Mercurial > sdl-ios-xcode
view src/video/qtopia/SDL_QWin.cc @ 1551:02e19471a694
Fixed bug #4
[Note: I'm applying this patch since it's a cleaner version of what's already implemented, and supports this controller on older kernels. I'll ask to make sure this doesn't break on the new kernels where it's no longer necessary]
Date: Mon, 21 Mar 2005 09:41:11 -0500
From: Chris Nelson
Subject: SDL Patch
Hey, Ryan.
I submitted the following patch about a year ago. It's just a simple
patch for the linux port, to make multiple joysticks each appear to SDL
as their own device, if they are on the same USB port (specifically,
these guys
<http://www.consoleplus.co.uk/product_info.php?pName=super-joybox-5-quad-joypad-converter>,
which allow 4 Playstation2 controllers to be accessed via a single USB
port). Without this patch, SDL pretty much drops the ball, and reports
that there are 4 joysticks available when less than that number are
plugged in.
My work built upon the work of another person with the same device. When
I submitted the patch to the list, he tested it, but it didn't work for
him, so the patch was never accepted. Maybe about 3 times in the past
year, I've tried to email the guy, to see if he couldn't run my new
version, complete with debug code to diagnose the problem he was having.
He never got back to me.
So, I'm attaching the patch. I wish I knew why it didn't work for him,
but I've been using it for the last year with no problems. Let me know
if you need any more information, or have any ideas as to how I could
test it. I'd like to see it in the tree, but I want to make sure it works.
-Chris
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 19 Mar 2006 06:31:34 +0000 |
parents | 376665398b25 |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include "SDL_QWin.h" #include <qapplication.h> #include <qdirectpainter_qws.h> screenRotationT screenRotation = SDL_QT_NO_ROTATION; SDL_QWin::SDL_QWin(const QSize& size) : QWidget(0, "SDL_main"), my_painter(0), my_image(0), my_inhibit_resize(false), my_mouse_pos(-1,-1), my_flags(0), my_has_fullscreen(false), my_locked(0) { setBackgroundMode(NoBackground); } SDL_QWin::~SDL_QWin() { // Nothing to do yet. if(my_image) { delete my_image; } } void SDL_QWin::setImage(QImage *image) { if ( my_image ) { delete my_image; } my_image = image; // setFixedSize(image->size()); } void SDL_QWin::resizeEvent(QResizeEvent *e) { if(size() != qApp->desktop()->size()) { // Widget is not the correct size, so do the fullscreen magic my_has_fullscreen = false; enableFullscreen(); } if(my_inhibit_resize) { my_inhibit_resize = false; } else { SDL_PrivateResize(e->size().width(), e->size().height()); } } void SDL_QWin::focusInEvent(QFocusEvent *) { // Always do it here, no matter the size. enableFullscreen(); SDL_PrivateAppActive(true, SDL_APPINPUTFOCUS); } void SDL_QWin::focusOutEvent(QFocusEvent *) { my_has_fullscreen = false; SDL_PrivateAppActive(false, SDL_APPINPUTFOCUS); } void SDL_QWin::closeEvent(QCloseEvent *e) { SDL_PrivateQuit(); e->ignore(); } void SDL_QWin::setMousePos(const QPoint &pos) { if(my_image->width() == height()) { if (screenRotation == SDL_QT_ROTATION_90) my_mouse_pos = QPoint(height()-pos.y(), pos.x()); else if (screenRotation == SDL_QT_ROTATION_270) my_mouse_pos = QPoint(pos.y(), width()-pos.x()); } else { my_mouse_pos = pos; } } void SDL_QWin::mouseMoveEvent(QMouseEvent *e) { Qt::ButtonState button = e->button(); int sdlstate = 0; if( (button & Qt::LeftButton)) { sdlstate |= SDL_BUTTON_LMASK; } if( (button & Qt::RightButton)) { sdlstate |= SDL_BUTTON_RMASK; } if( (button & Qt::MidButton)) { sdlstate |= SDL_BUTTON_MMASK; } setMousePos(e->pos()); SDL_PrivateMouseMotion(sdlstate, 0, my_mouse_pos.x(), my_mouse_pos.y()); } void SDL_QWin::mousePressEvent(QMouseEvent *e) { mouseMoveEvent(e); Qt::ButtonState button = e->button(); SDL_PrivateMouseButton(SDL_PRESSED, (button & Qt::LeftButton) ? 