Mercurial > sdl-ios-xcode
view src/video/SDL_sysvideo.h @ 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 | dad72daf44b3 |
children | 550bccdf04bd |
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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 #ifndef _SDL_sysvideo_h #define _SDL_sysvideo_h #include "SDL_mouse.h" #define SDL_PROTOTYPES_ONLY #include "SDL_syswm.h" #undef SDL_PROTOTYPES_ONLY /* This file prototypes the video driver implementation. This is designed to be easily converted to C++ in the future. */ /* OpenGL is pretty much available on all Windows systems */ #ifdef WIN32 #ifndef _WIN32_WCE #define HAVE_OPENGL #endif #define WIN32_LEAN_AND_MEAN #include <windows.h> #endif #ifdef HAVE_OPENGL #ifdef MACOSX #include <OpenGL/gl.h> /* OpenGL.framework */ #else #include <GL/gl.h> #endif /* MACOSX */ #endif /* HAVE_OPENGL */ /* The SDL video driver */ typedef struct SDL_VideoDevice SDL_VideoDevice; /* Define the SDL video driver structure */ #define _THIS SDL_VideoDevice *_this #ifndef _STATUS #define _STATUS SDL_status *status #endif struct SDL_VideoDevice { /* * * */ /* The name of this video driver */ const char *name; /* * * */ /* Initialization/Query functions */ /* Initialize the native video subsystem, filling 'vformat' with the "best" display pixel format, returning 0 or -1 if there's an error. */ int (*VideoInit)(_THIS, SDL_PixelFormat *vformat); /* List the available video modes for the given pixel format, sorted from largest to smallest. */ SDL_Rect **(*ListModes)(_THIS, SDL_PixelFormat *format, Uint32 flags); /* Set the requested video mode, returning a surface which will be set to the SDL_VideoSurface. The width and height will already be verified by ListModes(), and the video subsystem is free to set the mode to a supported bit depth different from the one specified -- the desired bpp will be emulated with a shadow surface if necessary. If a new mode is returned, this function should take care of cleaning up the current mode. */ SDL_Surface *(*SetVideoMode)(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); /* Toggle the fullscreen mode */ int (*ToggleFullScreen)(_THIS, int on); /* This is called after the video mode has been set, to get the initial mouse state. It should queue events as necessary to properly represent the current mouse focus and position. */ void (*UpdateMouse)(_THIS); /* Create a YUV video surface (possibly overlay) of the given format. The hardware should be able to perform at least 2x scaling on display. */ SDL_Overlay *(*CreateYUVOverlay)(_THIS, int width, int height, Uint32 format, SDL_Surface *display); /* Sets the color entries { firstcolor .. (firstcolor+ncolors-1) } of the physical palette to those in 'colors'. If the device is using a software palette (SDL_HWPALETTE not set), then the changes are reflected in the logical palette of the screen as well. The return value is 1 if all entries could be set properly or 0 otherwise. */ int (*SetColors)(_THIS, int firstcolor, int ncolors, SDL_Color *colors); /* This pointer should exist in the native video subsystem and should point to an appropriate update function for the current video mode */ void (*UpdateRects)(_THIS, int numrects, SDL_Rect *rects); /* Reverse the effects VideoInit() -- called if VideoInit() fails or if the application is shutting down the video subsystem. */ void (*VideoQuit)(_THIS); /* * * */ /* Hardware acceleration functions */ /* Information about the video hardware */ SDL_VideoInfo info; /* Allocates a surface in video memory */ int (*AllocHWSurface)(_THIS, SDL_Surface *surface); /* Sets