view src/video/gem/SDL_gemvideo.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 0ce5a68278fd
children 028e03e273c8
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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_gemvideo_h
#define _SDL_gemvideo_h

#include "SDL_sysvideo.h"
#include "SDL_mutex.h"

/* Hidden "this" pointer for the video functions */
#define _THIS	SDL_VideoDevice *this

/* Functions prototypes */
void GEM_wind_redraw(_THIS, int winhandle, short *inside);

/* Private display data */

#define SDL_NUMMODES	1		/* Fullscreen */

struct SDL_PrivateVideoData {
	/* VDI infos */
	short vdi_handle;			/* VDI handle */
	short full_w, full_h;		/* Fullscreen size */
    int bpp;					/* Colour depth */
	int pixelsize;				/* Bytes per pixel */
	Uint16 old_numcolors;		/* Number of colors in saved palette */
	Uint16 old_palette[256][3];	/* Saved current palette */
	Uint16 pitch;				/* Line length */
	int format;					/* Screen format */
	void *screen;				/* Screen address */
	Uint32 red, green, blue, alpha;	/* Screen components */
	Uint32 screensize;
	MFDB	src_mfdb, dst_mfdb;	/* VDI MFDB for bitblt */
	short	blit_coords[8];		/* Coordinates for bitblt */
	/* GEM infos */
	short desk_x, desk_y;		/* Desktop properties */
	short desk_w, desk_h;
	short win_handle;			/* Our window handle */
    void *buffer;				/* Our shadow buffer */
	int window_type;			/* Window type */
	const char *title_name;		/* Window title */
	const char *icon_name;		/* Icon title */
	short version;				/* AES version */
	short wfeatures;			/* AES window features */
	SDL_bool window_fulled;		/* Window maximized ? */
	SDL_bool mouse_relative;	/* Report relative mouse movement */
	SDL_bool locked;			/* AES locked for fullscreen ? */
	SDL_Rect *SDL_modelist[SDL_NUMMODES+1];	/* Mode list */
};

/* Hidden structure -> variables names */
#define VDI_handle			(this->hidden->vdi_handle)
#define VDI_w				(this->hidden->full_w)
#define VDI_h				(this->hidden->full_h)
#define VDI_bpp				(this->hidden->bpp)
#define VDI_pixelsize		(this->hidden->pixelsize)
#define VDI_oldnumcolors	(this->hidden->old_numcolors)
#define VDI_oldpalette		(this->hidden->old_palette)
#define VDI_pitch			(this->hidden->pitch)
#define VDI_format			(this->hidden->format)
#define VDI_screen			(this->hidden->screen)
#define VDI_redmask			(this->hidden->red)
#define VDI_greenmask		(this->hidden->green)
#define VDI_bluemask		(this->hidden->blue)
#define VDI_alphamask		(this->hidden->alpha)
#define VDI_screensize		(this->hidden->screensize)
#define VDI_src_mfdb		(this->hidden->src_mfdb)
#define VDI_dst_mfdb		(this->hidden->dst_mfdb)
#define VDI_blit_coords		(this->hidden->blit_coords)

#define GEM_desk_x			(this->hidden->desk_x)
#define GEM_desk_y			(this->hidden->desk_y)
#define GEM_desk_w			(this->hidden->desk_w)
#define GEM_desk_h			(this->hidden->desk_h)
#define GEM_handle			(this->hidden->win_handle)
#define GEM_buffer			(this->hidden->buffer)
#define GEM_win_type		(this->hidden->window_type)
#define GEM_title_name		(this->hidden->title_name)
#define GEM_icon_name		(this->hidden->icon_name)
#define GEM_version			(this->hidden->version)
#define GEM_wfeatures		(this->hidden->wfeatures)
#define GEM_win_fulled		(this->hidden->window_fulled)
#define GEM_mouse_relative	(this->hidden->mouse_relative)
#define GEM_locked			(this->hidden->locked)
#define SDL_modelist		(this->hidden->SDL_modelist)

#endif /* _SDL_gemvideo_h */