1 : ((button & Qt::RightButton) ? 2 : 3), my_mouse_pos.x(), my_mouse_pos.y()); } void SDL_QWin::mouseReleaseEvent(QMouseEvent *e) { setMousePos(e->pos()); Qt::ButtonState button = e->button(); SDL_PrivateMouseButton(SDL_RELEASED, (button & Qt::LeftButton) ? 1 : ((button & Qt::RightButton) ? 2 : 3), my_mouse_pos.x(), my_mouse_pos.y()); my_mouse_pos = QPoint(-1, -1); } static inline void gs_fastRotateBlit_3 ( unsigned short *fb, unsigned short *bits, const QRect& rect ) { // FIXME: this only works correctly for 240x320 displays int startx, starty; int width, height; startx = rect.left() >> 1; starty = rect.top() >> 1; width = ((rect.right() - rect.left()) >> 1) + 2; height = ((rect.bottom() - rect.top()) >> 1) + 2; if((startx+width) > 120) { width = 120 - startx; // avoid horizontal overflow } if((starty+height) > 160) { height = 160 - starty; // avoid vertical overflow } ulong *sp1, *sp2, *dp1, *dp2; ulong stop, sbot, dtop, dbot; sp1 = (ulong*)bits + startx + starty*240; sp2 = sp1 + 120; dp1 = (ulong *)fb + (159 - starty) + startx*320; dp2 = dp1 + 160; int rowadd = (-320*width) - 1; int rowadd2 = 240 - width; // transfer in cells of 2x2 pixels in words for (int y=0; y<height; y++) { for (int x=0; x<width; x++) { // read source pixels stop = *sp1; sbot = *sp2; // rotate pixels dtop = (sbot & 0xffff) + ((stop & 0xffff)<<16); dbot = ((sbot & 0xffff0000)>>16) + (stop & 0xffff0000); // write to framebuffer *dp1 = dtop; *dp2 = dbot; // update source ptrs sp1++; sp2++; // update dest ptrs - 2 pix at a time dp1 += 320; dp2 += 320; } // adjust src ptrs - skip a row as we work in pairs sp1 += rowadd2; sp2 += rowadd2; // adjust dest ptrs for rotation dp1 += rowadd; dp2 += rowadd; } } static inline void gs_fastRotateBlit_1 ( unsigned short *fb, unsigned short *bits, const QRect& rect ) { // FIXME: this only works correctly for 240x320 displays int startx, starty; int width, height; startx = rect.left() >> 1; starty = rect.top() >> 1; width = ((rect.right() - rect.left()) >> 1) + 2; height = ((rect.bottom() - rect.top()) >> 1) + 2; if((startx+width) > 120) { width = 120 - startx; // avoid horizontal overflow } if((starty+height) > 160) { height = 160 - starty; // avoid vertical overflow } ulong *sp1, *sp2, *dp1, *dp2; ulong stop, sbot, dtop, dbot; fb += 320*239; // Move "fb" to top left corner sp1 = (ulong*)bits + startx + starty*240; sp2 = sp1 + 120; dp1 = (ulong*)fb - startx * 320 - starty; dp2 = dp1 - 160; int rowadd = (320*width) + 1; int rowadd2 = 240 - width; // transfer in cells of 2x2 pixels in words for (int y=0; y<height; y++) { for (int x=0; x<width; x++) { // read stop = *sp1; sbot = *sp2; // rotate dtop = (stop & 0xffff) + ((sbot & 0xffff)<<16); dbot = ((stop & 0xffff0000)>>16) + (sbot & 0xffff0000); // write *dp1 = dtop; *dp2 = dbot; // update source ptrs sp1++; sp2++; // update dest ptrs - 2 pix at a time dp1 -= 320; dp2 -= 320; } // adjust src ptrs - skip a row as we work in pairs sp1 += rowadd2; sp2 += rowadd2; // adjust dest ptrs for rotation dp1 += rowadd; dp2 += rowadd; } } // desktop, SL-A300 etc bool SDL_QWin::repaintRotation0(const QRect& rect) { if(my_image->width() == width()) { uchar *fb = (uchar*)my_painter->frameBuffer(); uchar *buf = (uchar*)my_image->bits(); if(rect == my_image->rect()) { SDL_memcpy(fb, buf, width()*height()*2); } else { int h = rect.height(); int wd = rect.width()<<1; int fblineadd = my_painter->lineStep(); int buflineadd = my_image->bytesPerLine(); fb += (rect.left()<<1) + rect.top() * my_painter->lineStep(); buf += (rect.left()<<1) + rect.top() * my_image->bytesPerLine(); while(h--) { SDL_memcpy(fb, buf, wd); fb += fblineadd; buf += buflineadd; } } } else { return false; // FIXME: Landscape } #ifdef __i386__ my_painter->fillRect( rect, QBrush( Qt::NoBrush ) ); #endif return true; } // Sharp Zaurus SL-5500 etc bool