physicalMax - physicalMin)) + scaledMin;
s.Axis[it->first] = scaledValue;
}
return s;
}
////////////////////////////////////////////////////////////
bool Joystick::HasAxis(Joy::Axis Axis) const
{
return myAxis.find(Axis) != myAxis.end();
}
////////////////////////////////////////////////////////////
unsigned int Joystick::GetButtonsCount() const
{
// Return number of supported buttons.
return myButtons.size();
}
////////////////////////////////////////////////////////////
CFDictionaryRef Joystick::DevicesMaskForManager(UInt32 page, UInt32 usage)
{
// Create the dictionary.
CFMutableDictionaryRef dict = CFDictionaryCreateMutable(kCFAllocatorDefault, 2,
&kCFTypeDictionaryKeyCallBacks,
&kCFTypeDictionaryValueCallBacks);
// Add the page value.
CFNumberRef value = CFNumberCreate(kCFAllocatorDefault, kCFNumberIntType, &page);
CFDictionarySetValue(dict, CFSTR(kIOHIDDeviceUsagePageKey), value);
CFRelease(value);
// Add the usage value (which is only valid if page value exists).
value = CFNumberCreate(kCFAllocatorDefault, kCFNumberIntType, &usage);
CFDictionarySetValue(dict, CFSTR(kIOHIDDeviceUsageKey), value);
CFRelease(value);
return dict;
}
////////////////////////////////////////////////////////////
bool Joystick::CreateManager()
{
// Create HID Manager reference.
myManager = IOHIDManagerCreate(kCFAllocatorDefault, kIOHIDOptionsTypeNone);
// Open a HID Manager reference.
IOReturn openStatus = IOHIDManagerOpen(myManager, kIOHIDOptionsTypeNone);
if (openStatus != kIOReturnSuccess) {
sf::Err() << "Error when opening the joystick manager : "
<< std::hex << openStatus << std::endl;
CFRelease(myManager);
myManager = 0;
return false;
}
// Everything went fine.
return true;
}
////////////////////////////////////////////////////////////
CFSetRef Joystick::CopyJoysticksOnly()
{
// Create a mask to get only joystick devices.
CFDictionaryRef joysticksMask = DevicesMaskForManager(kHIDPage_GenericDesktop, kHIDUsage_GD_Joystick);
// Sets single matching criteria (dictionary) for device enumeration.
IOHIDManagerSetDeviceMatching(myManager, joysticksMask);
// No more needed -> free up.
CFRelease(joysticksMask);
// Retrieve devices.
CFSetRef devices = IOHIDManagerCopyDevices(myManager);
return devices; // The caller is responsible for releasing it.
}
////////////////////////////////////////////////////////////
bool Joystick::RetriveElements(IOHIDDeviceRef device)
{
// Get a list of all elements attached to the device.
myElements = IOHIDDeviceCopyMatchingElements(device, NULL, kIOHIDOptionsTypeNone);
if (myElements == NULL) {
// What is a joystick with no element ? Let the user know that.
sf::Err() << "No array of element for this device" << std::endl;
return false;
}
// How many elements are there ?
CFIndex elements_count = CFArrayGetCount(myElements);
if (elements_count == 0) {
// What is a joystick with no element ? Let the user know that.
sf::Err() << "No element attached to this device" << std::endl;
CFRelease(myElements);
myElements = 0;
return false;
}
// Go through all connected elements.
for (int i = 0; i < elements_count; ++i) {
IOHIDElementRef element = (IOHIDElementRef) CFArrayGetValueAtIndex(myElements, i);
switch (IOHIDElementGetType(element)) {
case kIOHIDElementTypeInput_Misc:
switch (IOHIDElementGetUsage(element)) {
case kHIDUsage_GD_X:
myAxis[Joy::AxisX] = element;
break;
case kHIDUsage_GD_Y:
myAxis[Joy::AxisY] = element;
break;
case kHIDUsage_GD_Z:
myAxis[Joy::AxisZ] = element;
break;
case kHIDUsage_GD_Rx:
myAxis[Joy::AxisU] = element; // use same binding as on Linux.
break;
case kHIDUsage_GD_Ry:
myAxis[Joy::AxisV] = element; // use same binding as on Linux.
break;
case kHIDUsage_GD_Rz:
myAxis[Joy::AxisR] = element; // use same binding as on Linux.
break;
// kHIDUsage_GD_Vx, kHIDUsage_GD_Vy, kHIDUsage_GD_Vz are ignored.
}
break;
case kIOHIDElementTypeInput_Button:
if (myButtons.size() < Joy::ButtonCount) { // If we can managed this button through events...
myButtons.push_back(element); // ...we add this element to the list.
} else {
// Too many buttons. We ignore this one.
}
break;
default: // Make compiler happy.
break;
}
}
// Note : Joy::AxisPOV not yet supported.
// Maybe kIOHIDElementTypeInput_Axis is the type but I can't test.
return true;
}
////////////////////////////////////////////////////////////
void Joystick::FreeUp()
{
ReleaseElements();
ReleaseManager();
}
////////////////////////////////////////////////////////////
void Joystick::ReleaseManager()
{
if (myManager != 0) {
// Closes the IOHIDManager
IOReturn closeStatus = IOHIDManagerClose(myManager, kIOHIDOptionsTypeNone);
if (closeStatus != kIOReturnSuccess) {
// Closing the manager failed. We don't care that much about this.
// It often happens when the connection with the device is closed after
// the device is deconected from the computer.
/*
sf::Err() << "Error when closing the manager : "
<< std::hex << closeStatus << std::endl;
//*/
}
// Release the manager.
CFRelease(myManager);
myManager = 0;
}
}
////////////////////////////////////////////////////////////
void Joystick::ReleaseElements()
{
if (myElements != 0) {
// Release all elements.
CFRelease(myElements);
myElements = 0;
// Both myAxis and myButton contains only reference from myElements.
// Thus no special cleanup is required on these two.
myButtons.clear();
myAxis.clear();
}
}
} // namespace priv
} // namespace sf

