view src/video/wincommon/SDL_syswm.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 3ac8344e3872
children 51a8702d8ecd
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999  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

#include <stdio.h>
#include <malloc.h>
#include <windows.h>

#include "SDL_version.h"
#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_syswm.h"
#include "SDL_syswm_c.h"
#include "SDL_wingl_c.h"
#include "SDL_pixels_c.h"

#ifdef _WIN32_WCE
#define DISABLE_ICON_SUPPORT
#endif

/*	RJR: March 28, 2000
	we need "SDL_cursor_c.h" for mods to WIN_GrabInput */
#include "SDL_cursor_c.h"

/* The screen icon -- needs to be freed on SDL_VideoQuit() */
HICON   screen_icn = NULL;

/* Win32 icon mask semantics are different from those of SDL:
     SDL applies the mask to the icon and copies result to desktop.
     Win32 applies the mask to the desktop and XORs the icon on.
   This means that the SDL mask needs to be applied to the icon and
   then inverted and passed to Win32.
*/
void WIN_SetWMIcon(_THIS, SDL_Surface *icon, Uint8 *mask)
{
#ifdef DISABLE_ICON_SUPPORT
	return;
#else
	SDL_Palette *pal_256;
	SDL_Surface *icon_256;
	Uint8 *pdata, *pwin32;
	Uint8 *mdata, *mwin32, m = 0;
	int icon_len;
	int icon_plen;
	int icon_mlen;
	int icon_pitch;
	int mask_pitch;
	SDL_Rect bounds;
	int i, skip;
	int row, col;
	struct /* quasi-BMP format */ Win32Icon {
		Uint32 biSize;
		Sint32 biWidth;
		Sint32 biHeight;
		Uint16 biPlanes;
		Uint16 biBitCount;
		Uint32 biCompression;
		Uint32 biSizeImage;
		Sint32 biXPelsPerMeter;
		Sint32 biYPelsPerMeter;
		Uint32 biClrUsed;
		Uint32 biClrImportant;
		struct /* RGBQUAD -- note it's BGR ordered */ {
			Uint8 rgbBlue;
			Uint8 rgbGreen;
			Uint8 rgbRed;
			Uint8 rgbReserved;
		} biColors[256];
		/* Pixels:
		Uint8 pixels[]
		*/
		/* Mask:
		Uint8 mask[]
		*/
	} *icon_win32;
	
	/* Allocate the win32 bmp icon and set everything to zero */
	icon_pitch = ((icon->w+3)&~3);
	mask_pitch = ((icon->w+7)/8);
	icon_plen = icon->h*icon_pitch;
	icon_mlen = icon->h*mask_pitch;
	icon_len = sizeof(*icon_win32)+icon_plen+icon_mlen;
	icon_win32 = (struct Win32Icon *)alloca(icon_len);
	if ( icon_win32 == NULL ) {
		return;
	}
	memset(icon_win32, 0, icon_len);

	/* Set the basic BMP parameters */
	icon_win32->biSize = sizeof(*icon_win32)-sizeof(icon_win32->biColors);
	icon_win32->biWidth = icon->w;
	icon_win32->biHeight = icon->h*2;
	icon_win32->biPlanes = 1;
	icon_win32->biBitCount = 8;
	icon_win32->biSizeImage = icon_plen+icon_mlen;

	/* Allocate a standard 256 color icon surface */
	icon_256 = SDL_CreateRGBSurface(SDL_SWSURFACE, icon->w, icon->h,
					 icon_win32->biBitCount, 0, 0, 0, 0);
	if ( icon_256 == NULL ) {
		return;
	}
	pal_256 = icon_256->format->palette;
	if (icon->format->palette && 
		(icon->format->BitsPerPixel == icon_256->format->BitsPerPixel)){
		Uint8 black;
		memcpy(pal_256->colors, icon->format->palette->colors,
					pal_256->ncolors*sizeof(SDL_Color));
		/* Make sure that 0 is black! */
		black = SDL_FindColor(pal_256, 0x00, 0x00, 0x00);
		pal_256->colors[black] = pal_256->colors[0];
		pal_256->colors[0].r = 0x00;
		pal_256->colors[0].g = 0x00;
		pal_256->colors[0].b = 0x00;
	} else {
		SDL_DitherColors(pal_256->colors,
					icon_256->format->BitsPerPixel);
	}

	/* Now copy color data to the icon BMP */
	for ( i=0; i<(1<<icon_win32->biBitCount); ++i ) {
		icon_win32->biColors[i].rgbRed = pal_256->colors[i].r;
		icon_win32->biColors[i].rgbGreen = pal_256->colors[i].g;
		icon_win32->biColors[i].rgbBlue = pal_256->colors[i].b;
	}