SDL_QWin::repaintRotation3(const QRect& rect) { if(my_image->width() == width()) { ushort *fb = (ushort*)my_painter->frameBuffer(); ushort *buf = (ushort*)my_image->bits(); gs_fastRotateBlit_3(fb, buf, rect); } else { // landscape mode if (screenRotation == SDL_QT_ROTATION_90) { uchar *fb = (uchar*)my_painter->frameBuffer(); uchar *buf = (uchar*)my_image->bits(); if(rect == my_image->rect()) { SDL_memcpy(fb, buf, width()*height()*2); } else { int h = rect.height(); int wd = rect.width()<<1; int fblineadd = my_painter->lineStep(); int buflineadd = my_image->bytesPerLine(); fb += (rect.left()<<1) + rect.top() * my_painter->lineStep(); buf += (rect.left()<<1) + rect.top() * my_image->bytesPerLine(); while(h--) { SDL_memcpy(fb, buf, wd); fb += fblineadd; buf += buflineadd; } } } else if (screenRotation == SDL_QT_ROTATION_270) { int h = rect.height(); int wd = rect.width(); int fblineadd = my_painter->lineStep() - (rect.width() << 1); int buflineadd = my_image->bytesPerLine() - (rect.width() << 1); int w; uchar *fb = (uchar*)my_painter->frameBuffer(); uchar *buf = (uchar*)my_image->bits(); fb += ((my_painter->width() - (rect.top() + rect.height())) * my_painter->lineStep()) + ((my_painter->height() - ((rect.left() + rect.width()))) << 1); buf += my_image->bytesPerLine() * (rect.top() + rect.height()) - (((my_image->width() - (rect.left() + rect.width())) << 1) + 2); while(h--) { w = wd; while(w--) *((unsigned short*)fb)++ = *((unsigned short*)buf)--; fb += fblineadd; buf -= buflineadd; } } } return true; } // ipaq 3800... bool SDL_QWin::repaintRotation1(const QRect& rect) { if(my_image->width() == width()) { ushort *fb = (ushort*)my_painter->frameBuffer(); ushort *buf = (ushort*)my_image->bits(); gs_fastRotateBlit_1(fb, buf, rect); } else { return false; // FIXME: landscape mode } return true; } void SDL_QWin::repaintRect(const QRect& rect) { if(!my_painter || !rect.width() || !rect.height()) { return; } if(QPixmap::defaultDepth() == 16) { switch(my_painter->transformOrientation()) { case 3: if(repaintRotation3(rect)) { return; } break; case 1: if(repaintRotation1(rect)) { return; } break; case 0: if(repaintRotation0(rect)) { return; } break; } } my_painter->drawImage(rect.topLeft(), *my_image, rect); } // This paints the current buffer to the screen, when desired. void SDL_QWin::paintEvent(QPaintEvent *ev) { if(my_image) { lockScreen(true); repaintRect(ev->rect()); unlockScreen(); } } /* Function to translate a keyboard transition and queue the key event * This should probably be a table although this method isn't exactly * slow. */ void SDL_QWin::QueueKey(QKeyEvent *e, int pressed) { SDL_keysym keysym; int scancode = e->key(); /* Set the keysym information */ if(scancode >= 'A' && scancode <= 'Z') { // Qt sends uppercase, SDL wants lowercase keysym.sym = static_cast<SDLKey>(scancode + 32); } else if(scancode >= 0x1000) { // Special keys switch(scancode) { case Qt::Key_Escape: scancode = SDLK_ESCAPE; break; case Qt::Key_Tab: scancode = SDLK_TAB; break; case Qt::Key_Backspace: scancode = SDLK_BACKSPACE; break; case Qt::Key_Return: scancode = SDLK_RETURN; break; case Qt::Key_Enter: scancode = SDLK_KP_ENTER; break; case Qt::Key_Insert: scancode = SDLK_INSERT; break; case Qt::Key_Delete: scancode = SDLK_DELETE; break; case Qt::Key_Pause: scancode = SDLK_PAUSE; break; case Qt::Key_Print: scancode = SDLK_PRINT; break; case Qt::Key_SysReq: scancode = SDLK_SYSREQ; break; case Qt::Key_Home: scancode = SDLK_HOME; break; case Qt::Key_End: scancode = SDLK_END; break; // We want the control keys to rotate with the screen case Qt::Key_Left: if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_UP; else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_DOWN; else scancode = SDLK_LEFT; break; case Qt::Key_Up: if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_RIGHT; else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_LEFT; else