View File

@ -1,176 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// 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.
//
////////////////////////////////////////////////////////////
#ifndef SFML_JOYSTICKOSX_HPP
#define SFML_JOYSTICKOSX_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <IOKit/hid/IOHIDManager.h>
#include <IOKit/hid/IOHIDDevice.h>
#include <map>
#include <vector>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// \brief OSX implementation of Joystick
///
////////////////////////////////////////////////////////////
class Joystick
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructors initializes all members to 0.
/// That is, it does nothing.
///
////////////////////////////////////////////////////////////
Joystick();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// Close all connections to any devices if required.
///
////////////////////////////////////////////////////////////
~Joystick();
////////////////////////////////////////////////////////////
/// \brief Initialize the instance and bind it to a physical joystick
///
/// \param index Index of the physical joystick to bind to
///
////////////////////////////////////////////////////////////
void Initialize(unsigned int index);
////////////////////////////////////////////////////////////
/// \brief Update the current joystick and return its new state
///
/// \return Current state of the joystick
///
////////////////////////////////////////////////////////////
JoystickState UpdateState();
////////////////////////////////////////////////////////////
/// \brief Check if the joystick supports the given axis
///
/// \param axis Axis to check
///
/// \return True of the axis is supported, false otherwise
///
////////////////////////////////////////////////////////////
bool HasAxis(Joy::Axis Axis) const;
////////////////////////////////////////////////////////////
/// \brief Get the number of buttons supported by the joystick
///
/// \return Number of buttons
///
////////////////////////////////////////////////////////////
unsigned int GetButtonsCount() const;
private :
////////////////////////////////////////////////////////////
/// \brief Create a mask (dictionary) for an IOHIDManager
///
/// \param page
/// \param usage
///
////////////////////////////////////////////////////////////
static CFDictionaryRef DevicesMaskForManager(UInt32 page, UInt32 usage);
////////////////////////////////////////////////////////////
/// \brief Create and open the manager
///
/// \return Return false if someting went wrong
///
////////////////////////////////////////////////////////////
bool CreateManager();
////////////////////////////////////////////////////////////
/// \brief Copy all connected joysticks to the manager
///
/// \return NULL or a valid (possibly empty) set of devices
///
////////////////////////////////////////////////////////////
CFSetRef CopyJoysticksOnly();
////////////////////////////////////////////////////////////
/// \brief Load all connected elements to the given device
///
/// \param device The desired joystick
/// \return False if something went wrong
///
////////////////////////////////////////////////////////////
bool RetriveElements(IOHIDDeviceRef device);
////////////////////////////////////////////////////////////
/// \brief Release all resources
///
/// Close all connections to any devices, if required
///
////////////////////////////////////////////////////////////
void FreeUp();
////////////////////////////////////////////////////////////
/// \brief Close and release the manager
///
////////////////////////////////////////////////////////////
void ReleaseManager();
////////////////////////////////////////////////////////////
/// \brief Release all elements
///
////////////////////////////////////////////////////////////
void ReleaseElements();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
typedef std::map<sf::Joy::Axis, IOHIDElementRef> AxisMap;
typedef std::vector<IOHIDElementRef> ButtonsVector;
AxisMap myAxis; ///< Axis (IOHIDElementRef) connected to the joystick.
ButtonsVector myButtons; ///< Buttons (IOHIDElementRef) connected to the joystick.
// Note : Both myAxis and myButton contains only reference from myElements.
// Thus no special cleanup is required on these two.
IOHIDManagerRef myManager; ///< HID Manager.
CFArrayRef myElements; ///< IOHIDElementRef connected to the joytick.
};
} // namespace priv
} // namespace sf
#endif // SFML_JOYSTICKOSX_HPP