the hardware accelerated blit function, if any, based on the current flags of the surface (colorkey, alpha, etc.) */ int (*CheckHWBlit)(_THIS, SDL_Surface *src, SDL_Surface *dst); /* Fills a surface rectangle with the given color */ int (*FillHWRect)(_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color); /* Sets video mem colorkey and accelerated blit function */ int (*SetHWColorKey)(_THIS, SDL_Surface *surface, Uint32 key); /* Sets per surface hardware alpha value */ int (*SetHWAlpha)(_THIS, SDL_Surface *surface, Uint8 value); /* Returns a readable/writable surface */ int (*LockHWSurface)(_THIS, SDL_Surface *surface); void (*UnlockHWSurface)(_THIS, SDL_Surface *surface); /* Performs hardware flipping */ int (*FlipHWSurface)(_THIS, SDL_Surface *surface); /* Frees a previously allocated video surface */ void (*FreeHWSurface)(_THIS, SDL_Surface *surface); /* * * */ /* Gamma support */ Uint16 *gamma; /* Set the gamma correction directly (emulated with gamma ramps) */ int (*SetGamma)(_THIS, float red, float green, float blue); /* Get the gamma correction directly (emulated with gamma ramps) */ int (*GetGamma)(_THIS, float *red, float *green, float *blue); /* Set the gamma ramp */ int (*SetGammaRamp)(_THIS, Uint16 *ramp); /* Get the gamma ramp */ int (*GetGammaRamp)(_THIS, Uint16 *ramp); /* * * */ /* OpenGL support */ /* Sets the dll to use for OpenGL and loads it */ int (*GL_LoadLibrary)(_THIS, const char *path); /* Retrieves the address of a function in the gl library */ void* (*GL_GetProcAddress)(_THIS, const char *proc); /* Get attribute information from the windowing system. */ int (*GL_GetAttribute)(_THIS, SDL_GLattr attrib, int* value); /* Make the context associated with this driver current */ int (*GL_MakeCurrent)(_THIS); /* Swap the current buffers in double buffer mode. */ void (*GL_SwapBuffers)(_THIS); /* OpenGL functions for SDL_OPENGLBLIT */ #ifdef HAVE_OPENGL #ifndef WIN32 #define WINAPI #endif #define SDL_PROC(ret,func,params) ret (WINAPI *func) params; #include "SDL_glfuncs.h" #undef SDL_PROC /* Texture id */ GLuint texture; #endif int is_32bit; /* * * */ /* Window manager functions */ /* Set the title and icon text */ void (*SetCaption)(_THIS, const char *title, const char *icon); /* Set the window icon image */ void (*SetIcon)(_THIS, SDL_Surface *icon, Uint8 *mask); /* Iconify the window. This function returns 1 if there is a window manager and the window was actually iconified, it returns 0 otherwise. */ int (*IconifyWindow)(_THIS); /* Grab or ungrab keyboard and mouse input */ SDL_GrabMode (*GrabInput)(_THIS, SDL_GrabMode mode); /* Get some platform dependent window information */ int (*GetWMInfo)(_THIS, SDL_SysWMinfo *info); /* * * */ /* Cursor manager functions */ /* Free a window manager cursor This function can be NULL if CreateWMCursor is also NULL. */ void (*FreeWMCursor)(_THIS, WMcursor *cursor); /* If not NULL, create a black/white window manager cursor */ WMcursor *(*CreateWMCursor)(_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y); /* Show the specified cursor, or hide if cursor is NULL */ int (*ShowWMCursor)(_THIS, WMcursor *cursor); /* Warp the window manager cursor to (x,y) If NULL, a mouse motion event is posted internally. */ void (*WarpWMCursor)(_THIS, Uint16 x, Uint16 y); /* If not NULL, this is called when a mouse motion event occurs */ void (*MoveWMCursor)(_THIS, int x, int y); /* Determine whether the mouse should be in relative mode or not. This function is called when the input grab state or cursor visibility state changes. If the cursor is not visible, and the