moved new event-handling code from X11Application.m to darwinEvents.c in preparation for making all Darwin servers use it
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@ -855,48 +855,6 @@ convert_flags (unsigned int nsflags) {
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return xflags;
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}
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/* Sends a null byte down darwinEventWriteFD, which will cause the
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Dispatch() event loop to check out event queue */
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void DarwinPokeEQ(void) {
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char nullbyte=0;
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input_check_flag++;
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// <daniels> bushing: oh, i ... er ... christ.
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write(darwinEventWriteFD, &nullbyte, 1);
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}
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void DarwinSendPointerEvents(int ev_type, int ev_button, int pointer_x, int pointer_y) {
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int i;
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int valuators[2] = {pointer_x, pointer_y};
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int num_events = GetPointerEvents(darwinEvents, darwinPointer, ev_type, ev_button,
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POINTER_ABSOLUTE, 0, 2, valuators);
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for(i=0; i<num_events; i++) mieqEnqueue (darwinPointer,&darwinEvents[i]);
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DarwinPokeEQ();
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}
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void DarwinSendKeyboardEvents(int ev_type, int keycode) {
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int i;
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int num_events = GetKeyboardEvents(darwinEvents, darwinKeyboard, ev_type, keycode + MIN_KEYCODE);
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for(i=0; i<num_events; i++) mieqEnqueue(darwinKeyboard,&darwinEvents[i]);
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DarwinPokeEQ();
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}
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/* Send the appropriate number of button 4 / 5 clicks to emulate scroll wheel */
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void DarwinSendScrollEvents(float count, int pointer_x, int pointer_y) {
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int i;
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int ev_button = count > 0.0f ? 4 : 5;
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int valuators[2] = {pointer_x, pointer_y};
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for (count = fabs(count); count > 0.0; count = count - 1.0f) {
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int num_events = GetPointerEvents(darwinEvents, darwinPointer, ButtonPress, ev_button,
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POINTER_ABSOLUTE, 0, 2, valuators);
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for(i=0; i<num_events; i++) mieqEnqueue(darwinPointer,&darwinEvents[i]);
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num_events = GetPointerEvents(darwinEvents, darwinPointer, ButtonRelease, ev_button,
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POINTER_ABSOLUTE, 0, 2, valuators);
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for(i=0; i<num_events; i++) mieqEnqueue(darwinPointer,&darwinEvents[i]);
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}
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DarwinPokeEQ();
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}
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// This code should probably be merged with that in XDarwin's XServer.m - BB
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static void send_nsevent (NSEventType type, NSEvent *e) {
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@ -477,3 +477,46 @@ void ProcessInputEvents(void) {
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miPointerUpdate();
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}
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/* Sends a null byte down darwinEventWriteFD, which will cause the
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Dispatch() event loop to check out event queue */
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void DarwinPokeEQ(void) {
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char nullbyte=0;
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input_check_flag++;
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// <daniels> bushing: oh, i ... er ... christ.
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write(darwinEventWriteFD, &nullbyte, 1);
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}
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void DarwinSendPointerEvents(int ev_type, int ev_button, int pointer_x, int pointer_y) {
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int i;
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int valuators[2] = {pointer_x, pointer_y};
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int num_events = GetPointerEvents(darwinEvents, darwinPointer, ev_type, ev_button,
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POINTER_ABSOLUTE, 0, 2, valuators);
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for(i=0; i<num_events; i++) mieqEnqueue (darwinPointer,&darwinEvents[i]);
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DarwinPokeEQ();
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}
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void DarwinSendKeyboardEvents(int ev_type, int keycode) {
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int i;
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int num_events = GetKeyboardEvents(darwinEvents, darwinKeyboard, ev_type, keycode + MIN_KEYCODE);
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for(i=0; i<num_events; i++) mieqEnqueue(darwinKeyboard,&darwinEvents[i]);
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DarwinPokeEQ();
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}
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/* Send the appropriate number of button 4 / 5 clicks to emulate scroll wheel */
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void DarwinSendScrollEvents(float count, int pointer_x, int pointer_y) {
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int i;
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int ev_button = count > 0.0f ? 4 : 5;
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int valuators[2] = {pointer_x, pointer_y};
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for (count = fabs(count); count > 0.0; count = count - 1.0f) {
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int num_events = GetPointerEvents(darwinEvents, darwinPointer, ButtonPress, ev_button,
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POINTER_ABSOLUTE, 0, 2, valuators);
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for(i=0; i<num_events; i++) mieqEnqueue(darwinPointer,&darwinEvents[i]);
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num_events = GetPointerEvents(darwinEvents, darwinPointer, ButtonRelease, ev_button,
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POINTER_ABSOLUTE, 0, 2, valuators);
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for(i=0; i<num_events; i++) mieqEnqueue(darwinPointer,&darwinEvents[i]);
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}
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DarwinPokeEQ();
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}
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