view src/audio/mint/SDL_mintaudiointerrupt.S @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents 1338c24e30cb
children
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/*
 *	Audio interrupt routines
 *
 *	Patrice Mandin
 */

	.text

	.globl	_SDL_MintAudio_Callback

	.globl	_SDL_MintAudio_IntDma
	.globl	_SDL_MintAudio_IntXbios
	.globl	_SDL_MintAudio_IntGsxb

	.globl	_SDL_MintAudio_mutex
	.globl	_SDL_MintAudio_audiobuf
	.globl	_SDL_MintAudio_numbuf
	.globl	_SDL_MintAudio_audiosize

/*
	How it works:
	- Audio is playing buffer #0 (resp. #1)
	- We must calculate a sample in buffer #1 (resp. #0)
	  so we first call the callback to do it
	- Then we swap the buffers
*/

/*--- DMA 8 bits interrupt vector ---*/

	.text
_SDL_MintAudio_IntDma:

	/* Reenable interrupts, so other interrupts can work */
	movew	#0x2300,sr

	/* Clear service bit, so other MFP interrupts can work */
	bclr	#5,0xfffffa0f:w

	/* Check if we are not already running */
	tstw	_SDL_MintAudio_mutex
	bnes	intdma_end
	notw	_SDL_MintAudio_mutex
	
	/* Swap buffers */
	moveml	d0-d1/a0-a1,sp@-

	movel	_SDL_MintAudio_numbuf,d0
	movel	_SDL_MintAudio_audiobuf,d1
	eorl	#1,d0
	beqs	intdma_buffer0
	movel	_SDL_MintAudio_audiobuf+4,d1
intdma_buffer0:
	movel	d0,_SDL_MintAudio_numbuf

	/* Callback */
	movel	d1,sp@-
	jsr	_SDL_MintAudio_Callback
	movel	sp@+,d1

	/* Modify DMA addresses */
	lea	0xffff8900:w,a0

	moveb	d1,a0@(0x07)	/* Start address */
	rorl	#8,d1
	moveb	d1,a0@(0x05)
	rorl	#8,d1
	moveb	d1,a0@(0x03)
	swap	d1

	addl	_SDL_MintAudio_audiosize,d1

	moveb	d1,a0@(0x13)	/* End address */
	rorl	#8,d1
	moveb	d1,a0@(0x11)
	rorl	#8,d1
	moveb	d1,a0@(0x0f)

	moveml	sp@+,d0-d1/a0-a1

	clrw	_SDL_MintAudio_mutex
intdma_end:
	rte

/*--- Xbios interrupt vector ---*/

	.text
_SDL_MintAudio_IntXbios:

	/* Reenable interrupts, so other interrupts can work */
	movew	#0x2300,sr

	/* Clear service bit, so other MFP interrupts can work */
	bclr	#5,0xfffffa0f:w

	/* Check if we are not already running */
	tstw	_SDL_MintAudio_mutex
	bnes	intxbios_end
	notw	_SDL_MintAudio_mutex
	
	/* Swap buffers */
	moveml	d0-d2/a0-a2,sp@-

	movel	_SDL_MintAudio_numbuf,d0
	movel	_SDL_MintAudio_audiobuf,a0
	eorl	#1,d0
	beqs	intxbios_buffer0
	movel	_SDL_MintAudio_audiobuf+4,a0
intxbios_buffer0:
	movel	d0,_SDL_MintAudio_numbuf

	/* Callback */
	moveml	a0,sp@-
	jsr	_SDL_MintAudio_Callback
	moveml	sp@+,a0

	/* Setbuffer xbios function */
	movel	_SDL_MintAudio_audiosize,d1
	lea	a0@(0,d1:l),a1

	movel	a1,sp@-
	movel	a0,sp@-
	clrw	sp@-
	movew	#131,sp@-
	trap	#14
	lea	sp@(12),sp

	moveml	sp@+,d0-d2/a0-a2

	clrw	_SDL_MintAudio_mutex
intxbios_end:
	rte

/*--- GSXB interrupt vector ---*/

	.text
_SDL_MintAudio_IntGsxb:

	/* Check if we are not already running */
	tstw	_SDL_MintAudio_mutex
	bnes	intgsxb_end
	notw	_SDL_MintAudio_mutex

	/* Swap buffers */
	moveml	d0-d2/a0-a2,sp@-

	movel	_SDL_MintAudio_numbuf,d0
	movel	_SDL_MintAudio_audiobuf,a0
	eorl	#1,d0
	beqs	intgsxb_buffer0
	movel	_SDL_MintAudio_audiobuf+4,a0
intgsxb_buffer0:
	movel	d0,_SDL_MintAudio_numbuf

	/* Callback */
	moveml	a0,sp@-
	jsr	_SDL_MintAudio_Callback
	moveml	sp@+,a0

	/* Setbuffer xbios function */
	movel	_SDL_MintAudio_audiosize,d1
	lea	a0@(0,d1:l),a1

	movel	a1,sp@-
	movel	a0,sp@-
	clrw	sp@-
	movew	#131,sp@-
	trap	#14
	lea	sp@(12),sp

	moveml	sp@+,d0-d2/a0-a2

	clrw	_SDL_MintAudio_mutex
intgsxb_end:
	rts

/*--- Common variables ---*/

	.data
	.even
	.comm	_SDL_MintAudio_mutex,4
	.even
	.comm	_SDL_MintAudio_audiobuf,8
	.even
	.comm	_SDL_MintAudio_numbuf,4
	.even
	.comm	_SDL_MintAudio_audiosize,4