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add drag and move mouse multiple screens support
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@ -16,7 +16,7 @@ int mouseDelay = 10;
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// int keyboardDelay = 10;
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// int CheckMouseButton(const char * const b,
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// int CheckMouseButton(const char * const b,
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// MMMouseButton * const button){
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// if (!button) return -1;
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@ -35,24 +35,24 @@ int mouseDelay = 10;
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// return 0;
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// }
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int move_mouse(size_t x, size_t y){
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MMPoint point;
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int move_mouse(int32_t x, int32_t y){
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MMSignedPoint point;
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// int x = 103;
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// int y = 104;
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point = MMPointMake(x, y);
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point = MMSignedPointMake(x, y);
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moveMouse(point);
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return 0;
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}
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int drag_mouse(size_t x, size_t y, MMMouseButton button){
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int drag_mouse(int32_t x, int32_t y, MMMouseButton button){
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// const size_t x = 10;
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// const size_t y = 20;
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// MMMouseButton button = LEFT_BUTTON;
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MMPoint point;
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point = MMPointMake(x, y);
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MMSignedPoint point;
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point = MMSignedPointMake(x, y);
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dragMouse(point, button);
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microsleep(mouseDelay);
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@ -105,7 +105,7 @@ int mouse_toggle(char* d, MMMouseButton button){
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toggleMouse(down, button);
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microsleep(mouseDelay);
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return 0;
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}
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@ -65,20 +65,20 @@ typedef int MMMouseWheelDirection;
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/* Immediately moves the mouse to the given point on-screen.
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* It is up to the caller to ensure that this point is within the
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* screen boundaries. */
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void moveMouse(MMPoint point);
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void moveMouse(MMSignedPoint point);
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/* Like moveMouse, moves the mouse to the given point on-screen, but marks
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* the event as the mouse being dragged on platforms where it is supported.
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* It is up to the caller to ensure that this point is within the screen
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* boundaries. */
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void dragMouse(MMPoint point, const MMMouseButton button);
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void dragMouse(MMSignedPoint point, const MMMouseButton button);
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/* Smoothly moves the mouse from the current position to the given point.
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* deadbeef_srand() should be called before using this function.
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*
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* Returns false if unsuccessful (i.e. a point was hit that is outside of the
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* screen boundaries), or true if successful. */
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bool smoothlyMoveMouse(MMPoint endPoint, double lowSpeed, double highSpeed);
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bool smoothlyMoveMouse(MMPoint endPoint, double lowSpeed, double highSpeed);
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// bool smoothlyMoveMouse(MMPoint point);
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/* Returns the coordinates of the mouse on the current screen. */
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@ -66,7 +66,7 @@
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* @param event The mouse move event (by ref).
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* @param point The new mouse x and y.
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*/
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void calculateDeltas(CGEventRef *event, MMPoint point){
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void calculateDeltas(CGEventRef *event, MMSignedPoint point){
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/**
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* The next few lines are a workaround for games not detecting mouse moves.
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* See this issue for more information:
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@ -91,10 +91,10 @@ void calculateDeltas(CGEventRef *event, MMPoint point){
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* Move the mouse to a specific point.
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* @param point The coordinates to move the mouse to (x, y).
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*/
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void moveMouse(MMPoint point){
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void moveMouse(MMSignedPoint point){
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#if defined(IS_MACOSX)
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CGEventRef move = CGEventCreateMouseEvent(NULL, kCGEventMouseMoved,
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CGPointFromMMPoint(point),
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CGPointFromMMSignedPoint(point),
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kCGMouseButtonLeft);
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calculateDeltas(&move, point);
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@ -108,7 +108,7 @@ void moveMouse(MMPoint point){
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XSync(display, false);
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#elif defined(IS_WINDOWS)
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// Mouse motion is now done using SendInput with MOUSEINPUT.
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// Mouse motion is now done using SendInput with MOUSEINPUT.
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// We use Absolute mouse positioning
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#define MOUSE_COORD_TO_ABS(coord, width_or_height) ( \
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((65536 * coord) / width_or_height) + (coord < 0 ? -1 : 1))
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@ -129,7 +129,7 @@ void moveMouse(MMPoint point){
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#endif
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}
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void dragMouse(MMPoint point, const MMMouseButton button){
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void dragMouse(MMSignedPoint point, const MMMouseButton button){
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#if defined(IS_MACOSX)
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const CGEventType dragType = MMMouseDragToCGEventType(button);
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CGEventRef drag = CGEventCreateMouseEvent(NULL, dragType,
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@ -181,7 +181,7 @@ void toggleMouse(bool down, MMMouseButton button){
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const CGEventType mouseType = MMMouseToCGEventType(down, button);
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CGEventRef event = CGEventCreateMouseEvent(NULL,
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mouseType, currentPos, (CGMouseButton)button);
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CGEventPost(kCGSessionEventTap, event);
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CFRelease(event);
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#elif defined(USE_X11)
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@ -192,7 +192,7 @@ void toggleMouse(bool down, MMMouseButton button){
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// mouse_event(MMMouseToMEventF(down, button), 0, 0, 0, 0);
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INPUT mouseInput;
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mouseInput.type = INPUT_MOUSE;
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mouseInput.mi.dx = 0;
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mouseInput.mi.dy = 0;
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@ -272,7 +272,7 @@ void scrollMouse(int scrollMagnitude, MMMouseWheelDirection scrollDirection){
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/* Make scroll magnitude negative if we're scrolling down. */
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cleanScrollMagnitude = cleanScrollMagnitude * scrollDirection;
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event = CGEventCreateScrollWheelEvent(NULL,
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event = CGEventCreateScrollWheelEvent(NULL,
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kCGScrollEventUnitLine, wheel, cleanScrollMagnitude, 0);
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CGEventPost(kCGHIDEventTap, event);
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@ -408,10 +408,10 @@ bool smoothlyMoveMouse(MMPoint endPoint, double lowSpeed, double highSpeed){
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double velo_x = 0.0, velo_y = 0.0;
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double distance;
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while ((distance =
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while ((distance =
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crude_hypot((double)pos.x - endPoint.x, (double)pos.y - endPoint.y)
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) > 1.0) {
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double gravity = DEADBEEF_UNIFORM(5.0, 500.0);
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// double gravity = DEADBEEF_UNIFORM(lowSpeed, highSpeed);
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double veloDistance;
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@ -432,7 +432,7 @@ bool smoothlyMoveMouse(MMPoint endPoint, double lowSpeed, double highSpeed){
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return false;
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}
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moveMouse(pos);
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moveMouse(MMSignedPointMake((int32_t)pos.x, (int32_t)pos.y));
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/* Wait 1 - 3 milliseconds. */
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microsleep(DEADBEEF_UNIFORM(lowSpeed, highSpeed));
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@ -359,8 +359,8 @@ func MoveMouse(x, y int) {
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// Move move the mouse
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func Move(x, y int) {
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cx := C.size_t(x)
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cy := C.size_t(y)
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cx := C.int32_t(x)
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cy := C.int32_t(y)
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C.move_mouse(cx, cy)
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}
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@ -373,8 +373,8 @@ func DragMouse(x, y int, args ...string) {
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func Drag(x, y int, args ...string) {
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var button C.MMMouseButton = C.LEFT_BUTTON
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cx := C.size_t(x)
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cy := C.size_t(y)
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cx := C.int32_t(x)
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cy := C.int32_t(y)
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if len(args) > 0 {
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button = CheckMouse(args[0])
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