view src/video/SDL_stretch.c @ 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 f6ffac90895c
children 8b9ac38381d0
line wrap: on
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

/* This a stretch blit implementation based on ideas given to me by
   Tomasz Cejner - thanks! :)

   April 27, 2000 - Sam Lantinga
*/

#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_blit.h"

/* This isn't ready for general consumption yet - it should be folded
   into the general blitting mechanism.
*/

#if (defined(WIN32) && !defined(_M_ALPHA) && !defined(_WIN32_WCE) && \
     !defined(__WATCOMC__) && !defined(__LCC__) && !defined(__FREEBCC__)) || \
    (defined(i386) && defined(__GNUC__) && defined(USE_ASMBLIT))
#define USE_ASM_STRETCH
#endif

#ifdef USE_ASM_STRETCH

#if defined(WIN32) || defined(i386)
#define PREFIX16	0x66
#define STORE_BYTE	0xAA
#define STORE_WORD	0xAB
#define LOAD_BYTE	0xAC
#define LOAD_WORD	0xAD
#define RETURN		0xC3
#else
#error Need assembly opcodes for this architecture
#endif

#if defined(__ELF__) && defined(__GNUC__)
extern unsigned char _copy_row[4096] __attribute__ ((alias ("copy_row")));
#endif
static unsigned char copy_row[4096];

static int generate_rowbytes(int src_w, int dst_w, int bpp)
{
	static struct {
		int bpp;
		int src_w;
		int dst_w;
	} last;

	int i;
	int pos, inc;
	unsigned char *eip;
	unsigned char load, store;

	/* See if we need to regenerate the copy buffer */
	if ( (src_w == last.src_w) &&
	     (dst_w == last.src_w) && (bpp == last.bpp) ) {
		return(0);
	}
	last.bpp = bpp;
	last.src_w = src_w;
	last.dst_w = dst_w;

	switch (bpp) {
	    case 1:
		load = LOAD_BYTE;
		store = STORE_BYTE;
		break;
	    case 2:
	    case 4:
		load = LOAD_WORD;
		store = STORE_WORD;
		break;
	    default:
		SDL_SetError("ASM stretch of %d bytes isn't supported\n", bpp);
		return(-1);
	}
	pos = 0x10000;
	inc = (src_w << 16) / dst_w;
	eip = copy_row;
	for ( i=0; i<dst_w; ++i ) {
		while ( pos >= 0x10000L ) {
			if ( bpp == 2 ) {
				*eip++ = PREFIX16;
			}
			*eip++ = load;
			pos -= 0x10000L;
		}
		if ( bpp == 2 ) {
			*eip++ = PREFIX16;
		}
		*eip++ = store;
		pos += inc;
	}
	*eip++ = RETURN;

	/* Verify that we didn't overflow (too late) */
	if ( eip > (copy_row+sizeof(copy_row)) ) {
		SDL_SetError("Copy buffer overflow");
		return(-1);
	}
	return(0);
}

#else

#define DEFINE_COPY_ROW(name, type)			\
void name(type *src, int src_w, type *dst, int dst_w)	\
{							\
	int i;						\
	int pos, inc;					\
	type pixel = 0;					\
							\
	pos = 0x10000;					\
	inc = (src_w << 16) / dst_w;			\
	for ( i=dst_w; i>0; --i ) {			\
		while ( pos >= 0x10000L ) {		\
			pixel = *src++;			\
			pos -= 0x10000L;		\
		}					\
		*dst++ = pixel;				\
		pos += inc;				\
	}						\
}
DEFINE_COPY_ROW(copy_row1, Uint8)
DEFINE_COPY_ROW(copy_row2, Uint16)
DEFINE_COPY_ROW(copy_row4, Uint32)

#endif /* USE_ASM_STRETCH */

/* The ASM code doesn't handle 24-bpp stretch blits */
void copy_row3(Uint8 *src, int src_w, Uint8 *dst, int dst_w)
{
	int i;
	int pos, inc;
	Uint8 pixel[3];

	pos = 0x10000;
	inc = (src_w << 16) / dst_w;
	for ( i=dst_w; i>0; --i ) {
		while ( pos >= 0x10000L ) {
			pixel[0] = *src++;
			pixel[1] = *src++;
			pixel[2] = *src++;
			pos -= 0x10000L;
		}
		*dst++ = pixel[0];
		*dst++ = pixel[1];
		*dst++ = pixel[2];
		pos += inc;
	}
}

