Mercurial > sdl-ios-xcode
annotate src/video/x11/SDL_x11mouse.c @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 20 Dec 2008 12:00:00 +0000 |
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children | b93965a16fe0 |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
2859 | 3 Copyright (C) 1997-2009 Sam Lantinga |
1950
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 #include "SDL_x11video.h" |
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24 #include "../../events/SDL_mouse_c.h" |
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25 |
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26 void |
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27 X11_InitMouse(_THIS) |
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28 { |
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29 #if SDL_VIDEO_DRIVER_X11_XINPUT |
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30 XDevice **newDevices; |
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31 int i, j, index = 0, numOfDevices; |
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32 XDeviceInfo *DevList; |
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33 XAnyClassPtr deviceClass; |
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34 SDL_VideoData *data = (SDL_VideoData *) _this->driverdata; |
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35 |
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36 SDL_XDevices = NULL; |
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37 SDL_NumOfXDevices = 0; |
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38 |
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39 if (!SDL_X11_HAVE_XINPUT) { |
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40 /* should have dynamically loaded, but wasn't available. */ |
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41 return; |
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42 } |
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43 |
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44 /* we're getting the list of input devices */ |
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45 DevList = XListInputDevices(data->display, &numOfDevices); |
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46 SDL_XDevices = (XDevice **) SDL_malloc(sizeof(XDevice)); |
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47 |
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48 /* we're aquiring valuators:mices, tablets, etc. */ |
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49 for (i = 0; i < numOfDevices; ++i) { |
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50 /* if it's the core pointer or core keyborard we don't want it */ |
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51 if ((DevList[i].use != IsXPointer && DevList[i].use != IsXKeyboard)) { |
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52 /* we have to check all of the device classes */ |
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53 deviceClass = DevList[i].inputclassinfo; |
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54 for (j = 0; j < DevList[i].num_classes; ++j) { |
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55 if (deviceClass->class == ValuatorClass) { /* bingo ;) */ |
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56 XValuatorInfo *valInfo; |
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57 SDL_Mouse mouse; |
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58 |
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59 newDevices = |
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60 (XDevice **) SDL_realloc(SDL_XDevices, |
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61 (index + |
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62 1) * sizeof(*newDevices)); |
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63 if (!newDevices) { |
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64 SDL_OutOfMemory(); |
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65 return; |
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66 } |
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67 SDL_XDevices = newDevices; |
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68 SDL_XDevices[index] = |
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69 XOpenDevice(data->display, DevList[i].id); |
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70 SDL_zero(mouse); |
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71 |
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72 /* the id of the device differs from its index |
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73 * so we're assigning the index of a device to it's id */ |
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74 SDL_SetMouseIndexId(DevList[i].id, index); |
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75 /* lets get the device parameters */ |
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76 valInfo = (XValuatorInfo *) deviceClass; |
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77 /* if the device reports pressure, lets check it parameteres */ |
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78 if (valInfo->num_axes > 2) { |
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79 data->mouse = |
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80 SDL_AddMouse(&mouse, index++, DevList[i].name, |
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81 valInfo->axes[2].max_value, |
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82 valInfo->axes[2].min_value, 1); |
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83 } else { |
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84 data->mouse = |
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85 SDL_AddMouse(&mouse, index++, DevList[i].name, 0, |
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86 0, 1); |
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87 } |
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88 break; |
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89 } |
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90 /* if it's not class we're interested in, lets go further */ |
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91 deviceClass = |
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92 (XAnyClassPtr) ((char *) deviceClass + |
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93 deviceClass->length); |
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94 } |
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95 } |
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96 } |
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97 XFreeDeviceList(DevList); |
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98 |
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99 SDL_NumOfXDevices = index; |
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100 #endif |
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101 } |
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102 |
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103 void |
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104 X11_QuitMouse(_THIS) |
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105 { |
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106 SDL_VideoData *data = (SDL_VideoData *) _this->driverdata; |
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107 |
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108 /* !!! FIXME: use XCloseDevice()? Or maybe handle under SDL_MouseQuit()? */ |
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109 |
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110 /* let's delete all of the mice */ |
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111 SDL_MouseQuit(); |
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112 } |
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113 |
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114 /* vi: set ts=4 sw=4 expandtab: */ |