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imported Löve GLES branch (changeset 1ba9037e558b)
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/**
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* Copyright (c) 2006-2013 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "Mouse.h"
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#include "window/sdl/Window.h"
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// SDL
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#include <SDL_mouse.h>
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namespace love
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{
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namespace mouse
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{
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namespace sdl
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{
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const char *Mouse::getName() const
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{
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return "love.mouse.sdl";
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}
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Mouse::Mouse()
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: curCursor(0)
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{
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}
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Mouse::~Mouse()
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{
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if (curCursor)
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setCursor();
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for (auto it = systemCursors.begin(); it != systemCursors.end(); ++it)
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it->second->release();
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}
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love::mouse::Cursor *Mouse::newCursor(love::image::ImageData *data, int hotx, int hoty)
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{
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return new Cursor(data, hotx, hoty);
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}
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love::mouse::Cursor *Mouse::getSystemCursor(Cursor::SystemCursor cursortype)
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{
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Cursor *cursor = NULL;
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auto it = systemCursors.find(cursortype);
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if (it != systemCursors.end())
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cursor = it->second;
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else
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{
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cursor = new Cursor(cursortype);
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systemCursors[cursortype] = cursor;
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}
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return cursor;
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}
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void Mouse::setCursor(love::mouse::Cursor *cursor)
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{
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Object::AutoRelease cursorrelease(curCursor);
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curCursor = cursor;
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curCursor->retain();
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SDL_SetCursor((SDL_Cursor *) cursor->getHandle());
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}
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void Mouse::setCursor()
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{
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Object::AutoRelease cursorrelease(curCursor);
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curCursor = NULL;
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SDL_SetCursor(SDL_GetDefaultCursor());
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}
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love::mouse::Cursor *Mouse::getCursor() const
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{
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return curCursor;
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}
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int Mouse::getX() const
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{
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int x;
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SDL_GetMouseState(&x, 0);
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return x;
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}
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int Mouse::getY() const
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{
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int y;
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SDL_GetMouseState(0, &y);
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return y;
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}
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void Mouse::getPosition(int &x, int &y) const
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{
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SDL_GetMouseState(&x, &y);
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}
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void Mouse::setPosition(int x, int y)
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{
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love::window::Window *window = love::window::sdl::Window::getSingleton();
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SDL_Window *handle = NULL;
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if (window)
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handle = (SDL_Window *) window->getHandle();
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SDL_WarpMouseInWindow(handle, x, y);
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}
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void Mouse::setX(int x)
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{
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int y = getY();
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setPosition(x, y);
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}
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void Mouse::setY(int y)
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{
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int x = getX();
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setPosition(x, y);
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}
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void Mouse::setVisible(bool visible)
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{
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SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
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}
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bool Mouse::isDown(Button *buttonlist) const
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{
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Uint32 buttonstate = SDL_GetMouseState(0, 0);
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for (Button button = *buttonlist; button != BUTTON_MAX_ENUM; button = *(++buttonlist))
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{
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if (buttonstate & SDL_BUTTON(button))
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return true;
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}
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return false;
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}
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bool Mouse::isVisible() const
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{
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return SDL_ShowCursor(SDL_QUERY) == SDL_ENABLE;
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}
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void Mouse::setGrabbed(bool grab)
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{
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love::window::Window *window = love::window::sdl::Window::getSingleton();
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if (window)
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window->setMouseGrab(grab);
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}
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bool Mouse::isGrabbed() const
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{
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love::window::Window *window = love::window::sdl::Window::getSingleton();
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if (window)
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return window->isMouseGrabbed();
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else
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return false;
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}
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} // sdl
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} // mouse
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} // love
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