Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_sysvideo.cc @ 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 | 10332c6fad2e |
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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 /* BWindow based framebuffer implementation */ #include <stdlib.h> #include <string.h> #include <stdio.h> #include <unistd.h> #include "SDL.h" #include "SDL_BeApp.h" #include "SDL_BWin.h" #include "SDL_timer.h" #include "blank_cursor.h" extern "C" { #include "SDL_sysvideo.h" #include "SDL_sysmouse_c.h" #include "SDL_sysevents_c.h" #include "SDL_events_c.h" #include "SDL_syswm_c.h" #include "SDL_lowvideo.h" #define BEOS_HIDDEN_SIZE 32 /* starting hidden window size */ /* Initialization/Query functions */ static int BE_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static void BE_UpdateMouse(_THIS); static int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void BE_VideoQuit(_THIS); /* Hardware surface functions */ static int BE_AllocHWSurface(_THIS, SDL_Surface *surface); static int BE_LockHWSurface(_THIS, SDL_Surface *surface); static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface); static void BE_FreeHWSurface(_THIS, SDL_Surface *surface); static int BE_ToggleFullScreen(_THIS, int fullscreen); /* OpenGL functions */ #ifdef HAVE_OPENGL static void BE_GL_SwapBuffers(_THIS); #endif /* FB driver bootstrap functions */ static int BE_Available(void) { return(1); } static void BE_DeleteDevice(SDL_VideoDevice *device) { free(device->hidden); free(device); } static SDL_VideoDevice *BE_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 = BE_VideoInit; device->ListModes = BE_ListModes; device->SetVideoMode = BE_SetVideoMode; device->UpdateMouse = BE_UpdateMouse; device->SetColors = BE_SetColors; device->UpdateRects = NULL; device->VideoQuit = BE_VideoQuit; device->AllocHWSurface = BE_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = BE_LockHWSurface; device->UnlockHWSurface = BE_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = BE_FreeHWSurface; #ifdef HAVE_OPENGL device->GL_SwapBuffers = BE_GL_SwapBuffers; #endif device->SetIcon = NULL; device->SetCaption = BE_SetWMCaption; device->GetWMInfo = NULL; device->FreeWMCursor = BE_FreeWMCursor; device->CreateWMCursor = BE_CreateWMCursor; device->ShowWMCursor = BE_ShowWMCursor; device->WarpWMCursor = BE_WarpWMCursor; device->InitOSKeymap = BE_InitOSKeymap; device->PumpEvents = BE_PumpEvents; device->free = BE_DeleteDevice; device->ToggleFullScreen = BE_ToggleFullScreen; /* Set the driver flags */ device->handles_any_size = 1; return device; } VideoBootStrap BWINDOW_bootstrap = { "bwindow", "BDirectWindow graphics", BE_Available, BE_CreateDevice }; static inline int ColorSpaceToBitsPerPixel(uint32 colorspace) { int bitsperpixel; bitsperpixel = 0; switch (colorspace) { case B_CMAP8: bitsperpixel = 8; break; case B_RGB15: case B_RGBA15: case B_RGB15_BIG: case B_RGBA15_BIG: bitsperpixel = 15; break; case B_RGB16: case B_RGB16_BIG: bitsperpixel = 16; break; case B_RGB32: case B_RGBA32: case B_RGB32_BIG: case B_RGBA32_BIG: bitsperpixel = 32; break; default: break; } return(bitsperpixel); } /* Function to sort the display_list in bscreen */ static int CompareModes(const void *A, const void *B) { const display_mode *a = (display_mode *)A; const display_mode *b = (display_mode *)B; if ( a->space == b->space ) { return((b->virtual_width*b->virtual_height)- (a->virtual_width*a->virtual_height)); } else { return(ColorSpaceToBitsPerPixel(b->space)- ColorSpaceToBitsPerPixel(a->space)); } } /* Yes, this isn't the fastest it could be, but it works nicely */ static int BE_AddMode(_THIS, int index, unsigned int w, unsigned int h) { SDL_Rect *mode; int i; int next_mode; /* Check to see if we already have this mode */ if ( SDL_nummodes[index] > 0 ) { for ( i=SDL_nummodes[index]-1; i >= 0; --i ) { mode = SDL_modelist[index][i]; if ( (mode->w == w) && (mode->h == h) ) { #ifdef BWINDOW_DEBUG fprintf(stderr, "We already have mode %dx%d at %d bytes per pixel\n", w, h, index+1); #endif return(0); } } } /* Set up the new video mode rectangle */ mode = (SDL_Rect *)malloc(sizeof *mode); if ( mode == NULL ) { SDL_OutOfMemory(); return(-1); } mode->x = 0; mode->y = 0; mode->w = w; mode->h = h; #ifdef BWINDOW_DEBUG fprintf(stderr, "Adding mode %dx%d at %d bytes per pixel\n", w, h, index+1); #endif /* Allocate the new list of modes, and fill in the new mode */ next_mode = SDL_nummodes[index]; SDL_modelist[index] = (SDL_Rect **) realloc(SDL_modelist[index], (1+next_mode+1)*sizeof(SDL_Rect *)); if ( SDL_modelist[index] == NULL ) { SDL_OutOfMemory(); SDL_nummodes[index] = 0; free(mode); return(-1); } SDL_modelist[index][next_mode] = mode; SDL_modelist[index][next_mode+1] = NULL; SDL_nummodes[index]++; return(0); } int BE_VideoInit(_THIS, SDL_PixelFormat *vformat) { display_mode *modes; uint32 i, nmodes; int bpp; BRect bounds; /* Initialize the Be Application for appserver interaction */ if ( SDL_InitBeApp() < 0 ) { return(-1); } /* It is important that this be created after SDL_InitBeApp() */ BScreen bscreen; /* Save the current display mode */ bscreen.GetMode(&saved_mode); /* Determine the screen depth */ vformat->BitsPerPixel = ColorSpaceToBitsPerPixel(bscreen.ColorSpace()); if ( vformat->BitsPerPixel == 0 ) { SDL_SetError("Unknown BScreen colorspace: 0x%x", bscreen.ColorSpace()); return(-1); } /* Get the video modes we can switch to in fullscreen mode */ bscreen.GetModeList(&modes, &nmodes); qsort(modes, nmodes, sizeof *modes, CompareModes); for ( i=0; i<nmodes; ++i ) { bpp = ColorSpaceToBitsPerPixel(modes[i].space); //if ( bpp != 0 ) { // There are bugs in changing colorspace if ( modes[i].space == saved_mode.space ) { BE_AddMode(_this, ((bpp+7)/8)-1, modes[i].virtual_width, modes[i].virtual_height); } } /* Create the window and view */ bounds.top = 0; bounds.left = 0; bounds.right = BEOS_HIDDEN_SIZE; bounds.bottom = BEOS_HIDDEN_SIZE; SDL_Win = new SDL_BWin(bounds); /* Create the clear cursor */ SDL_BlankCursor = BE_CreateWMCursor(_this, blank_cdata, blank_cmask, BLANK_CWIDTH, BLANK_CHEIGHT, BLANK_CHOTX, BLANK_CHOTY); /* Fill in some window manager capabilities */ _this->info.wm_available = 1; /* We're done! */ return(0); } /* We support any dimension at our bit-depth */ SDL_Rect **BE_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { SDL_Rect **modes; modes = ((SDL_Rect **)0); if ( (flags & SDL_FULLSCREEN) == SDL_FULLSCREEN ) { modes = SDL_modelist[((format->BitsPerPixel+7)/8)-1]; } else { if ( format->BitsPerPixel == _this->screen->format->BitsPerPixel ) { modes = ((SDL_Rect **)-1); } } return(modes); } /* Various screen update functions available */ static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects); /* Find the closest display mode for fullscreen */ static