	/* Convert icon to a standard surface format.  This may not always
	   be necessary, as Windows supports a variety of BMP formats, but
	   it greatly simplifies our code.
	*/ 
        bounds.x = 0;
        bounds.y = 0;
        bounds.w = icon->w;
        bounds.h = icon->h;
        if ( SDL_LowerBlit(icon, &bounds, icon_256, &bounds) < 0 ) {
		SDL_FreeSurface(icon_256);
                return;
	}

	/* Copy pixels upside-down to icon BMP, masked with the icon mask */
	if ( SDL_MUSTLOCK(icon_256) || (icon_256->pitch != icon_pitch) ) {
		SDL_FreeSurface(icon_256);
		SDL_SetError("Warning: Unexpected icon_256 characteristics");
		return;
	}
	pdata = (Uint8 *)icon_256->pixels;
	mdata = mask;
	pwin32 = (Uint8 *)icon_win32+sizeof(*icon_win32)+icon_plen-icon_pitch;
	skip = icon_pitch - icon->w;
	for ( row=0; row<icon->h; ++row ) {
		for ( col=0; col<icon->w; ++col ) {
			if ( (col%8) == 0 ) {
				m = *mdata++;
			}
			if ( (m&0x80) != 0x00 ) {
				*pwin32 = *pdata;
			}
			m <<= 1;
			++pdata;
			++pwin32;
		}
		pdata  += skip;
		pwin32 += skip;
		pwin32 -= 2*icon_pitch;
	}
	SDL_FreeSurface(icon_256);

	/* Copy mask inverted and upside-down to icon BMP */
	mdata = mask;
	mwin32 = (Uint8 *)icon_win32
			+sizeof(*icon_win32)+icon_plen+icon_mlen-mask_pitch;
	for ( row=0; row<icon->h; ++row ) {
		for ( col=0; col<mask_pitch; ++col ) {
			*mwin32++ = ~*mdata++;
		}
		mwin32 -= 2*mask_pitch;
	}

	/* Finally, create the icon handle and set the window icon */
	screen_icn = CreateIconFromResourceEx((Uint8 *)icon_win32, icon_len,
			TRUE, 0x00030000, icon->w, icon->h, LR_DEFAULTCOLOR);
	if ( screen_icn == NULL ) {
		SDL_SetError("Couldn't create Win32 icon handle");
	} else {
		SetClassLong(SDL_Window, GCL_HICON, (LONG)screen_icn);
	}
#endif /* DISABLE_ICON_SUPPORT */
}

void WIN_SetWMCaption(_THIS, const char *title, const char *icon)
{
#ifdef _WIN32_WCE
	/* WinCE uses the UNICODE version */
	int nLen = strlen(title)+1;
	LPWSTR lpszW = alloca(nLen*2);
	MultiByteToWideChar(CP_ACP, 0, title, -1, lpszW, nLen);
	SetWindowText(SDL_Window, lpszW);
#else
	SetWindowText(SDL_Window, title);
#endif
}

int WIN_IconifyWindow(_THIS)
{
	ShowWindow(SDL_Window, SW_MINIMIZE);
	return(1);
}

SDL_GrabMode WIN_GrabInput(_THIS, SDL_GrabMode mode)
{
	if ( mode == SDL_GRAB_OFF ) {
		ClipCursor(NULL);
		if ( !(SDL_cursorstate & CURSOR_VISIBLE) ) {
		/*	RJR: March 28, 2000
			must be leaving relative mode, move mouse from
			center of window to where it belongs ... */
			POINT pt;
			int x, y;
			SDL_GetMouseState(&x,&y);
			pt.x = x;
			pt.y = y;
			ClientToScreen(SDL_Window, &pt);
			SetCursorPos(pt.x,pt.y);
		}
	} else {
		ClipCursor(&SDL_bounds);
		if ( !(SDL_cursorstate & CURSOR_VISIBLE) ) {
		/*	RJR: March 28, 2000
			must be entering relative mode, get ready by
			moving mouse to	center of window ... */
			POINT pt;
			pt.x = (SDL_VideoSurface->w/2);
			pt.y = (SDL_VideoSurface->h/2);
			ClientToScreen(SDL_Window, &pt);
			SetCursorPos(pt.x, pt.y);
		}
	}
	return(mode);
}

/* If 'info' is the right version, this function fills it and returns 1.
   Otherwise, in case of a version mismatch, it returns -1.
*/
int WIN_GetWMInfo(_THIS, SDL_SysWMinfo *info)
{
	if ( info->version.major <= SDL_MAJOR_VERSION ) {
		info->window = SDL_Window;
		if ( SDL_VERSIONNUM(info->version.major,
		                    info->version.minor,
		                    info->version.patch) >=
		     SDL_VERSIONNUM(1, 2, 5) ) {
#ifdef HAVE_OPENGL
			info->hglrc = GL_hrc;
#else
			info->hglrc = NULL;
#endif
		}
		return(1);
	} else {
		SDL_SetError("Application not compiled with SDL %d.%d\n",
					SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
		return(-1);
	}
}