View File

@ -1,7 +1,8 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// 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.

View File

@ -1,7 +1,8 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// 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.

View File

@ -39,6 +39,7 @@
/// \brief Event processing
///
////////////////////////////////////////////////////////////
+(void)processEvent
+(void)processEvent;
@end

View File

@ -100,4 +100,10 @@ namespace sf {
-(void)enableKeyRepeat;
-(void)disableKeyRepeat;
////////////////////////////////////////////////////////////
/// Compute the position of the cursor.
///
////////////////////////////////////////////////////////////
-(NSPoint)cursorPositionFromEvent:(NSEvent *)eventOrNil;
@end

View File

@ -27,6 +27,7 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/OSX/WindowImplCocoa.hpp>
#include <SFML/Window/OSX/HIDInputManager.hpp> // For LocalizedKeys and NonLocalizedKeys
#include <SFML/System/Err.hpp>
#import <SFML/Window/OSX/SFOpenGLView.h>
@ -60,25 +61,6 @@ NSUInteger EraseMaskFromData(NSUInteger data, NSUInteger mask);
////////////////////////////////////////////////////////////
NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
////////////////////////////////////////////////////////////
/// Try to convert a character into a SFML key code.
/// Return sf::Key::Count if it doesn't match any 'localized' keys.
///
/// By 'localized' I mean keys that depend on the keyboard layout
/// and might not be the same as the US keycode in some country
/// (e.g. the keys 'Y' and 'Z' are switched on QWERTZ keyboard and
/// US keyboard layouts.)
///
////////////////////////////////////////////////////////////
sf::Key::Code LocalizedKeys(unichar ch);
////////////////////////////////////////////////////////////
/// Try to convert a keycode into a SFML key code.
/// Return sf::Key::Count if the keycode is unknown.
///
////////////////////////////////////////////////////////////
sf::Key::Code NonLocalizedKeys(unsigned short keycode);
////////////////////////////////////////////////////////////
/// SFOpenGLView class : Privates Methods Declaration
///
@ -103,14 +85,10 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
////////////////////////////////////////////////////////////
-(void)initModifiersState;
////////////////////////////////////////////////////////////
/// Compute the position of the cursor.
///
////////////////////////////////////////////////////////////
-(NSPoint)cursorPositionFromEvent:(NSEvent *)event;
////////////////////////////////////////////////////////////
/// Converte the NSEvent mouse button type to SFML type.
///
/// Returns ButtonCount if the button is unknown
///
////////////////////////////////////////////////////////////
-(sf::Mouse::Button)mouseButtonFromEvent:(NSEvent *)event;
@ -119,7 +97,7 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
/// Convert a key down/up NSEvent into an SFML key event.
/// Based on LocalizedKeys and NonLocalizedKeys function.
///
/// Return sf::Key::Count as Code if the key is unknown.
/// Return sf::Keyboard::KeyCount as Code if the key is unknown.
///
////////////////////////////////////////////////////////////
+(sf::Event::KeyEvent)convertNSKeyEventToSFMLEvent:(NSEvent *)anEvent;
@ -198,11 +176,12 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
// Place the cursor.
CGEventRef event = CGEventCreateMouseEvent(NULL,
kCGEventMouseMoved,
CGPointMake(screenCoord.x, screenCoord.y),
CGPointMake(screenCoord.x,
screenCoord.y),
/*we don't care about this : */0);
CGEventPost(kCGHIDEventTap, event);
CFRelease(event);