bool BE_FindClosestFSMode(_THIS, int width, int height, int bpp, display_mode *mode) { BScreen bscreen; uint32 i, nmodes; SDL_Rect **modes; display_mode *dmodes; modes = SDL_modelist[((bpp+7)/8)-1]; for ( i=0; modes[i] && (modes[i]->w > width) && (modes[i]->h > height); ++i ) { /* still looking */ } if ( ! modes[i] || (modes[i]->w < width) || (modes[i]->h < width) ) { --i; /* We went too far */ } width = modes[i]->w; height = modes[i]->h; bscreen.GetModeList(&dmodes, &nmodes); for ( i = 0; i < nmodes; ++i ) { if ( (bpp == ColorSpaceToBitsPerPixel(dmodes[i].space)) && (width == dmodes[i].virtual_width) && (height == dmodes[i].virtual_height) ) { break; } } if ( i != nmodes ) { *mode = dmodes[i]; return true; } else { return false; } } static int BE_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen) { int was_fullscreen; bool needs_unlock; BScreen bscreen; BRect bounds; display_mode mode; int width, height, bpp; /* Set the fullscreen mode */ was_fullscreen = SDL_Win->IsFullScreen(); SDL_Win->SetFullScreen(fullscreen); fullscreen = SDL_Win->IsFullScreen(); width = screen->w; height = screen->h; /* Set the appropriate video mode */ if ( fullscreen ) { bpp = screen->format->BitsPerPixel; bscreen.GetMode(&mode); if ( (bpp != ColorSpaceToBitsPerPixel(mode.space)) || (width != mode.virtual_width) || (height != mode.virtual_height)) { if(BE_FindClosestFSMode(_this, width, height, bpp, &mode)) { bscreen.SetMode(&mode); /* This simply stops the next resize event from being * sent to the SDL handler. */ SDL_Win->InhibitResize(); } else { fullscreen = 0; SDL_Win->SetFullScreen(fullscreen); } } } if ( was_fullscreen && ! fullscreen ) { bscreen.SetMode(&saved_mode); } if ( SDL_Win->Lock() ) { int xoff, yoff; if ( SDL_Win->Shown() ) { needs_unlock = 1; SDL_Win->Hide(); } else { needs_unlock = 0; } /* This resizes the window and view area, but inhibits resizing * of the BBitmap due to the InhibitResize call above. Thus the * bitmap (pixel data) never changes. */ SDL_Win->ResizeTo(width, height); bounds = bscreen.Frame(); /* Calculate offsets - used either to center window * (windowed mode) or to set drawing offsets (fullscreen mode) */ xoff = (bounds.IntegerWidth() - width)/2; yoff = (bounds.IntegerHeight() - height)/2; if ( fullscreen ) { /* Set offset for drawing */ SDL_Win->SetXYOffset(xoff, yoff); } else { /* Center window and reset the drawing offset */ SDL_Win->SetXYOffset(0, 0); } if ( ! needs_unlock || was_fullscreen ) { /* Center the window the first time */ SDL_Win->MoveTo(xoff > 0 ? (float)xoff : 0.0f, yoff > 0 ? (float)yoff : 0.0f); } SDL_Win->Show(); /* Unlock the window manually after the first Show() */ if ( needs_unlock ) { SDL_Win->Unlock(); } } /* Set the fullscreen flag in the screen surface */ if ( fullscreen ) { screen->flags |= SDL_FULLSCREEN; } else { screen->flags &= ~SDL_FULLSCREEN; } return(1); } static int BE_ToggleFullScreen(_THIS, int fullscreen) { return BE_SetFullScreen(_this, _this->screen, fullscreen); } /* FIXME: check return values and cleanup here */ SDL_Surface *BE_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { BScreen bscreen; BBitmap *bbitmap; BRect bounds; /* Create the view for this window */ if ( SDL_Win->CreateView(flags) < 0 ) { return(NULL); } current->flags = 0; /* Clear flags */ current->w = width; current->h = height; SDL_Win->SetType(B_TITLED_WINDOW); if ( flags & SDL_NOFRAME ) { current->flags |= SDL_NOFRAME; SDL_Win->SetLook(B_NO_BORDER_WINDOW_LOOK); } else { if ( (flags & SDL_RESIZABLE) && !