annotate src/video/quartz/CGS.h @ 4167:a6f635e5eaa6 SDL-1.2

Fixed bug #611 From Tim Angus 2008-08-12 11:18:06 I'm one of the maintainers of ioquake3.org, an updated version of the Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a replacement for 95% of the platform specific code that was there. On the whole it's doing a great job but unfortunately since the move we've been getting complaints about the quality of the mouse input on the Windows platform to the point where for many the game is unplayable. Put in other terms, the current stable SDL 1.2 is basically not fit for purpose if you need high quality mouse input as you do in a first person shooter. Over the weekend I decided to pull my finger out and actually figure out what's going on. There are basically two major problems. Firstly, when using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE message. Googling for this indicates that often this is known to result in "spurious" and/or "missing" mouse movement events; this is the primary cause of the poor mouse input. The second problem is that the "directx" driver does not work at all in combination with OpenGL meaning that you can't use DirectInput if your application also uses OpenGL. In other words you're locked into using the "windib" driver and its poor mouse input. In order to address these problems I've done the following: * Remove WM_MOUSEMOVE based motion event generation and replace with calls to GetCursorPos which seems much more reliable. In order to achieve this I've moved mouse motion out into a separate function that is called once per DIB_PumpEvents. * Remove the restriction on the "directx" driver being inoperable in combination with OpenGL. There is a bug for this issues that I've hijacked to a certain extent (http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit I don't really understand why this restriction is there in the first place. The commit message for the bug fix that introduced this restriction (r581) isn't very elaborate and I couldn't see any other bug tracking the issue. If anyone has more information on the bug that was avoided by r581 it would be helpful as I/someone could then look into addressing the problem without disabling the "directx" driver. * I've also removed the restriction on not being allowed to use DirectInput in windowed mode. I couldn't see any reason for this, at least not from our perspective. I have my suspicions that it'll be something like matching up the cursor with the mouse coordinates... * I bumped up the DirectInput API used to version 7 in order to get access to mouse buttons 4-7. I've had to inject a little bit of the DX7 headers into SDL there as the MinGW ones aren't up to date in this respect.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 02 Apr 2009 04:43:36 +0000
parents a1b03ba2fcd0
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 Sam Lantinga
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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 Library General Public
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7 License as published by the Free Software Foundation; either
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8 version 2 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 Library 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 Library General Public
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16 License along with this library; if not, write to the Free
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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
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24 /*
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25 Obscuring code: maximum number of windows above ours (inclusive)
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26
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27 Note: this doesn't work too well in practice and should be
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28 phased out when we add OpenGL 2D acceleration. It was never
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29 enabled in the first place, so this shouldn't be a problem ;-)
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30 */
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31 #define kMaxWindows 256
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32
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33 /* Some of the Core Graphics Server API for obscuring code */
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34 #define kCGSWindowLevelTop 2147483632
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35 #define kCGSWindowLevelDockIconDrag 500
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36 #define kCGSWindowLevelDockMenu 101
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37 #define kCGSWindowLevelMenuIgnore 21
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38 #define kCGSWindowLevelMenu 20
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39 #define kCGSWindowLevelDockLabel 12
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40 #define kCGSWindowLevelDockIcon 11
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41 #define kCGSWindowLevelDock 10
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42 #define kCGSWindowLevelUtility 3
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43 #define kCGSWindowLevelNormal 0
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44
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45 /*
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46 For completeness; We never use these window levels, they are always below us
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47 #define kCGSWindowLevelMBarShadow -20
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48 #define kCGSWindowLevelDesktopPicture -2147483647
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49 #define kCGSWindowLevelDesktop -2147483648
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50 */
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51
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52 typedef CGError CGSError;
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53 typedef long CGSWindowCount;
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54 typedef void * CGSConnectionID;
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55 typedef int CGSWindowID;
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56 typedef CGSWindowID* CGSWindowIDList;
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57 typedef CGWindowLevel CGSWindowLevel;
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58 typedef NSRect CGSRect;
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59
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60 extern CGSConnectionID _CGSDefaultConnection ();
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61
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62 extern CGSError CGSGetOnScreenWindowList (CGSConnectionID cid,
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63 CGSConnectionID owner,
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64 CGSWindowCount listCapacity,
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65 CGSWindowIDList list,
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66 CGSWindowCount *listCount);
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67
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68 extern CGSError CGSGetScreenRectForWindow (CGSConnectionID cid,
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69 CGSWindowID wid,
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70 CGSRect *rect);
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71
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72 extern CGWindowLevel CGSGetWindowLevel (CGSConnectionID cid,
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73 CGSWindowID wid,
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74 CGSWindowLevel *level);
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75
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76 extern CGSError CGSDisplayHWFill (CGDirectDisplayID id, unsigned int x, unsigned int y,
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77 unsigned int w, unsigned int h, unsigned int color);
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78
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79 extern CGSError CGSDisplayCanHWFill (CGDirectDisplayID id);
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80
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81 extern CGSError CGSGetMouseEnabledFlags (CGSConnectionID cid, CGSWindowID wid, int *flags);
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82
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83 int CGSDisplayHWSync (CGDirectDisplayID id);
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84