// This is a workaround to deprecated CGSetLocalEventsSuppressionInterval.
// This is a workaround to deprecated CGSetLocalEventsSuppressionInterval function
}
@ -384,7 +363,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
sf::Mouse::Button button = [self mouseButtonFromEvent:theEvent];
myRequester->MouseDownAt(button, loc.x, loc.y);
if (button != sf::Mouse::ButtonCount) {
myRequester->MouseDownAt(button, loc.x, loc.y);
}
//#ifdef SFML_DEBUG
// else {
// sf::Err() << "Unknown mouse button released." << std::endl;
// }
//#endif
}
@ -397,7 +383,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
sf::Mouse::Button button = [self mouseButtonFromEvent:theEvent];
myRequester->MouseUpAt(button, loc.x, loc.y);
if (button != sf::Mouse::ButtonCount) {
myRequester->MouseUpAt(button, loc.x, loc.y);
}
//#ifdef SFML_DEBUG
// else {
// sf::Err() << "Unknown mouse button released." << std::endl;
// }
//#endif
}
@ -431,6 +424,46 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
}
////////////////////////////////////////////////////////
-(NSPoint)cursorPositionFromEvent:(NSEvent *)eventOrNil
{
NSPoint loc;
// If no event given then get current mouse pos.
if (eventOrNil == nil) {
NSPoint rawPos = [[self window] mouseLocationOutsideOfEventStream];
loc = [self convertPoint:rawPos fromView:nil];
} else {
loc = [self convertPoint:[eventOrNil locationInWindow] fromView:nil];
}
// Don't forget to change to SFML coord system.
float h = [self frame].size.height;
loc.y = h - loc.y;
// Recompute the mouse pos if required.
if (!NSEqualSizes(myRealSize, NSZeroSize)) {
loc.x = loc.x * myRealSize.width / [self frame].size.width;
loc.y = loc.y * myRealSize.height / [self frame].size.height;
}
return loc;
}
////////////////////////////////////////////////////////
-(sf::Mouse::Button)mouseButtonFromEvent:(NSEvent *)event
{
switch ([event buttonNumber]) {
case 0: return sf::Mouse::Left;
case 1: return sf::Mouse::Right;
case 2: return sf::Mouse::Middle;
case 3: return sf::Mouse::XButton1;
case 4: return sf::Mouse::XButton2;
default: return sf::Mouse::ButtonCount; // Never happens! (hopefully)
}
}
#pragma mark
#pragma mark Key-event methods
@ -440,14 +473,17 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
{
if (myRequester == 0) return;
// Handle key down event
if (myUseKeyRepeat || ![theEvent isARepeat]) {
sf::Event::KeyEvent key = [SFOpenGLView convertNSKeyEventToSFMLEvent:theEvent];
if (key.Code != sf::Key::Count) { // The key is recognized.
if (key.Code != sf::Keyboard::KeyCount) { // The key is recognized.
myRequester->KeyDown(key);
}
}
// Handle text entred event
if ((myUseKeyRepeat || ![theEvent isARepeat]) && [[theEvent characters] length] > 0) {
// Ignore escape key and non text keycode. (See NSEvent.h)
@ -478,7 +514,7 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
sf::Event::KeyEvent key = [SFOpenGLView convertNSKeyEventToSFMLEvent:theEvent];
if (key.Code != sf::Key::Count) { // The key is recognized.
if (key.Code != sf::Keyboard::KeyCount) { // The key is recognized.
myRequester->KeyUp(key);
}
}
@ -493,7 +529,7 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
// Setup a potential event key.
sf::Event::KeyEvent key;
key.Code = sf::Key::Count;
key.Code = sf::Keyboard::KeyCount;
key.Alt = modifiers & NSAlternateKeyMask;
key.Control = modifiers & NSControlKeyMask;
key.Shift = modifiers & NSShiftKeyMask;
@ -522,14 +558,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
// left shift released
leftShiftIsDown = NO;
key.Code = sf::Key::LShift;
key.Code = sf::Keyboard::LShift;
myRequester->KeyUp(key);
}
if (!myRightShiftWasDown) {
// right shift pressed
key.Code = sf::Key::RShift;