/* Perform a stretch blit between two surfaces of the same format.
   NOTE:  This function is not safe to call from multiple threads!
*/
int SDL_SoftStretch(SDL_Surface *src, SDL_Rect *srcrect,
                    SDL_Surface *dst, SDL_Rect *dstrect)
{
	int pos, inc;
	int dst_width;
	int dst_maxrow;
	int src_row, dst_row;
	Uint8 *srcp = NULL;
	Uint8 *dstp;
	SDL_Rect full_src;
	SDL_Rect full_dst;
#if defined(USE_ASM_STRETCH) && defined(__GNUC__)
	int u1, u2;
#endif
	const int bpp = dst->format->BytesPerPixel;

	if ( src->format->BitsPerPixel != dst->format->BitsPerPixel ) {
		SDL_SetError("Only works with same format surfaces");
		return(-1);
	}

	/* Verify the blit rectangles */
	if ( srcrect ) {
		if ( (srcrect->x < 0) || (srcrect->y < 0) ||
		     ((srcrect->x+srcrect->w) > src->w) ||
		     ((srcrect->y+srcrect->h) > src->h) ) {
			SDL_SetError("Invalid source blit rectangle");
			return(-1);
		}
	} else {
		full_src.x = 0;
		full_src.y = 0;
		full_src.w = src->w;
		full_src.h = src->h;
		srcrect = &full_src;
	}
	if ( dstrect ) {
		if ( (dstrect->x < 0) || (dstrect->y < 0) ||
		     ((dstrect->x+dstrect->w) > dst->w) ||
		     ((dstrect->y+dstrect->h) > dst->h) ) {
			SDL_SetError("Invalid destination blit rectangle");
			return(-1);
		}
	} else {
		full_dst.x = 0;
		full_dst.y = 0;
		full_dst.w = dst->w;
		full_dst.h = dst->h;
		dstrect = &full_dst;
	}

	/* Set up the data... */
	pos = 0x10000;
	inc = (srcrect->h << 16) / dstrect->h;
	src_row = srcrect->y;
	dst_row = dstrect->y;
	dst_width = dstrect->w*bpp;

#ifdef USE_ASM_STRETCH
	/* Write the opcodes for this stretch */
	if ( (bpp != 3) &&
	     (generate_rowbytes(srcrect->w, dstrect->w, bpp) < 0) ) {
		return(-1);
	}
#endif

	/* Perform the stretch blit */
	for ( dst_maxrow = dst_row+dstrect->h; dst_row<dst_maxrow; ++dst_row ) {
		dstp = (Uint8 *)dst->pixels + (dst_row*dst->pitch)
		                            + (dstrect->x*bpp);
		while ( pos >= 0x10000L ) {
			srcp = (Uint8 *)src->pixels + (src_row*src->pitch)
			                            + (srcrect->x*bpp);
			++src_row;
			pos -= 0x10000L;
		}
#ifdef USE_ASM_STRETCH
		switch (bpp) {
		    case 3:
			copy_row3(srcp, srcrect->w, dstp, dstrect->w);
			break;
		    default:
#ifdef __GNUC__
			__asm__ __volatile__ ("
				call _copy_row
			"
			: "=&D" (u1), "=&S" (u2)
			: "0" (dstp), "1" (srcp)
			: "memory" );
#else
#ifdef WIN32
		{ void *code = &copy_row;
			__asm {
				push edi
				push esi
	
				mov edi, dstp
				mov esi, srcp
				call dword ptr code

				pop esi
				pop edi
			}
		}
#else
#error Need inline assembly for this compiler
#endif
#endif /* __GNUC__ */
			break;
		}
#else
		switch (bpp) {
		    case 1:
			copy_row1(srcp, srcrect->w, dstp, dstrect->w);
			break;
		    case 2:
			copy_row2((Uint16 *)srcp, srcrect->w,
			          (Uint16 *)dstp, dstrect->w);
			break;
		    case 3:
			copy_row3(srcp, srcrect->w, dstp, dstrect->w);
			break;
		    case 4:
			copy_row4((Uint32 *)srcp, srcrect->w,
			          (Uint32 *)dstp, dstrect->w);
			break;
		}
#endif
		pos += inc;
	}
	return(0);
}