input is grabbed, the driver can place the mouse in relative mode, which may result in higher accuracy sampling of the pointer motion. */ void (*CheckMouseMode)(_THIS); /* * * */ /* Event manager functions */ /* Initialize keyboard mapping for this driver */ void (*InitOSKeymap)(_THIS); /* Handle any queued OS events */ void (*PumpEvents)(_THIS); /* * * */ /* Data common to all drivers */ SDL_Surface *screen; SDL_Surface *shadow; SDL_Surface *visible; SDL_Palette *physpal; /* physical palette, if != logical palette */ SDL_Color *gammacols; /* gamma-corrected colours, or NULL */ char *wm_title; char *wm_icon; int offset_x; int offset_y; SDL_GrabMode input_grab; /* Driver information flags */ int handles_any_size; /* Driver handles any size video mode */ /* * * */ /* Data used by the GL drivers */ struct { int red_size; int green_size; int blue_size; int alpha_size; int depth_size; int buffer_size; int stencil_size; int double_buffer; int accum_red_size; int accum_green_size; int accum_blue_size; int accum_alpha_size; int stereo; int driver_loaded; char driver_path[256]; void* dll_handle; } gl_config; /* * * */ /* Data private to this driver */ struct SDL_PrivateVideoData *hidden; struct SDL_PrivateGLData *gl_data; /* * * */ /* The function used to dispose of this structure */ void (*free)(_THIS); }; #undef _THIS typedef struct VideoBootStrap { const char *name; const char *desc; int (*available)(void); SDL_VideoDevice *(*create)(int devindex); } VideoBootStrap; #ifdef ENABLE_X11 extern VideoBootStrap X11_bootstrap; #endif #ifdef ENABLE_DGA extern VideoBootStrap DGA_bootstrap; #endif #ifdef ENABLE_NANOX extern VideoBootStrap NX_bootstrap; #endif #ifdef ENABLE_FBCON extern VideoBootStrap FBCON_bootstrap; #endif #ifdef ENABLE_DIRECTFB extern VideoBootStrap DirectFB_bootstrap; #endif #ifdef ENABLE_PS2GS extern VideoBootStrap PS2GS_bootstrap; #endif #ifdef ENABLE_GGI extern VideoBootStrap GGI_bootstrap; #endif #ifdef ENABLE_VGL extern VideoBootStrap VGL_bootstrap; #endif #ifdef ENABLE_SVGALIB extern VideoBootStrap SVGALIB_bootstrap; #endif #ifdef ENABLE_AALIB extern VideoBootStrap AALIB_bootstrap; #endif #ifdef ENABLE_WINDIB extern VideoBootStrap WINDIB_bootstrap; #endif #ifdef ENABLE_DIRECTX extern VideoBootStrap DIRECTX_bootstrap; #endif #ifdef ENABLE_BWINDOW extern VideoBootStrap BWINDOW_bootstrap; #endif /* MacOS X gets the proper defines from configure */ #if defined(macintosh) && !defined(MACOSX) #define ENABLE_TOOLBOX #if !TARGET_API_MAC_CARBON #define ENABLE_DRAWSPROCKET #endif #endif #ifdef ENABLE_TOOLBOX extern VideoBootStrap TOOLBOX_bootstrap; #endif #ifdef ENABLE_DRAWSPROCKET extern VideoBootStrap DSp_bootstrap; #endif #ifdef ENABLE_QUARTZ extern VideoBootStrap QZ_bootstrap; #endif #ifdef ENABLE_CYBERGRAPHICS extern VideoBootStrap CGX_bootstrap; #endif #ifdef ENABLE_PHOTON extern VideoBootStrap ph_bootstrap; #endif #ifdef ENABLE_EPOC extern VideoBootStrap EPOC_bootstrap; #endif #ifdef ENABLE_DUMMYVIDEO extern VideoBootStrap DUMMY_bootstrap; #endif #ifdef ENABLE_XBIOS extern VideoBootStrap XBIOS_bootstrap; #endif #ifdef ENABLE_GEM extern VideoBootStrap GEM_bootstrap; #endif #ifdef ENABLE_QTOPIA extern VideoBootStrap Qtopia_bootstrap; #endif #ifdef ENABLE_PICOGUI extern VideoBootStrap PG_bootstrap; #endif #ifdef ENABLE_DC extern VideoBootStrap DC_bootstrap; #endif /* This is the current video device */ extern SDL_VideoDevice *current_video; #define SDL_VideoSurface (current_video->screen) #define SDL_ShadowSurface (current_video->shadow) #define SDL_PublicSurface (current_video->visible) #endif /* _SDL_sysvideo_h */