key.Code = sf::Keyboard::RShift;
myRequester->KeyDown(key);
}
}
@ -543,14 +579,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
// right shift released
rightShiftIsDown = NO;
key.Code = sf::Key::RShift;
key.Code = sf::Keyboard::RShift;
myRequester->KeyUp(key);
}
if (!myLeftShiftWasDown) {
// left shift pressed
key.Code = sf::Key::LShift;
key.Code = sf::Keyboard::LShift;
myRequester->KeyDown(key);
}
}
@ -564,14 +600,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
if (!myRightShiftWasDown) {
// right shift pressed
key.Code = sf::Key::RShift;
key.Code = sf::Keyboard::RShift;
myRequester->KeyDown(key);
}
if (!myLeftShiftWasDown) {
// left shift pressed
key.Code = sf::Key::LShift;
key.Code = sf::Keyboard::LShift;
myRequester->KeyDown(key);
}
}
@ -583,14 +619,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
if (myRightShiftWasDown) {
// right shift released
key.Code = sf::Key::RShift;
key.Code = sf::Keyboard::RShift;
myRequester->KeyUp(key);
}
if (myLeftShiftWasDown) {
// left shift released
key.Code = sf::Key::LShift;
key.Code = sf::Keyboard::LShift;
myRequester->KeyUp(key);
}
}
@ -609,14 +645,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
// left command released
leftCommandIsDown = NO;
key.Code = sf::Key::LSystem;
key.Code = sf::Keyboard::LSystem;
myRequester->KeyUp(key);
}
if (!myRightCommandWasDown) {
// right command pressed
key.Code = sf::Key::RSystem;
key.Code = sf::Keyboard::RSystem;
myRequester->KeyDown(key);
}
}
@ -630,14 +666,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
// right command released
rightCommandIsDown = NO;
key.Code = sf::Key::RSystem;
key.Code = sf::Keyboard::RSystem;
myRequester->KeyUp(key);
}
if (!myLeftCommandWasDown) {
// left command pressed
key.Code = sf::Key::LSystem;
key.Code = sf::Keyboard::LSystem;
myRequester->KeyDown(key);
}
}
@ -651,14 +687,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
if (!myRightCommandWasDown) {
// right command pressed
key.Code = sf::Key::RSystem;
key.Code = sf::Keyboard::RSystem;
myRequester->KeyDown(key);
}
if (!myLeftCommandWasDown) {
// left command pressed
key.Code = sf::Key::LSystem;
key.Code = sf::Keyboard::LSystem;
myRequester->KeyDown(key);
}
}
@ -670,14 +706,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
if (myRightCommandWasDown) {
// right command released
key.Code = sf::Key::RSystem;
key.Code = sf::Keyboard::RSystem;
myRequester->KeyUp(key);
}
if (myLeftCommandWasDown) {
// left command released
key.Code = sf::Key::LSystem;
key.Code = sf::Keyboard::LSystem;
myRequester->KeyUp(key);
}
}
@ -696,14 +732,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
// left alt released
leftAlternateIsDown = NO;
key.Code = sf::Key::LAlt;
key.Code = sf::Keyboard::LAlt;
myRequester->KeyUp(key);
}
if (!myRightAlternateWasDown) {
// right alt pressed
key.Code = sf::Key::RAlt;
key.Code = sf::Keyboard::RAlt;
myRequester->KeyDown(key);
}
}
@ -717,14 +753,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
// right alt released
rightAlternateIsDown = NO;
key.Code = sf::Key::RAlt;
key.Code = sf::Keyboard::RAlt;
myRequester->KeyUp(key);
}
if (!myLeftAlternateWasDown) {
// left alt pressed
key.Code = sf::Key::LAlt;
key.Code = sf::Keyboard::LAlt;
myRequester->KeyDown(key);
}
}
@ -738,14 +774,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
if (!myRightAlternateWasDown) {
// right alt pressed
key.Code = sf::Key::RAlt;
key.Code = sf::Keyboard::RAlt;
myRequester->KeyDown(key);
}
if (!myLeftAlternateWasDown) {
// left alt pressed
key.Code = sf::Key::LAlt;
key.Code = sf::Keyboard::LAlt;
myRequester->KeyDown(key);
}
}
@ -757,14 +793,14 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
