Mercurial > sdl-ios-xcode
view src/video/cybergfx/SDL_cgxvideo.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 | 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 #ifndef _SDL_cgxvideo_h #define _SDL_cgxvideo_h #include <stdio.h> #include <stdlib.h> #include <string.h> #include <exec/exec.h> #include <cybergraphx/cybergraphics.h> #include <graphics/scale.h> #include <graphics/gfx.h> #include <intuition/intuition.h> #if defined(__SASC) || defined(STORMC4_WOS) #include <proto/exec.h> #include <proto/cybergraphics.h> #include <proto/graphics.h> #include <proto/intuition.h> #include <proto/console.h> #else #include <inline/exec.h> #include <inline/cybergraphics.h> #include <inline/graphics.h> #include <inline/intuition.h> #include <inline/console.h> #endif #include "mydebug.h" #include "SDL_mouse.h" #include "SDL_sysvideo.h" #define USE_CGX_WRITELUTPIXEL /* Hidden "this" pointer for the video functions */ #define _THIS SDL_VideoDevice *this /* Private display data */ struct SDL_PrivateVideoData { struct Screen *Public_Display; /* Used for events and window management */ struct Screen *GFX_Display; /* Used for graphics and colormap stuff */ Uint32 SDL_VisualUnused; /* The visual used by our window */ struct Window *SDL_Window; /* Shared by both displays (no X security?) */ unsigned char *BlankCursor; /* The invisible cursor */ char *SDL_windowid; /* Flag: true if we have been passed a window */ /* The variables used for displaying graphics */ Uint8 *Ximage; /* The X image for our window */ int swap_pixels; /* Flag: true if display is swapped endian */ /* The current width and height of the fullscreen mode */ int current_w; int current_h; /* Support for internal mouse warping */ struct { int x; int y; } mouse_last; struct { int numerator; int denominator; int threshold; } mouse_accel; int mouse_relative; /* The current list of available video modes */ SDL_Rect **modelist; /* available visuals of interest to us, sorted deepest first */ struct { Uint32 visual; int depth; /* number of significant bits/pixel */ int bpp; /* pixel quantum in bits */ } visuals[5]; /* at most entries for 8, 15, 16, 24 */ int nvisuals; Uint32 vis; /* current visual in use */ int depth; /* current visual depth (not bpp) */ int BytesPerPixel; int currently_fullscreen,same_format,dbuffer; /* Automatic mode switching support (entering/leaving fullscreen) */ Uint32 switch_waiting; Uint32 switch_time; /* Prevent too many XSync() calls */ int blit_queued; /* Colormap handling */ LONG Pens; Sint32 *XPixels; /* A list of pixels that have been allocated, the size depends on the screen format */ struct ScreenBuffer *SB[2]; struct RastPort *RP; short *iconcolors; /* List of colors used by the icon */ }; /* Old variable names */ #define local_X11 (this->hidden->local_X11) #define SDL_Display (this->hidden->Public_Display) #define GFX_Display (this->hidden->GFX_Display) #define SDL_Screen DefaultScreen(this->hidden->Public_Display) #define SDL_Visual (this->hidden->vis) #define SDL_Root RootWindow(SDL_Display, SDL_Screen) #define WMwindow (this->hidden->WMwindow) #define FSwindow (this->hidden->FSwindow) #define SDL_Window (this->hidden->SDL_Window) #define WM_DELETE_WINDOW (this->hidden->WM_DELETE_WINDOW) #define SDL_BlankCursor (this->hidden->BlankCursor) #define SDL_windowid (this->hidden->SDL_windowid) #define SDL_Ximage (this->hidden->Ximage) #define SDL_GC (this->hidden->gc) #define swap_pixels (this->hidden->swap_pixels) #define current_w (this->hidden->current_w) #define current_h (this->hidden->current_h) #define mouse_last (this->hidden->mouse_last) #define mouse_accel (this->hidden->mouse_accel) #define mouse_relative (this->hidden->mouse_relative) #define SDL_modelist (this->hidden->modelist) #define SDL_RastPort (this->hidden->RP) #define saved_mode (this->hidden->saved_mode) #define saved_view (this->hidden->saved_view) #define currently_fullscreen (this->hidden->currently_fullscreen) #define blit_queued (this->hidden->blit_queued) #define SDL_DisplayColormap (this->hidden->GFX_Display->ViewPort.ColorMap) #define SDL_XPixels (this->hidden->XPixels) #define SDL_iconcolors (this->hidden->iconcolors) /* Used to get the X cursor from a window-manager specific cursor */ // extern Cursor SDL_GetWMXCursor(WMcursor *cursor); extern int CGX_CreateWindow(_THIS, SDL_Surface *screen, int w, int h, int bpp, Uint32 flags); extern int CGX_ResizeWindow(_THIS, SDL_Surface *screen, int w, int h, Uint32 flags); extern void CGX_DestroyWindow(_THIS, SDL_Surface *screen); extern struct Library *CyberGfxBase; extern struct IntuitionBase *IntuitionBase; extern struct GfxBase *GfxBase; extern struct ExecBase *SysBase; extern struct DosLibrary *DOSBase; struct private_hwdata { struct BitMap *bmap; APTR lock; struct SDL_VideoDevice *videodata; APTR mask; int allocated; }; int CGX_CheckHWBlit(_THIS,SDL_Surface *src,SDL_Surface *dst); int CGX_FillHWRect(_THIS,SDL_Surface *dst,SDL_Rect *dstrect,Uint32 color); int CGX_SetHWColorKey(_THIS,SDL_Surface *surface, Uint32 key); #endif /* _SDL_x11video_h */