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@@ -314,8 +314,11 @@ static EM_BOOL Emscripten_HandleMouseButton(int eventType, const EmscriptenMouse
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return 0;
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}
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+ const SDL_Mouse *mouse = SDL_GetMouse();
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+ SDL_assert(mouse != NULL);
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+
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if (eventType == EMSCRIPTEN_EVENT_MOUSEDOWN) {
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- if (SDL_GetMouse()->relative_mode && !window_data->has_pointer_lock) {
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+ if (mouse->relative_mode && !window_data->has_pointer_lock) {
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emscripten_request_pointerlock(window_data->canvas_id, 0); // try to regrab lost pointer lock.
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}
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sdl_button_state = true;
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@@ -323,13 +326,30 @@ static EM_BOOL Emscripten_HandleMouseButton(int eventType, const EmscriptenMouse
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sdl_button_state = false;
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prevent_default = SDL_EventEnabled(SDL_EVENT_MOUSE_BUTTON_UP);
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}
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+
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SDL_SendMouseButton(0, window_data->window, SDL_DEFAULT_MOUSE_ID, sdl_button, sdl_button_state);
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- // Do not consume the event if the mouse is outside of the canvas.
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- emscripten_get_element_css_size(window_data->canvas_id, &css_w, &css_h);
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- if (mouseEvent->targetX < 0 || mouseEvent->targetX >= css_w ||
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- mouseEvent->targetY < 0 || mouseEvent->targetY >= css_h) {
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- return 0;
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+ // We have an imaginary mouse capture, because we need SDL to not drop our imaginary mouse focus when we leave the canvas.
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+ if (mouse->auto_capture) {
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+ if (SDL_GetMouseState(NULL, NULL) != 0) {
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+ window_data->window->flags |= SDL_WINDOW_MOUSE_CAPTURE;
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+ } else {
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+ window_data->window->flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
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+ }
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+ }
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+
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+ if ((eventType == EMSCRIPTEN_EVENT_MOUSEUP) && window_data->mouse_focus_loss_pending) {
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+ window_data->mouse_focus_loss_pending = (window_data->window->flags & SDL_WINDOW_MOUSE_CAPTURE) != 0;
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+ if (!window_data->mouse_focus_loss_pending) {
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+ SDL_SetMouseFocus(NULL);
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+ }
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+ } else {
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+ // Do not consume the event if the mouse is outside of the canvas.
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+ emscripten_get_element_css_size(window_data->canvas_id, &css_w, &css_h);
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+ if (mouseEvent->targetX < 0 || mouseEvent->targetX >= css_w ||
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+ mouseEvent->targetY < 0 || mouseEvent->targetY >= css_h) {
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+ return 0;
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+ }
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}
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return prevent_default;
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@@ -352,8 +372,16 @@ static EM_BOOL Emscripten_HandleMouseFocus(int eventType, const EmscriptenMouseE
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SDL_SendMouseMotion(0, window_data->window, SDL_GLOBAL_MOUSE_ID, isPointerLocked, mx, my);
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}
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- SDL_SetMouseFocus(eventType == EMSCRIPTEN_EVENT_MOUSEENTER ? window_data->window : NULL);
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- return SDL_EventEnabled(SDL_EVENT_MOUSE_MOTION);
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+ const bool isenter = (eventType == EMSCRIPTEN_EVENT_MOUSEENTER);
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+ if (isenter && window_data->mouse_focus_loss_pending) {
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+ window_data->mouse_focus_loss_pending = false; // just drop the state, but don't send the enter event.
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+ } else if (!isenter && (window_data->window->flags & SDL_WINDOW_MOUSE_CAPTURE)) {
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+ window_data->mouse_focus_loss_pending = true; // waiting on a mouse button to let go before we send the mouse focus update.
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+ } else {
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+ SDL_SetMouseFocus(isenter ? window_data->window : NULL);
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+ }
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+
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+ return SDL_EventEnabled(SDL_EVENT_MOUSE_MOTION); // !!! FIXME: should this be MOUSE_MOTION or something else?
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}
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static EM_BOOL Emscripten_HandleWheel(int eventType, const EmscriptenWheelEvent *wheelEvent, void *userData)
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