Mercurial > sdl-ios-xcode
view src/video/aalib/SDL_aavideo.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 | b8d311d90021 |
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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 /* AAlib based SDL video driver implementation. */ #include <stdlib.h> #include <stdio.h> #include <unistd.h> #include <sys/stat.h> #include "SDL.h" #include "SDL_error.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "SDL_sysvideo.h" #include "SDL_pixels_c.h" #include "SDL_events_c.h" #include "SDL_aavideo.h" #include "SDL_aaevents_c.h" #include "SDL_aamouse_c.h" #include <aalib.h> /* Initialization/Query functions */ static int AA_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **AA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *AA_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int AA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void AA_VideoQuit(_THIS); /* Hardware surface functions */ static int AA_AllocHWSurface(_THIS, SDL_Surface *surface); static int AA_LockHWSurface(_THIS, SDL_Surface *surface); static int AA_FlipHWSurface(_THIS, SDL_Surface *surface); static void AA_UnlockHWSurface(_THIS, SDL_Surface *surface); static void AA_FreeHWSurface(_THIS, SDL_Surface *surface); /* Cache the VideoDevice struct */ static struct SDL_VideoDevice *local_this; /* AAlib driver bootstrap functions */ static int AA_Available(void) { return 1; /* Always available ! */ } static void AA_DeleteDevice(SDL_VideoDevice *device) { free(device->hidden); free(device); } static SDL_VideoDevice *AA_CreateDevice(int devindex) { SDL_VideoDevice *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *)malloc(sizeof(SDL_VideoDevice)); if ( device ) { memset(device, 0, (sizeof *device)); device->hidden = (struct SDL_PrivateVideoData *) malloc((sizeof *device->hidden)); } if ( (device == NULL) || (device->hidden == NULL) ) { SDL_OutOfMemory(); if ( device ) { free(device); } return(0); } memset(device->hidden, 0, (sizeof *device->hidden)); /* Set the function pointers */ device->VideoInit = AA_VideoInit; device->ListModes = AA_ListModes; device->SetVideoMode = AA_SetVideoMode; device->CreateYUVOverlay = NULL; device->SetColors = AA_SetColors; device->UpdateRects = NULL; device->VideoQuit = AA_VideoQuit; device->AllocHWSurface = AA_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = AA_LockHWSurface; device->UnlockHWSurface = AA_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = AA_FreeHWSurface; device->SetCaption = NULL; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->GetWMInfo = NULL; device->InitOSKeymap = AA_InitOSKeymap; device->PumpEvents = AA_PumpEvents; device->free = AA_DeleteDevice; return device; } VideoBootStrap AALIB_bootstrap = { "aalib", "ASCII Art Library", AA_Available, AA_CreateDevice }; static void AA_ResizeHandler(aa_context *); int AA_VideoInit(_THIS, SDL_PixelFormat *vformat) { int keyboard; int i; /* Initialize all variables that we clean on shutdown */ for ( i=0; i<SDL_NUMMODES; ++i ) { SDL_modelist[i] = malloc(sizeof(SDL_Rect)); SDL_modelist[i]->x = SDL_modelist[i]->y = 0; } /* Modes sorted largest to smallest */ SDL_modelist[0]->w = 1024; SDL_modelist[0]->h = 768; SDL_modelist[1]->w = 800; SDL_modelist[1]->h = 600; SDL_modelist[2]->w = 640; SDL_modelist[2]->h = 480; SDL_modelist[3]->w = 320; SDL_modelist[3]->h = 400; SDL_modelist[4]->w = 320; SDL_modelist[4]->h = 240; SDL_modelist[5]->w = 320; SDL_modelist[5]->h = 200; SDL_modelist[6] = NULL; /* Initialize the library */ AA_mutex = SDL_CreateMutex(); aa_parseoptions (NULL, NULL, NULL, NULL); AA_context = aa_autoinit(&aa_defparams); if ( ! AA_context ) { SDL_SetError("Unable to initialize AAlib"); return(-1); } /* Enable mouse and keyboard support */ if ( ! aa_autoinitkbd (AA_context, AA_SENDRELEASE) ) { SDL_SetError("Unable to initialize AAlib keyboard"); return(-1); } if ( ! aa_autoinitmouse (AA_context, AA_SENDRELEASE) ) { fprintf(stderr,"Warning: Unable to initialize AAlib mouse"); } AA_rparams = aa_getrenderparams(); local_this = this; aa_resizehandler(AA_context, AA_ResizeHandler); fprintf(stderr,"Using AAlib driver: %s (%s)\n", AA_context->driver->name, AA_context->driver->shortname); AA_in_x11 = (strcmp(AA_context->driver->shortname,"X11") == 0); /* Determine the screen depth (use default 8-bit depth) */ vformat->BitsPerPixel = 8; vformat->BytesPerPixel = 1; /* We're done! */ return(0); } SDL_Rect **AA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { if(format->BitsPerPixel != 8) return NULL; if ( flags & SDL_FULLSCREEN ) { return SDL_modelist; } else { return (SDL_Rect **) -1; } } /* From aavga.c AAlib does not give us the choice of the actual resolution, thus we have to simulate additional resolution by scaling down manually each frame */ static void fastscale (register char *b1, register char *b2, int x1, int x2, int y1, int y2) { register int ex, spx = 0, ddx, ddx1; int ddy1, ddy, spy = 0, ey; int x; char *bb1 = b1; if (!x1 || !x2 || !y1 || !y2) return; ddx = x1 + x1; ddx1 = x2 + x2; if (ddx1 < ddx) spx = ddx / ddx1, ddx %= ddx1; ddy = y1 + y1; ddy1 = y2 + y2; if (ddy1 < ddy) spy = (ddy / ddy1) * x1, ddy %= ddy1; ey = -ddy1; for (; y2; y2--) { ex = -ddx1; for (x = x2; x; x--) { *b2 = *b1; b2++; b1 += spx; ex += ddx; if (ex > 0) { b1++; ex -= ddx1; } } bb1 += spy; ey += ddy; if (ey > 0) { bb1 += x1; ey -= ddy1; } b1 = bb1; } } /* Various screen update functions available */ static void AA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects); SDL_Surface *AA_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { int mode; if ( AA_buffer ) { free( AA_buffer ); } AA_buffer = malloc(width * height); if ( ! AA_buffer ) { SDL_SetError("Couldn't allocate buffer for requested mode"); return(NULL); } /* printf("Setting mode %dx%d\n", width, height); */ memset(aa_image(AA_context), 0, aa_imgwidth(AA_context) * aa_imgheight(AA_context)); memset(AA_buffer, 0, width * height); /* Allocate the new pixel format for the screen */ if ( ! SDL_ReallocFormat(current, 8, 0, 0, 0, 0) ) { return(NULL); } /* Set up the new mode framebuffer */ current->flags = SDL_FULLSCREEN; AA_w = current->w = width; AA_h = current->h = height; current->pitch = current->w; current->pixels = AA_buffer; AA_x_ratio = ((double)aa_imgwidth(AA_context)) / ((double)width); AA_y_ratio = ((double)aa_imgheight(AA_context)) / ((double)height); /* Set the blit function */ this->UpdateRects = AA_DirectUpdate; /* We're done */ return(current); } static void AA_ResizeHandler(aa_context *context) { aa_resize(context); local_this->hidden->x_ratio = ((double)aa_imgwidth(context)) / ((double)local_this->screen->w); local_this->hidden->y_ratio = ((double)aa_imgheight(context)) / ((double)local_this->screen->h); fastscale (local_this->hidden->buffer, aa_image(context), local_this->hidden->w, aa_imgwidth (context), local_this->hidden->h, aa_imgheight (context)); aa_renderpalette(context, local_this->hidden->palette, local_this->hidden->rparams, 0, 0, aa_scrwidth(context), aa_scrheight(context)); aa_flush(context); } /* We don't actually allow hardware surfaces other than the main one */ static int AA_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void AA_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } /* We need to wait for vertical retrace on page flipped displays */ static int AA_LockHWSurface(_THIS, SDL_Surface *surface) { /* TODO ? */ return(0); } static void AA_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } /* FIXME: How is this done with AAlib? */ static int AA_FlipHWSurface(_THIS, SDL_Surface *surface) { SDL_mutexP(AA_mutex); aa_flush(AA_context); SDL_mutexV(AA_mutex); return(0); } static void AA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects) { int i; SDL_Rect *rect; fastscale (AA_buffer, aa_image(AA_context), AA_w, aa_imgwidth (AA_context), AA_h, aa_imgheight (AA_context)); #if 1 aa_renderpalette(AA_context, AA_palette, AA_rparams, 0, 0, aa_scrwidth(AA_context), aa_scrheight(AA_context)); #else /* Render only the rectangles in the list */ printf("Update rects : "); for ( i=0; i < numrects; ++i ) { rect = &rects[i]; printf("(%d,%d-%d,%d)", rect->x, rect->y, rect->w, rect->h); aa_renderpalette(AA_context, AA_palette, AA_rparams, rect->x * AA_x_ratio, rect->y * AA_y_ratio, rect->w * AA_x_ratio, rect->h * AA_y_ratio); } printf("\n"); #endif SDL_mutexP(AA_mutex); aa_flush(AA_context); SDL_mutexV(AA_mutex); return; } int AA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { int i; for ( i=0; i < ncolors; i++ ) { aa_setpalette(AA_palette, firstcolor + i, colors[i].r>>2, colors[i].g>>2, colors[i].b>>2); } return(1); } /* Note: If we are terminated, this could be called in the middle of another SDL video routine -- notably UpdateRects. */ void AA_VideoQuit(_THIS) { int i; aa_uninitkbd(AA_context); aa_uninitmouse(AA_context); /* Free video mode lists */ for ( i=0; i<SDL_NUMMODES; ++i ) { if ( SDL_modelist[i] != NULL ) { free(SDL_modelist[i]); SDL_modelist[i] = NULL; } } aa_close(AA_context); SDL_DestroyMutex(AA_mutex); this->screen->pixels = NULL; }