(flags & SDL_OPENGL) ) { current->flags |= SDL_RESIZABLE; /* We don't want opaque resizing (TM). :-) */ SDL_Win->SetFlags(B_OUTLINE_RESIZE); } else { SDL_Win->SetFlags(B_NOT_RESIZABLE|B_NOT_ZOOMABLE); } } if ( flags & SDL_OPENGL ) { current->flags |= SDL_OPENGL; current->pitch = 0; current->pixels = NULL; _this->UpdateRects = NULL; } else { /* Create the BBitmap framebuffer */ bounds.top = 0; bounds.left = 0; bounds.right = width-1; bounds.bottom = height-1; bbitmap = new BBitmap(bounds, bscreen.ColorSpace()); if ( ! bbitmap->IsValid() ) { SDL_SetError("Couldn't create screen bitmap"); delete bbitmap; return(NULL); } current->pitch = bbitmap->BytesPerRow(); current->pixels = (void *)bbitmap->Bits(); SDL_Win->SetBitmap(bbitmap); _this->UpdateRects = BE_NormalUpdate; } /* Set the correct fullscreen mode */ BE_SetFullScreen(_this, current, flags & SDL_FULLSCREEN ? 1 : 0); /* We're done */ return(current); } /* Update the current mouse state and position */ void BE_UpdateMouse(_THIS) { BPoint point; uint32 buttons; if ( SDL_Win->Lock() ) { /* Get new input state, if still active */ if ( SDL_Win->IsActive() ) { (SDL_Win->View())->GetMouse(&point, &buttons, true); } else { point.x = -1; point.y = -1; } SDL_Win->Unlock(); if ( (point.x >= 0) && (point.x < SDL_VideoSurface->w) && (point.y >= 0) && (point.y < SDL_VideoSurface->h) ) { SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS); SDL_PrivateMouseMotion(0, 0, (Sint16)point.x, (Sint16)point.y); } else { SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS); } } } /* We don't actually allow hardware surfaces other than the main one */ static int BE_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void BE_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } static int BE_LockHWSurface(_THIS, SDL_Surface *surface) { return(0); } static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } static void BE_NormalUpdate(_THIS, int numrects, SDL_Rect *rects) { if ( SDL_Win->BeginDraw() ) { int i; for ( i=0; i<numrects; ++i ) { BRect rect; rect.top = rects[i].y; rect.left = rects[i].x; rect.bottom = rect.top+rects[i].h-1; rect.right = rect.left+rects[i].w-1; SDL_Win->DrawAsync(rect); } SDL_Win->EndDraw(); } } #ifdef HAVE_OPENGL void BE_GL_SwapBuffers(_THIS) { SDL_Win->SwapBuffers(); } #endif /* Is the system palette settable? */ int BE_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { int i; SDL_Palette *palette; const color_map *cmap = BScreen().ColorMap(); /* Get the screen colormap */ palette = _this->screen->format->palette; for ( i=0; i<256; ++i ) { palette->colors[i].r = cmap->color_list[i].red; palette->colors[i].g = cmap->color_list[i].green; palette->colors[i].b = cmap->color_list[i].blue; } return(0); } void BE_VideoQuit(_THIS) { int i, j; if ( SDL_BlankCursor != NULL ) { BE_FreeWMCursor(_this, SDL_BlankCursor); SDL_BlankCursor = NULL; } for ( i=0; i<NUM_MODELISTS; ++i ) { if ( SDL_modelist[i] ) { for ( j=0; SDL_modelist[i][j]; ++j ) { free(SDL_modelist[i][j]); } free(SDL_modelist[i]); SDL_modelist[i] = NULL; } } /* Restore the original video mode */ if ( _this->screen ) { if ( (_this->screen->flags&SDL_FULLSCREEN) == SDL_FULLSCREEN ) { BScreen bscreen; bscreen.SetMode(&saved_mode); } _this->screen->pixels = NULL; } SDL_QuitBeApp(); } }; /* Extern C */