Mercurial > sdl-ios-xcode
view src/video/cybergfx/SDL_cgxgl.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 /* StormMesa implementation of SDL OpenGL support */ #include "SDL_error.h" #include "SDL_cgxgl_c.h" #include "SDL_cgxvideo.h" #ifdef HAVE_OPENGL AmigaMesaContext glcont=NULL; #endif /* Init OpenGL */ int CGX_GL_Init(_THIS) { #ifdef HAVE_OPENGL int i = 0; struct TagItem attributes [ 14 ]; /* 14 should be more than enough :) */ struct Window *win = (struct Window *)SDL_Window; // default config. Always used... attributes[i].ti_Tag = AMA_Window; attributes[i++].ti_Data = (unsigned long)win; attributes[i].ti_Tag = AMA_Left; attributes[i++].ti_Data = 0; attributes[i].ti_Tag = AMA_Bottom; attributes[i++].ti_Data = 0; attributes[i].ti_Tag = AMA_Width; attributes[i++].ti_Data = win->Width-win->BorderLeft-win->BorderRight; attributes[i].ti_Tag = AMA_Height; attributes[i++].ti_Data = win->Height-win->BorderBottom-win->BorderTop; attributes[i].ti_Tag = AMA_DirectRender; attributes[i++].ti_Data = GL_TRUE; // double buffer ? attributes[i].ti_Tag = AMA_DoubleBuf; if ( this->gl_config.double_buffer ) { attributes[i++].ti_Data = GL_TRUE; } else { attributes[i++].ti_Data = GL_FALSE; } // RGB(A) Mode ? attributes[i].ti_Tag = AMA_RGBMode; if ( this->gl_config.red_size != 0 && this->gl_config.blue_size != 0 && this->gl_config.green_size != 0 ) { attributes[i++].ti_Data = GL_TRUE; } else { attributes[i++].ti_Data = GL_FALSE; } // no depth buffer ? if ( this->gl_config.depth_size == 0 ) { attributes[i].ti_Tag = AMA_NoDepth; attributes[i++].ti_Data = GL_TRUE; } // no stencil buffer ? if ( this->gl_config.stencil_size == 0 ) { attributes[i].ti_Tag = AMA_NoStencil; attributes[i++].ti_Data = GL_TRUE; } // no accum buffer ? if ( this->gl_config.accum_red_size != 0 && this->gl_config.accum_blue_size != 0 && this->gl_config.accum_green_size != 0 ) { attributes[i].ti_Tag = AMA_NoAccum; attributes[i++].ti_Data = GL_TRUE; } // done... attributes[i].ti_Tag = TAG_DONE; glcont = AmigaMesaCreateContext(attributes); if ( glcont == NULL ) { SDL_SetError("Couldn't create OpenGL context"); return(-1); } this->gl_data->gl_active = 1; this->gl_config.driver_loaded = 1; return(0); #else SDL_SetError("OpenGL support not configured"); return(-1); #endif } /* Quit OpenGL */ void CGX_GL_Quit(_THIS) { #ifdef HAVE_OPENGL if ( glcont != NULL ) { AmigaMesaDestroyContext(glcont); glcont = NULL; this->gl_data->gl_active = 0; this->gl_config.driver_loaded = 0; } #endif } /* Attach context to another window */ int CGX_GL_Update(_THIS) { #ifdef HAVE_OPENGL struct TagItem tags[2]; struct Window *win = (struct Window*)SDL_Window; if(glcont == NULL) { return -1; //should never happen } tags[0].ti_Tag = AMA_Window; tags[0].ti_Data = (unsigned long)win; tags[1].ti_Tag = TAG_DONE; AmigaMesaSetRast(glcont, tags); return 0; #else SDL_SetError("OpenGL support not configured"); return -1; #endif } #ifdef HAVE_OPENGL /* Make the current context active */ int CGX_GL_MakeCurrent(_THIS) { if(glcont == NULL) return -1; AmigaMesaMakeCurrent(glcont, glcont->buffer); return 0; } void CGX_GL_SwapBuffers(_THIS) { AmigaMesaSwapBuffers(glcont); } int CGX_GL_GetAttribute(_THIS, SDL_GLattr attrib, int* value) { GLenum mesa_attrib; switch(attrib) { case SDL_GL_RED_SIZE: mesa_attrib = GL_RED_BITS; break; case SDL_GL_GREEN_SIZE: mesa_attrib = GL_GREEN_BITS; break; case SDL_GL_BLUE_SIZE: mesa_attrib = GL_BLUE_BITS; break; case SDL_GL_ALPHA_SIZE: mesa_attrib = GL_ALPHA_BITS; break; case SDL_GL_DOUBLEBUFFER: mesa_attrib = GL_DOUBLEBUFFER; break; case SDL_GL_DEPTH_SIZE: mesa_attrib = GL_DEPTH_BITS; break; case SDL_GL_STENCIL_SIZE: mesa_attrib = GL_STENCIL_BITS; break; case SDL_GL_ACCUM_RED_SIZE: mesa_attrib = GL_ACCUM_RED_BITS; break; case SDL_GL_ACCUM_GREEN_SIZE: mesa_attrib = GL_ACCUM_GREEN_BITS; break; case SDL_GL_ACCUM_BLUE_SIZE: mesa_attrib = GL_ACCUM_BLUE_BITS; break; case SDL_GL_ACCUM_ALPHA_SIZE: mesa_attrib = GL_ACCUM_ALPHA_BITS; break; default : return -1; } AmigaMesaGetConfig(glcont->visual, mesa_attrib, value); return 0; } void *CGX_GL_GetProcAddress(_THIS, const char *proc) { void *func = NULL; func = AmiGetGLProc(proc); return func; } int CGX_GL_LoadLibrary(_THIS, const char *path) { /* Library is always open */ this->gl_config.driver_loaded = 1; return 0; } #endif /* HAVE_OPENGL */