123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274 | /**
* Copyright (c) 2006-2026 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 <SDL3/SDL_mouse.h>
namespace love
{
namespace mouse
{
namespace sdl
{
static SDL_Window *getSDLWindow()
{
auto window = Module::getInstance<window::Window>(Module::M_WINDOW);
if (window)
return (SDL_Window *) window->getHandle();
return nullptr;
}
// 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 windowToDPICoords(double *x, double *y)
{
auto window = Module::getInstance<window::Window>(Module::M_WINDOW);
if (window)
window->windowToDPICoords(x, y);
}
// And vice versa for setting mouse coordinates.
static void DPIToWindowCoords(double *x, double *y)
{
auto window = Module::getInstance<window::Window>(Module::M_WINDOW);
if (window)
window->DPIToWindowCoords(x, y);
}
static void clampToWindow(double *x, double *y)
{
auto window = Module::getInstance<window::Window>(Module::M_WINDOW);
if (window)
window->clampPositionInWindow(x, y);
}
Mouse::Mouse()
: love::mouse::Mouse("love.mouse.sdl")
, curCursor(nullptr)
{
// SDL may need the video subsystem in order to clean up the cursor when
// quitting. Subsystems are reference-counted.
SDL_InitSubSystem(SDL_INIT_VIDEO);
}
Mouse::~Mouse()
{
if (curCursor.get())
setCursor();
for (auto &c : systemCursors)
c.second->release();
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
love::mouse::Cursor *Mouse::newCursor(const std::vector<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::isCursorSupported() const
{
return SDL_GetDefaultCursor() != nullptr;
}
void Mouse::getPosition(double &x, double &y) const
{
float mx, my;
SDL_GetMouseState(&mx, &my);
x = (double) mx;
y = (double) my;
// SDL reports mouse coordinates outside the window bounds when click-and-
// dragging. For compatibility we clamp instead since user code may not be
// able to handle out-of-bounds coordinates. SDL has a hint to turn off
// auto capture, but it doesn't report the mouse's position at the edge of
// the window if the mouse moves fast enough when it's off.
clampToWindow(&x, &y);
windowToDPICoords(&x, &y);
}
void Mouse::setPosition(double x, double y)
{
auto window = Module::getInstance<window::Window>(Module::M_WINDOW);
SDL_Window *handle = nullptr;
if (window)
handle = (SDL_Window *) window->getHandle();
DPIToWindowCoords(&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::getGlobalPosition(double &x, double &y, int &displayindex) const
{
float globalx, globaly;
SDL_GetGlobalMouseState(&globalx, &globaly);
auto mx = globalx;
auto my = globaly;
int displaycount = 0;
SDL_DisplayID *displays = SDL_GetDisplays(&displaycount);
for (displayindex = 0; displayindex < displaycount; displayindex++)
{
SDL_Rect r = {};
SDL_GetDisplayBounds(displays[displayindex], &r);
SDL_FRect frect = {(float)r.x, (float)r.y, (float)r.w, (float)r.h};
mx -= frect.x;
my -= frect.y;
SDL_FPoint p = { globalx, globaly };
if (SDL_PointInRectFloat(&p, &frect))
break;
}
if (displayindex >= displaycount)
displayindex = 0;
x = (double)mx;
y = (double)my;
}
void Mouse::setVisible(bool visible)
{
if (visible)
SDL_ShowCursor();
else
SDL_HideCursor();
}
bool Mouse::isDown(const std::vector<int> &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_MASK(button))
return true;
}
return false;
}
bool Mouse::isVisible() const
{
return SDL_CursorVisible();
}
void Mouse::setGrabbed(bool grab)
{
auto window = Module::getInstance<window::Window>(Module::M_WINDOW);
if (window)
window->setMouseGrab(grab);
}
bool Mouse::isGrabbed() const
{
auto window = Module::getInstance<window::Window>(Module::M_WINDOW);
if (window)
return window->isMouseGrabbed();
else
return false;
}
bool Mouse::setRelativeMode(bool relative)
{
SDL_Window *sdlwindow = getSDLWindow();
if (sdlwindow == nullptr)
return false;
return SDL_SetWindowRelativeMouseMode(sdlwindow, relative);
}
bool Mouse::getRelativeMode() const
{
SDL_Window *sdlwindow = getSDLWindow();
if (sdlwindow == nullptr)
return false;
return SDL_GetWindowRelativeMouseMode(sdlwindow);
}
} // sdl
} // mouse
} // love
|