if (myRightAlternateWasDown) {
// right alt released
key.Code = sf::Key::RAlt;
key.Code = sf::Keyboard::RAlt;
myRequester->KeyUp(key);
}
if (myLeftAlternateWasDown) {
// left alt released
key.Code = sf::Key::LAlt;
key.Code = sf::Keyboard::LAlt;
myRequester->KeyUp(key);
}
}
@ -778,7 +814,7 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
if (!myControlWasDown) {
// ctrl pressed
key.Code = sf::Key::LControl;
key.Code = sf::Keyboard::LControl;
myRequester->KeyDown(key);
}
} else { // No control key down.
@ -787,7 +823,7 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
if (myControlWasDown) {
// ctrl released
key.Code = sf::Key::LControl;
key.Code = sf::Keyboard::LControl;
myRequester->KeyUp(key);
}
}
@ -903,39 +939,6 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
}
////////////////////////////////////////////////////////
-(NSPoint)cursorPositionFromEvent:(NSEvent *)event
{
NSPoint loc = [self convertPoint:[event locationInWindow] fromView:nil];
// Don't forget to change to SFML coord system.
float h = [self frame].size.height;
loc.y = h - loc.y;
// Recompute the mouse pos if required.
if (!NSEqualSizes(myRealSize, NSZeroSize)) {
loc.x = loc.x * myRealSize.width / [self frame].size.width;
loc.y = loc.y * myRealSize.height / [self frame].size.height;
}
return loc;
}
////////////////////////////////////////////////////////
-(sf::Mouse::Button)mouseButtonFromEvent:(NSEvent *)event
{
switch ([event buttonNumber]) {
case 0: return sf::Mouse::Left;
case 1: return sf::Mouse::Right;
case 2: return sf::Mouse::Middle;
case 3: return sf::Mouse::XButton1;
case 4: return sf::Mouse::XButton2;
default: return sf::Mouse::ButtonCount; // Never happens! (hopefully)
}
}
////////////////////////////////////////////////////////
+(sf::Event::KeyEvent)convertNSKeyEventToSFMLEvent:(NSEvent *)anEvent
{
@ -949,28 +952,30 @@ sf::Key::Code NonLocalizedKeys(unsigned short keycode);
key.System = modifierFlags & NSCommandKeyMask;
// Key code.
key.Code = sf::Key::Count;
// First we look if the key down is from a list of caracter that depend on keyboard localization.
key.Code = sf::Keyboard::KeyCount;
// First we look if the key down is from a list of caracter
// that depend on keyboard localization.
NSString* string = [anEvent charactersIgnoringModifiers];
if ([string length] > 0) {
key.Code = LocalizedKeys([string characterAtIndex:0]);
key.Code = sf::priv::HIDInputManager::LocalizedKeys([string characterAtIndex:0]);
}
// The key is not a localized one, the other keys.
if (key.Code == sf::Key::Count) {
key.Code = NonLocalizedKeys([anEvent keyCode]);
// The key is not a localized one, so we try to find a corresponding code
// through virtual key code.
if (key.Code == sf::Keyboard::KeyCount) {
key.Code = sf::priv::HIDInputManager::NonLocalizedKeys([anEvent keyCode]);
}
#ifdef SFML_DEBUG // We don't want to bother the final customer with anoying messages.
if (key.Code == sf::Key::Count) { // The key is unknown.
sf::Err()
<< "This is an unknow key. Should not happen (?). Keycode is 0x"
<< std::hex
<< [anEvent keyCode]
<< "."
<< std::endl;
}
#endif
//#ifdef SFML_DEBUG // Don't bother the final customers with annoying messages.
// if (key.Code == sf::Keyboard::KeyCount) { // The key is unknown.
// sf::Err() << "This is an unknow key. Virtual key code is 0x"
// << std::hex
// << [anEvent keyCode]
// << "."
// << std::endl;
// }
//#endif
return key;
}
@ -996,256 +1001,3 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask)
}
////////////////////////////////////////////////////////
sf::Key::Code LocalizedKeys(unichar ch)
{
switch (ch) {
case 'a':
case 'A': return sf::Key::A;
