Mercurial > sdl-ios-xcode
view src/video/qtopia/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 | c96e2137f9eb |
children | 969fbd4dcd4e |
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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 /* Qtopia based framebuffer implementation */ #include <stdlib.h> #include <string.h> #include <stdio.h> #include <unistd.h> #include <qapplication.h> #include <qpe/qpeapplication.h> #include "SDL.h" #include "SDL_timer.h" #include "SDL_QWin.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 QTOPIA_DEBUG #define QT_HIDDEN_SIZE 32 /* starting hidden window size */ /* Name of the environment variable used to invert the screen rotation or not: Possible values: !=0 : Screen is 270° rotated 0: Screen is 90° rotated*/ #define SDL_QT_ROTATION_ENV_NAME "SDL_QT_INVERT_ROTATION" /* Initialization/Query functions */ static int QT_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **QT_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *QT_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static void QT_UpdateMouse(_THIS); static int QT_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void QT_VideoQuit(_THIS); /* Hardware surface functions */ static int QT_AllocHWSurface(_THIS, SDL_Surface *surface); static int QT_LockHWSurface(_THIS, SDL_Surface *surface); static void QT_UnlockHWSurface(_THIS, SDL_Surface *surface); static void QT_FreeHWSurface(_THIS, SDL_Surface *surface); static int QT_ToggleFullScreen(_THIS, int fullscreen); /* FB driver bootstrap functions */ static int QT_Available(void) { return(1); } static void QT_DeleteDevice(SDL_VideoDevice *device) { free(device->hidden); free(device); } static SDL_VideoDevice *QT_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 = QT_VideoInit; device->ListModes = QT_ListModes; device->SetVideoMode = QT_SetVideoMode; device->UpdateMouse = QT_UpdateMouse; device->SetColors = QT_SetColors; device->UpdateRects = NULL; device->VideoQuit = QT_VideoQuit; device->AllocHWSurface = QT_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = QT_LockHWSurface; device->UnlockHWSurface = QT_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = QT_FreeHWSurface; device->SetIcon = NULL; device->SetCaption = QT_SetWMCaption; device->GetWMInfo = NULL; device->FreeWMCursor = QT_FreeWMCursor; device->CreateWMCursor = QT_CreateWMCursor; device->ShowWMCursor = QT_ShowWMCursor; device->WarpWMCursor = QT_WarpWMCursor; device->InitOSKeymap = QT_InitOSKeymap; device->PumpEvents = QT_PumpEvents; device->free = QT_DeleteDevice; device->ToggleFullScreen = QT_ToggleFullScreen; /* Set the driver flags */ device->handles_any_size = 0; return device; } VideoBootStrap Qtopia_bootstrap = { "qtopia", "Qtopia / QPE graphics", QT_Available, QT_CreateDevice }; /* Function to sort the display_list */ static int CompareModes(const void *A, const void *B) { #if 0 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)); } #endif return 0; } /* Yes, this isn't the fastest it could be, but it works nicely */ static int QT_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) ) { 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 QTOPIA_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 QT_VideoInit(_THIS, SDL_PixelFormat *vformat) { /* Initialize the QPE Application */ /* Determine the screen depth */ vformat->BitsPerPixel = QPixmap::defaultDepth(); // For now we hardcode the current depth because anything else // might as well be emulated by SDL rather than by Qtopia. QSize desktop_size = qApp->desktop()->size(); QT_AddMode(_this, ((vformat->BitsPerPixel+7)/8)-1, desktop_size.width(), desktop_size.height()); QT_AddMode(_this, ((vformat->BitsPerPixel+7)/8)-1, desktop_size.height(), desktop_size.width()); /* Create the window / widget */ SDL_Win = new SDL_QWin(QSize(QT_HIDDEN_SIZE, QT_HIDDEN_SIZE)); ((QPEApplication*)qApp)->showMainWidget(SDL_Win); /* Fill in some window manager capabilities */ _this->info.wm_available = 0; /* We're done! */ return(0); } /* We support any dimension at our bit-depth */ SDL_Rect **QT_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 QT_NormalUpdate(_THIS, int numrects, SDL_Rect *rects); static int QT_SetFullScreen(_THIS, SDL_Surface *screen, int fullscreen) { return -1; } static int QT_ToggleFullScreen(_THIS, int fullscreen) { return -1; } /* FIXME: check return values and cleanup here */ SDL_Surface *QT_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { QImage *qimage; QSize desktop_size = qApp->desktop()->size(); current->flags = SDL_FULLSCREEN; // We always run fullscreen. if(width <= desktop_size.width() && height <= desktop_size.height()) { current->w = desktop_size.width(); current->h = desktop_size.height(); } else if(width <= desktop_size.height() && height <= desktop_size.width()) { // Landscape mode char * envString = getenv(SDL_QT_ROTATION_ENV_NAME); int envValue = envString ? atoi(envString) : 0; screenRotation = envValue ? SDL_QT_ROTATION_270 : SDL_QT_ROTATION_90; current->h = desktop_size.width(); current->w = desktop_size.height(); } else { SDL_SetError("Unsupported resolution, %dx%d\n", width, height); } if ( flags & SDL_OPENGL ) { SDL_SetError("OpenGL not supported"); return(NULL); } /* Create the QImage framebuffer */ qimage = new QImage(current->w, current->h, bpp); if (qimage->isNull()) { SDL_SetError("Couldn't create screen bitmap"); delete qimage; return(NULL); } current->pitch = qimage->bytesPerLine(); current->pixels = (void *)qimage->bits(); SDL_Win->setImage(qimage); _this->UpdateRects = QT_NormalUpdate; SDL_Win->setFullscreen(true); /* We're done */ return(current); } /* Update the current mouse state and position */ void QT_UpdateMouse(_THIS) { QPoint point(-1, -1); if ( SDL_Win->isActiveWindow() ) { point = SDL_Win->mousePos(); } 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 QT_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void QT_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } static int QT_LockHWSurface(_THIS, SDL_Surface *surface) { return(0); } static void QT_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } static void QT_NormalUpdate(_THIS, int numrects, SDL_Rect *rects) { int i; SDL_Win->lockScreen(); for ( i=0; i<numrects; ++i ) { QRect rect(rects[i].x, rects[i].y, rects[i].w, rects[i].h); SDL_Win->repaintRect(rect); } SDL_Win->unlockScreen(); } /* Is the system palette settable? */ int QT_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { return -1; } void QT_VideoQuit(_THIS) { // This is dumb, but if I free this, the app doesn't exit correctly. // Of course, this will leak memory if init video is done more than once. // Sucks but such is life. // -- David Hedbor // delete SDL_Win; // SDL_Win = 0; _this->screen->pixels = NULL; } }; /* Extern C */