scancode = SDLK_UP; break; case Qt::Key_Right: if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_DOWN; else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_UP; else scancode = SDLK_RIGHT; break; case Qt::Key_Down: if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_LEFT; else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_RIGHT; else scancode = SDLK_DOWN; break; case Qt::Key_Prior: scancode = SDLK_PAGEUP; break; case Qt::Key_Next: scancode = SDLK_PAGEDOWN; break; case Qt::Key_Shift: scancode = SDLK_LSHIFT; break; case Qt::Key_Control: scancode = SDLK_LCTRL; break; case Qt::Key_Meta: scancode = SDLK_LMETA; break; case Qt::Key_Alt: scancode = SDLK_LALT; break; case Qt::Key_CapsLock: scancode = SDLK_CAPSLOCK; break; case Qt::Key_NumLock: scancode = SDLK_NUMLOCK; break; case Qt::Key_ScrollLock: scancode = SDLK_SCROLLOCK; break; case Qt::Key_F1: scancode = SDLK_F1; break; case Qt::Key_F2: scancode = SDLK_F2; break; case Qt::Key_F3: scancode = SDLK_F3; break; case Qt::Key_F4: scancode = SDLK_F4; break; case Qt::Key_F5: scancode = SDLK_F5; break; case Qt::Key_F6: scancode = SDLK_F6; break; case Qt::Key_F7: scancode = SDLK_F7; break; case Qt::Key_F8: scancode = SDLK_F8; break; case Qt::Key_F9: scancode = SDLK_F9; break; case Qt::Key_F10: scancode = SDLK_F10; break; case Qt::Key_F11: scancode = SDLK_F11; break; case Qt::Key_F12: scancode = SDLK_F12; break; case Qt::Key_F13: scancode = SDLK_F13; break; case Qt::Key_F14: scancode = SDLK_F14; break; case Qt::Key_F15: scancode = SDLK_F15; break; case Qt::Key_Super_L: scancode = SDLK_LSUPER; break; case Qt::Key_Super_R: scancode = SDLK_RSUPER; break; case Qt::Key_Menu: scancode = SDLK_MENU; break; case Qt::Key_Help: scancode = SDLK_HELP; break; case Qt::Key_F33: // FIXME: This is a hack to enable the OK key on // Zaurii devices. SDLK_RETURN is a suitable key to use // since it often is used as such. // david@hedbor.org scancode = SDLK_RETURN; break; default: scancode = SDLK_UNKNOWN; break; } keysym.sym = static_cast<SDLKey>(scancode); } else { keysym.sym = static_cast<SDLKey>(scancode); } keysym.scancode = scancode; keysym.mod = KMOD_NONE; ButtonState st = e->state(); if( (st & ShiftButton) ) { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LSHIFT); } if( (st & ControlButton) ) { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LCTRL); } if( (st & AltButton) ) { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LALT); } if ( SDL_TranslateUNICODE ) { QChar qchar = e->text()[0]; keysym.unicode = qchar.unicode(); } else { keysym.unicode = 0; } /* NUMLOCK and CAPSLOCK are implemented as double-presses in reality */ // if ( (keysym.sym == SDLK_NUMLOCK) || (keysym.sym == SDLK_CAPSLOCK) ) { // pressed = 1; // } /* Queue the key event */ if ( pressed ) { SDL_PrivateKeyboard(SDL_PRESSED, &keysym); } else { SDL_PrivateKeyboard(SDL_RELEASED, &keysym); } } void SDL_QWin::setFullscreen(bool fs_on) { my_has_fullscreen = false; enableFullscreen(); } void SDL_QWin::enableFullscreen() { // Make sure size is correct if(!my_has_fullscreen) { setFixedSize(qApp->desktop()->size()); // This call is needed because showFullScreen won't work // correctly if the widget already considers itself to be fullscreen. showNormal(); // This is needed because showNormal() forcefully changes the window // style to WSTyle_TopLevel. setWFlags(WStyle_Customize | WStyle_NoBorder); // Enable fullscreen. showFullScreen(); my_has_fullscreen = true; } } bool SDL_QWin::lockScreen(bool force) { if(!my_painter) { if(force || (isVisible() && isActiveWindow())) { my_painter = new QDirectPainter(this); } else { return false; } } my_locked++; // Increate lock refcount return true; } void SDL_QWin::unlockScreen() { if(my_locked > 0) { my_locked--; // decrease lock refcount; } if(!my_locked && my_painter) { my_painter->end(); delete my_painter; my_painter = 0; } }