case 'b':
case 'B': return sf::Key::B;
case 'c':
case 'C': return sf::Key::C;
case 'd':
case 'D': return sf::Key::D;
case 'e':
case 'E': return sf::Key::E;
case 'f':
case 'F': return sf::Key::F;
case 'g':
case 'G': return sf::Key::G;
case 'h':
case 'H': return sf::Key::H;
case 'i':
case 'I': return sf::Key::I;
case 'j':
case 'J': return sf::Key::J;
case 'k':
case 'K': return sf::Key::K;
case 'l':
case 'L': return sf::Key::L;
case 'm':
case 'M': return sf::Key::M;
case 'n':
case 'N': return sf::Key::N;
case 'o':
case 'O': return sf::Key::O;
case 'p':
case 'P': return sf::Key::P;
case 'q':
case 'Q': return sf::Key::Q;
case 'r':
case 'R': return sf::Key::R;
case 's':
case 'S': return sf::Key::S;
case 't':
case 'T': return sf::Key::T;
case 'u':
case 'U': return sf::Key::U;
case 'v':
case 'V': return sf::Key::V;
case 'w':
case 'W': return sf::Key::W;
case 'x':
case 'X': return sf::Key::X;
case 'y':
case 'Y': return sf::Key::Y;
case 'z':
case 'Z': return sf::Key::Z;
// The kew is not 'localized'.
default: return sf::Key::Count;
}
}
////////////////////////////////////////////////////////
sf::Key::Code NonLocalizedKeys(unsigned short keycode)
{
// (Some) 0x code based on http://forums.macrumors.com/showthread.php?t=780577
// Some sf::Key are present twice.
switch (keycode) {
// These cases should not be used but anyway...
case 0x00: return sf::Key::A;
case 0x0b: return sf::Key::B;
case 0x08: return sf::Key::C;
case 0x02: return sf::Key::D;
case 0x0e: return sf::Key::E;
case 0x03: return sf::Key::F;
case 0x05: return sf::Key::G;
case 0x04: return sf::Key::H;
case 0x22: return sf::Key::I;
case 0x26: return sf::Key::J;
case 0x28: return sf::Key::K;
case 0x25: return sf::Key::L;
case 0x2e: return sf::Key::M;
case 0x2d: return sf::Key::N;
case 0x1f: return sf::Key::O;
case 0x23: return sf::Key::P;
case 0x0c: return sf::Key::Q;
case 0x0f: return sf::Key::R;
case 0x01: return sf::Key::S;
case 0x11: return sf::Key::T;
case 0x20: return sf::Key::U;
case 0x09: return sf::Key::V;
case 0x0d: return sf::Key::W;
case 0x07: return sf::Key::X;
case 0x10: return sf::Key::Y;
case 0x06: return sf::Key::Z;
// These cases should not be used but anyway...
case 0x1d: return sf::Key::Num0;
case 0x12: return sf::Key::Num1;
case 0x13: return sf::Key::Num2;
case 0x14: return sf::Key::Num3;
case 0x15: return sf::Key::Num4;
case 0x17: return sf::Key::Num5;
case 0x16: return sf::Key::Num6;
case 0x1a: return sf::Key::Num7;
case 0x1c: return sf::Key::Num8;
case 0x19: return sf::Key::Num9;
case 0x35: return sf::Key::Escape;
// Modifier keys : never happen with keyDown/keyUp methods (?)
case 0x3b: return sf::Key::LControl;
case 0x38: return sf::Key::LShift;
case 0x3a: return sf::Key::LAlt;
case 0x37: return sf::Key::LSystem;
case 0x3e: return sf::Key::RControl;
case 0x3c: return sf::Key::RShift;
case 0x3d: return sf::Key::RAlt;
case 0x36: return sf::Key::RSystem;
case NSMenuFunctionKey: return sf::Key::Menu;
case 0x21: return sf::Key::LBracket;
case 0x1e: return sf::Key::RBracket;
case 0x29: return sf::Key::SemiColon;
case 0x2b: return sf::Key::Comma;
case 0x2f: return sf::Key::Period;
case 0x27: return sf::Key::Quote;
case 0x2c: return sf::Key::Slash;
case 0x2a: return sf::Key::BackSlash;
#warning sf::Key::Tilde might be in conflict with some other key.
// 0x0a is for "Non-US Backslash" according to HID Calibrator,
// a sample provided by Apple.
case 0x0a: return sf::Key::Tilde;
case 0x18: return sf::Key::Equal;
case 0x32: return sf::Key::Dash;
case 0x31: return sf::Key::Space;
case 0x24: return sf::Key::Return;
case 0x33: return sf::Key::Back;
case 0x30: return sf::Key::Tab;
// Duplicates (see next §).
