view src/video/x11/SDL_x11video.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
line wrap: on
line source

/*
    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_x11video_h
#define _SDL_x11video_h

#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h>
#ifndef NO_SHARED_MEMORY
#include <sys/ipc.h>
#include <sys/shm.h>
#include <X11/extensions/XShm.h>
#endif
#ifdef XFREE86_DGAMOUSE
#include <XFree86/extensions/xf86dga.h>
#endif
#ifdef XFREE86_VM
#include <XFree86/extensions/xf86vmode.h>
#endif
#ifdef HAVE_XIGXME
#include <X11/extensions/xme.h>
#endif

#include <string.h>

#include "SDL_mouse.h"
#include "SDL_sysvideo.h"

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

/* Private display data */
struct SDL_PrivateVideoData {
    int local_X11;		/* Flag: true if local display */
    Display *X11_Display;	/* Used for events and window management */
    Display *GFX_Display;	/* Used for graphics and colormap stuff */
    Visual *SDL_Visual;		/* The visual used by our window */
    Window WMwindow;		/* Input window, managed by window manager */
    Window FSwindow;		/* Fullscreen window, completely unmanaged */
    Window SDL_Window;		/* Shared by both displays (no X security?) */
    Atom WM_DELETE_WINDOW;	/* "close-window" protocol atom */
    WMcursor *BlankCursor;	/* The invisible cursor */

    char *SDL_windowid;		/* Flag: true if we have been passed a window */

    /* Direct Graphics Access extension information */
    int using_dga;

#ifndef NO_SHARED_MEMORY
    /* MIT shared memory extension information */
    int use_mitshm;
    XShmSegmentInfo shminfo;
#endif

    /* The variables used for displaying graphics */
    XImage *Ximage;		/* The X image for our window */
    GC	gc;			/* The graphic context for drawing */

    /* 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 {
	Visual *visual;
	int depth;		/* number of significant bits/pixel */
	int bpp;		/* pixel quantum in bits */
    } visuals[2*5];		/* at most 2 entries for 8, 15, 16, 24, 32 */
    int nvisuals;

    Visual *vis;		/* current visual in use */
    int depth;			/* current visual depth (not bpp) */

    /* Variables used by the X11 video mode code */
#ifdef XFREE86_VM
    SDL_NAME(XF86VidModeModeInfo) saved_mode;
    struct {
        int x, y;
    } saved_view;
#endif
#ifdef HAVE_XIGXME /* XiG XME fullscreen */
    int use_xme;
    XiGMiscResolutionInfo saved_res;
#endif

    int xinerama_x;
    int xinerama_y;
    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;

    /* Colormap handling */
    Colormap DisplayColormap;	/* The default display colormap */
    Colormap XColorMap;		/* The current window colormap */
    int *XPixels;		/* pixels value allocation counts */
    float gamma_saved[3];	/* Saved gamma values for VidMode gamma */
    int gamma_changed;		/* flag: has VidMode gamma been modified? */

    short *iconcolors;		/* List of colors used by the icon */
};

/* Old variable names */
#define local_X11		(this->hidden->local_X11)
#define SDL_Display		(this->hidden->X11_Display)
#define GFX_Display		(this->hidden->GFX_Display)
#define SDL_Screen		DefaultScreen(this->hidden->X11_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 using_dga		(this->hidden->using_dga)
#define use_mitshm		(this->hidden->use_mitshm)
#define shminfo			(this->hidden->shminfo)
#define SDL_Ximage		(this->hidden->Ximage)
#define SDL_GC			(this->hidden->gc)
#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 saved_mode		(this->hidden->saved_mode)
#define saved_view		(this->hidden->saved_view)
#define use_xme			(this->hidden->use_xme)
#define saved_res		(this->hidden->saved_res)
#define xinerama_x		(this->hidden->xinerama_x)
#define xinerama_y		(this->hidden->xinerama_y)
#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 SDL_DisplayColormap	(this->hidden->DisplayColormap)
#define SDL_PrivateColormap	(this->hidden->PrivateColormap)
#define SDL_XColorMap		(this->hidden->XColorMap)
#define SDL_XPixels		(this->hidden->XPixels)
#define gamma_saved		(this->hidden->gamma_saved)
#define gamma_changed		(this->hidden->gamma_changed)
#define SDL_iconcolors		(this->hidden->iconcolors)

/* Some versions of XFree86 have bugs - detect if this is one of them */
#define BUGGY_XFREE86(condition, buggy_version) \
((strcmp(ServerVendor(SDL_Display), "The XFree86 Project, Inc") == 0) && \
 (VendorRelease(SDL_Display) condition buggy_version))

#endif /* _SDL_x11video_h */