annotate src/video/picogui/SDL_pgevents.c @ 889:eac8c69b5706

ate: Fri, 09 Apr 2004 20:07:10 +0200 From: Hibernatus Subject: [SDL] BUG: changing video mode in opengl + windows In WIN_GL_SetupWindow (SDL12/src/video/wincommon/SDL_wingl.c) you call WIN_GL_ResetWindow when SetPixelFormat fails. WIN_GL_ResetWindow cannot properly work in its current state, because there are several things to update once you've created a new window. At least DirectInput doesn't work anymore here (which is somewhat annoying for the player :). I think you can simply remove that function. Many games don't try to recover from that exception, that's why the newest ATI drivers emulate 16 bpp display in 32 bpp mode so the error never occurs (but the games may run much slower). Having SDL_SetVideoMode return NULL would be better than actually setting the video mode and losing focus, directinput and maybe directsound too. It also made my previous drivers crash (when switching from 32 bpp windowed to 16 bpp fullscreen).
author Sam Lantinga <slouken@libsdl.org>
date Sun, 16 May 2004 18:02:48 +0000
parents b8d311d90021
children c9b51268668f
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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b8d311d90021 Updated copyright information for 2004 (Happy New Year!)
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3 Copyright (C) 1997-2004 Sam Lantinga
433
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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 Micah Dowty
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23 micahjd@users.sourceforge.net
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24 */
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25
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26 #ifdef SAVE_RCSID
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27 static char rcsid =
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28 "@(#) $Id$";
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29 #endif
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30
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31 #include "SDL.h"
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32 #include "SDL_sysevents.h"
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33 #include "SDL_events_c.h"
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34 #include "SDL_pgvideo.h"
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35 #include "SDL_pgevents_c.h"
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36
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37 int PG_HandleClose(struct pgEvent *evt)
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38 {
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39 SDL_PrivateQuit();
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40 return 1; /* Intercept the event's normal quit handling */
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41 }
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42
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43 int PG_HandleResize(struct pgEvent *evt)
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44 {
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45 SDL_PrivateResize(evt->e.size.w, evt->e.size.h);
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46 return 0;
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47 }
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48
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49 int PG_HandleKey(struct pgEvent *evt)
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50 {
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51 SDL_keysym sym;
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52 memset(&sym,0,sizeof(sym));
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53 sym.sym = evt->e.kbd.key;
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54 sym.mod = evt->e.kbd.mods;
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55 SDL_PrivateKeyboard(evt->type == PG_WE_KBD_KEYDOWN, &sym);
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56 return 0;
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57 }
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58
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59 int PG_HandleChar(struct pgEvent *evt)
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60 {
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61 SDL_keysym sym;
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62 memset(&sym,0,sizeof(sym));
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63 sym.unicode = evt->e.kbd.key;
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64 sym.mod = evt->e.kbd.mods;
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65 SDL_PrivateKeyboard(evt->type == PG_WE_KBD_KEYDOWN, &sym);
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66 return 0;
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67 }
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68
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69 int PG_HandleMouseButton(struct pgEvent *evt)
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70 {
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71 /* We need to focus the canvas when it's clicked */
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72 if (evt->extra) {
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73 SDL_VideoDevice *this = (SDL_VideoDevice *) evt->extra;
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74 pgFocus(this->hidden->wCanvas);
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75 }
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76 SDL_PrivateMouseButton(evt->type == PG_WE_PNTR_DOWN, evt->e.pntr.chbtn,
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77 evt->e.pntr.x, evt->e.pntr.y);
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78 return 0;
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79 }
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80
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81 int PG_HandleMouseMotion(struct pgEvent *evt)
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82 {
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83 SDL_PrivateMouseMotion(evt->e.pntr.btn,0,evt->e.pntr.x, evt->e.pntr.y);
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84 return 0;
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85 }
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86
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87 void PG_PumpEvents(_THIS)
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88 {
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89 /* Process all pending events */
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90 pgEventPoll();
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91 }
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92
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93 void PG_InitOSKeymap(_THIS)
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94 {
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95 /* We need no keymap */
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96 }
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97
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98 void PG_InitEvents(_THIS)
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99 {
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100 /* Turn on all the mouse and keyboard triggers for our canvas, normally less important
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101 * events like mouse movement are ignored to save bandwidth. */
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102 pgSetWidget(this->hidden->wCanvas, PG_WP_TRIGGERMASK,
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103 pgGetWidget(this->hidden->wCanvas, PG_WP_TRIGGERMASK) |
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104 PG_TRIGGER_UP | PG_TRIGGER_DOWN | PG_TRIGGER_MOVE |
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105 PG_TRIGGER_KEYUP | PG_TRIGGER_KEYDOWN | PG_TRIGGER_CHAR,0);
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106
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107 /* Start our canvas out focused, so we get keyboard input */
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108 pgFocus(this->hidden->wCanvas);
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109
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110 /* Set up bindings for all the above event handlers */
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111 pgBind(this->hidden->wApp, PG_WE_CLOSE, &PG_HandleClose, NULL);
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112 pgBind(this->hidden->wCanvas, PG_WE_BUILD, &PG_HandleResize, NULL);
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113 pgBind(this->hidden->wCanvas, PG_WE_KBD_CHAR, &PG_HandleChar, NULL);
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114 pgBind(this->hidden->wCanvas, PG_WE_KBD_KEYUP, &PG_HandleKey, NULL);
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115 pgBind(this->hidden->wCanvas, PG_WE_KBD_KEYDOWN, &PG_HandleKey, NULL);
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116 pgBind(this->hidden->wCanvas, PG_WE_PNTR_MOVE, &PG_HandleMouseMotion, NULL);
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117 pgBind(this->hidden->wCanvas, PG_WE_PNTR_UP, &PG_HandleMouseButton, NULL);
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118 pgBind(this->hidden->wCanvas, PG_WE_PNTR_DOWN, &PG_HandleMouseButton, this);
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119 }
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120
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121 /* end of SDL_pgevents.c ... */