case 0x74: return sf::Key::PageUp;
case 0x79: return sf::Key::PageDown;
case 0x77: return sf::Key::End;
case 0x73: return sf::Key::Home;
case NSPageUpFunctionKey: return sf::Key::PageUp;
case NSPageDownFunctionKey: return sf::Key::PageDown;
case NSEndFunctionKey: return sf::Key::End;
case NSHomeFunctionKey: return sf::Key::Home;
case NSInsertFunctionKey: return sf::Key::Insert;
case NSDeleteFunctionKey: return sf::Key::Delete;
case 0x45: return sf::Key::Add;
case 0x4e: return sf::Key::Subtract;
case 0x43: return sf::Key::Multiply;
case 0x4b: return sf::Key::Divide;
// Duplicates (see next §).
case 0x7b: return sf::Key::Left;
case 0x7c: return sf::Key::Right;
case 0x7e: return sf::Key::Up;
case 0x7d: return sf::Key::Down;
case NSLeftArrowFunctionKey: return sf::Key::Left;
case NSRightArrowFunctionKey: return sf::Key::Right;
case NSUpArrowFunctionKey: return sf::Key::Up;
case NSDownArrowFunctionKey: return sf::Key::Down;
case 0x52: return sf::Key::Numpad0;
case 0x53: return sf::Key::Numpad1;
case 0x54: return sf::Key::Numpad2;
case 0x55: return sf::Key::Numpad3;
case 0x56: return sf::Key::Numpad4;
case 0x57: return sf::Key::Numpad5;
case 0x58: return sf::Key::Numpad6;
case 0x59: return sf::Key::Numpad7;
case 0x5b: return sf::Key::Numpad8;
case 0x5c: return sf::Key::Numpad9;
// Duplicates (see next §).
case 0x7a: return sf::Key::F1;
case 0x78: return sf::Key::F2;
case 0x63: return sf::Key::F3;
case 0x76: return sf::Key::F4;
case 0x60: return sf::Key::F5;
case 0x61: return sf::Key::F6;
case 0x62: return sf::Key::F7;
case 0x64: return sf::Key::F8;
case 0x65: return sf::Key::F9;
case 0x6d: return sf::Key::F10;
case 0x67: return sf::Key::F11;
case 0x6f: return sf::Key::F12;
case 0x69: return sf::Key::F13;
case 0x6b: return sf::Key::F14;
case 0x71: return sf::Key::F15;
case NSF1FunctionKey: return sf::Key::F1;
case NSF2FunctionKey: return sf::Key::F2;
case NSF3FunctionKey: return sf::Key::F3;
case NSF4FunctionKey: return sf::Key::F4;
case NSF5FunctionKey: return sf::Key::F5;
case NSF6FunctionKey: return sf::Key::F6;
case NSF7FunctionKey: return sf::Key::F7;
case NSF8FunctionKey: return sf::Key::F8;
case NSF9FunctionKey: return sf::Key::F9;
case NSF10FunctionKey: return sf::Key::F10;
case NSF11FunctionKey: return sf::Key::F11;
case NSF12FunctionKey: return sf::Key::F12;
case NSF13FunctionKey: return sf::Key::F13;
case NSF14FunctionKey: return sf::Key::F14;
case NSF15FunctionKey: return sf::Key::F15;
case NSPauseFunctionKey: return sf::Key::Pause;
#warning keycode 0x1b is not bound to any key.
// This key is ' on CH-FR, ) on FR and - on US layouts.
// An unknown key.
default: return sf::Key::Count;
}
}

View File

@ -224,7 +224,7 @@
////////////////////////////////////////////////////////
-(void)processEventWithBlockingMode:(BOOL)block
-(void)processEvent
{
sf::Err() << "Cannot process event from the view." << std::endl;
}

View File

@ -97,7 +97,7 @@
}
// Set the view to the window as its content view.
[[myWindow contentView] addSubview:myOGLView];
[myWindow setContentView:myOGLView];
}
return self;

View File

@ -137,7 +137,7 @@ namespace sf {
/// Fetch new event
///
////////////////////////////////////////////////////////////
-(void)processEventWithBlockingMode:(BOOL)block;
-(void)processEvent;
////////////////////////////////////////////////////////////
/// Apply a given context to an OpenGL view.

View File

@ -44,8 +44,8 @@
#elif defined(SFML_SYSTEM_MACOS)
#include <SFML/Window/OSX/WindowImplCocoa.hpp>
typedef sf::priv::WindowImplCocoa WindowImplType;
#include <SFML/Window/OSX/WindowImplCocoa.hpp>
typedef sf::priv::WindowImplCocoa WindowImplType;
#endif