Mercurial > sdl-ios-xcode
view src/video/photon/SDL_ph_video.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 | bce7171e7a85 |
children | 8e3ce997621c |
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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 */ #ifndef _SDL_ph_video_h #define _SDL_ph_video_h #include "SDL_mouse.h" #include "SDL_sysvideo.h" #include "Ph.h" #include "Pt.h" #include <photon/Pg.h> #include <photon/PdDirect.h> #ifdef HAVE_OPENGL #include <photon/PdGL.h> #endif /* HAVE_OPENGL */ /* Hidden "this" pointer for the video functions */ #define _THIS SDL_VideoDevice *this #define PH_OGL_MAX_ATTRIBS 32 #define SDLPH_PAL_NONE 0x00000000L #define SDLPH_PAL_EMULATE 0x00000001L #define SDLPH_PAL_SYSTEM 0x00000002L typedef union vidptr{ uint8_t *volatile ptr8; uint16_t *volatile ptr16; uint32_t *volatile ptr32; } VidPtr_t; typedef struct { unsigned char *Y; unsigned char *V; unsigned char *U; }FRAMEDATA; #define EVENT_SIZE sizeof( PhEvent_t ) + 1000 /* Private display data */ struct SDL_PrivateVideoData { PgDisplaySettings_t mode_settings; PtWidget_t *Window; /* used to handle input events */ PhImage_t *image; /* used to display image */ #ifdef HAVE_OPENGL PdOpenGLContext_t* OGLContext; /* OpenGL context */ #endif /* HAVE_OPENGL */ PgColor_t ph_palette[_Pg_MAX_PALETTE]; struct { PdDirectContext_t *direct_context; PdOffscreenContext_t *offscreen_context; VidPtr_t dc_ptr; FRAMEDATA *CurrentFrameData; FRAMEDATA *FrameData0; FRAMEDATA *FrameData1; int current; long flags; } ocimage; PgHWCaps_t graphics_card_caps; /* Graphics card caps at the moment of start */ int old_video_mode; /* Stored mode before fullscreen switch */ int old_refresh_rate; /* Stored refresh rate befor fullscreen switch */ /* 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; WMcursor* BlankCursor; int depth; /* current visual depth (not bpp) */ int desktopbpp; /* bpp of desktop at the moment of start */ int desktoppal; /* palette mode emulation or system */ int captionflag; /* caption setting flag */ int use_vidmode; int currently_fullscreen; /* Automatic mode switching support (entering/leaving fullscreen) */ Uint32 switch_waiting; Uint32 switch_time; /* Prevent too many XSync() calls */ int blit_queued; PhEvent_t* event; }; #define mode_settings (this->hidden->mode_settings) #define window (this->hidden->Window) #define oglctx (this->hidden->OGLContext) #define SDL_Image (this->hidden->image) #define OCImage (this->hidden->ocimage) #define old_video_mode (this->hidden->old_video_mode) #define old_refresh_rate (this->hidden->old_refresh_rate) #define graphics_card_caps (this->hidden->graphics_card_caps) #define desktopbpp (this->hidden->desktopbpp) #define desktoppal (this->hidden->desktoppal) #define ph_palette (this->hidden->ph_palette) /* Old variable names */ #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 saved_mode (this->hidden->saved_mode) #define saved_view (this->hidden->saved_view) #define use_vidmode (this->hidden->use_vidmode) #define currently_fullscreen (this->hidden->currently_fullscreen) #define switch_waiting (this->hidden->switch_waiting) #define switch_time (this->hidden->switch_time) #define blit_queued (this->hidden->blit_queued) #define event (this->hidden->event) #define SDL_BlankCursor (this->hidden->BlankCursor) #define captionflag (this->hidden->captionflag) #endif /* _SDL_x11video_h */