Go to the source code of this file.
Functions | |
pointer | dmxConsoleCreatePrivate (DeviceIntPtr pDevice) |
void | dmxConsoleDestroyPrivate (pointer private) |
void | dmxConsoleInit (DevicePtr pDev) |
void | dmxConsoleReInit (DevicePtr pDev) |
void | dmxConsoleMouGetInfo (DevicePtr pDev, DMXLocalInitInfoPtr info) |
void | dmxConsoleKbdGetInfo (DevicePtr pDev, DMXLocalInitInfoPtr info) |
void | dmxConsoleCollectEvents (DevicePtr pDev, dmxMotionProcPtr motion, dmxEnqueueProcPtr enqueue, dmxCheckSpecialProcPtr checkspecial, DMXBlockType block) |
int | dmxConsoleFunctions (pointer private, DMXFunctionType function) |
void | dmxConsoleUpdatePosition (pointer private, int x, int y) |
void | dmxConsoleCapture (DMXInputInfo *dmxInput) |
void | dmxConsoleUncapture (DMXInputInfo *dmxInput) |
void | dmxConsoleUpdateInfo (pointer private, DMXUpdateType, WindowPtr pWindow) |
|
This routine is used to warp the pointer into the console window from anywhere on the screen. It is used when backend and console input are both being taken from the same X display. |
|
Collect all pending events from the console's display. Plase these events on the server event queue using the motion and enqueue routines. The checkspecial routine is used to check for special keys that need handling. block tells if signals should be blocked when updating the event queue. |
|
Create the private area for pDevice. |
|
If private is non-NULL, free its associated memory. |
|
Handle special console-only keys. |
|
Initialized the console device described by pDev. |
|
Fill in the info structure for the specified pDev. Only used for keyboard. |
|
Fill in the info structure for the specified pDev. Only used for pointers. |
|
Re-initialized the console device described by pDev (after a reconfig). |
|
Undo the capture that was done by dmxConsoleCapture. |
|
Whenever the window layout (size, position, stacking order) might be changed, this routine is called with the pWindow that changed and the type of change. This routine is called in a conservative fashion: the actual layout of the windows of the screen might not have had any human-visible changes. |
|
This routine gets called from #dmxCoreMotion for each motion. This allows the console's notion of the cursor postion to change when another input device actually caused the change. |