view test/threadwin.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 cb40b26523a5
children be9c9c8f6d53
line wrap: on
line source


/* Test out the multi-threaded event handling functions */

#include <stdlib.h>
#include <stdio.h>
#include <string.h>

#include "SDL.h"
#include "SDL_thread.h"

/* Are we done yet? */
static int done = 0;

/* Is the cursor visible? */
static int visible = 1;

SDL_Surface *LoadIconSurface(char *file, Uint8 **maskp)
{
	SDL_Surface *icon;
	Uint8       *pixels;
	Uint8       *mask;
	int          mlen, i;

	*maskp = NULL;

	/* Load the icon surface */
	icon = SDL_LoadBMP(file);
	if ( icon == NULL ) {
		fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError());
		return(NULL);
	}

	/* Check width and height */
	if ( (icon->w%8) != 0 ) {
		fprintf(stderr, "Icon width must be a multiple of 8!\n");
		SDL_FreeSurface(icon);
		return(NULL);
	}
	if ( icon->format->palette == NULL ) {
		fprintf(stderr, "Icon must have a palette!\n");
		SDL_FreeSurface(icon);
		return(NULL);
	}

	/* Set the colorkey */
	SDL_SetColorKey(icon, SDL_SRCCOLORKEY, *((Uint8 *)icon->pixels));

	/* Create the mask */
	pixels = (Uint8 *)icon->pixels;
	printf("Transparent pixel: (%d,%d,%d)\n",
				icon->format->palette->colors[*pixels].r,
				icon->format->palette->colors[*pixels].g,
				icon->format->palette->colors[*pixels].b);
	mlen = icon->w*icon->h;
	mask = (Uint8 *)malloc(mlen/8);
	if ( mask == NULL ) {
		fprintf(stderr, "Out of memory!\n");
		SDL_FreeSurface(icon);
		return(NULL);
	}
	memset(mask, 0, mlen/8);
	for ( i=0; i<mlen; ) {
		if ( pixels[i] != *pixels )
			mask[i/8] |= 0x01;
		++i;
		if ( (i%8) != 0 )
			mask[i/8] <<= 1;
	}
	*maskp = mask;
	return(icon);
}

int FilterEvents(const SDL_Event *event)
{
	static int reallyquit = 0;

	switch (event->type) {

		case SDL_ACTIVEEVENT:
			/* See what happened */
			printf("App %s ",
				event->active.gain ? "gained" : "lost");
			if ( event->active.state & SDL_APPACTIVE )
				printf("active ");
			if ( event->active.state & SDL_APPMOUSEFOCUS )
				printf("mouse ");
			if ( event->active.state & SDL_APPINPUTFOCUS )
				printf("input ");
			printf("focus\n");

			/* See if we are iconified or restored */
			if ( event->active.state & SDL_APPACTIVE ) {
				printf("App has been %s\n",
					event->active.gain ?
						 "restored" : "iconified");
			}
			return(0);

		/* This is important!  Queue it if we want to quit. */
		case SDL_QUIT:
			if ( ! reallyquit ) {
				reallyquit = 1;
				printf("Quit requested\n");
				return(0);
			}
			printf("Quit demanded\n");
			return(1);

		/* Mouse and keyboard events go to threads */
		case SDL_MOUSEMOTION:
		case SDL_MOUSEBUTTONDOWN:
		case SDL_MOUSEBUTTONUP:
		case SDL_KEYDOWN:
		case SDL_KEYUP:
			return(1);

		/* Drop all other events */
		default:
			return(0);
	}
}

int HandleMouse(void *unused)
{
	SDL_Event events[10];
	int i, found;
	Uint32 mask;

	/* Handle mouse events here */
	mask = (SDL_MOUSEMOTIONMASK|SDL_MOUSEBUTTONDOWNMASK|SDL_MOUSEBUTTONUPMASK);
	while ( ! done ) {
		found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask);
		for ( i=0; i<found; ++i ) {
			switch(events[i].type) {
				/* We want to toggle visibility on buttonpress */
				case SDL_MOUSEBUTTONDOWN:
				case SDL_MOUSEBUTTONUP:
					if ( events[i].button.state == SDL_PRESSED ) {
						visible = !visible;
						SDL_ShowCursor(visible);
					}
					printf("Mouse button %d has been %s\n",
						events[i].button.button,
						(events[i].button.state == SDL_PRESSED) ?
						"pressed" : "released");
					break;
				/* Show relative mouse motion */
				case SDL_MOUSEMOTION:
					printf("Mouse relative motion: {%d,%d}\n",
							events[i].motion.xrel, events[i].motion.yrel);
					break;
			}
		}
		/* Give up some CPU to allow events to arrive */
		SDL_Delay(20);
	}
	return(0);
}

int HandleKeyboard(void *unused)
{
	SDL_Event events[10];
	int i, found;
	Uint32 mask;

	/* Handle mouse events here */
	mask = (SDL_KEYDOWNMASK|SDL_KEYUPMASK);
	while ( ! done ) {
		found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask);
		for ( i=0; i<found; ++i ) {
			switch(events[i].type) {
			    /* We want to toggle visibility on buttonpress */
			    case SDL_KEYDOWN:
			    case SDL_KEYUP:
			    	printf("Key '%c' has been %s\n",
						events[i].key.keysym.unicode,
					(events[i].key.state == SDL_PRESSED) ?
						"pressed" : "released");

			    	/* Allow hitting <ESC> to quit the app */
			    	if ( events[i].key.keysym.sym == SDLK_ESCAPE ) {
			    		done = 1;
			    	}

					/* skip events now that aren't KEYUPs... */
					if (events[i].key.state == SDL_PRESSED)
						break;

			    	if ( events[i].key.keysym.sym == SDLK_f ) {
						int rc = 0;
						printf("attempting to toggle fullscreen...\n");
						rc = SDL_WM_ToggleFullScreen(SDL_GetVideoSurface());
                        printf("SDL_WM_ToggleFullScreen returned %d.\n", rc);
			    	}

			    	if ( events[i].key.keysym.sym == SDLK_g ) {
						SDL_GrabMode m;
						m = SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON ?
								SDL_GRAB_OFF : SDL_GRAB_ON;
						printf("attempting to toggle input grab to %s...\n",
                                m == SDL_GRAB_ON ? "ON" : "OFF");
                        SDL_WM_GrabInput(m);
						printf("attempt finished.\n");
			    	}

			    	break;
			}
		}
		/* Give up some CPU to allow events to arrive */
		SDL_Delay(20);
	}
	return(0);
}

int main(int argc, char *argv[])
{
	SDL_Surface *screen;
	SDL_Surface *icon;
	Uint8 *icon_mask;
	int i, parsed;
	Uint8 *buffer;
	SDL_Color palette[256];
	Uint32 init_flags;
	Uint8  video_bpp;
	Uint32 video_flags;
	SDL_Thread *mouse_thread;
	SDL_Thread *keybd_thread;

	/* Set the options, based on command line arguments */
	init_flags = SDL_INIT_VIDEO;
	video_bpp = 8;
	video_flags = SDL_SWSURFACE;
	parsed = 1;
	while ( parsed ) {
		/* If the threaded option is enabled, and the SDL library hasn't
		   been compiled with threaded events enabled, then the mouse and
		   keyboard won't respond.
		 */
		if ( (argc >= 2) && (strcmp(argv[1], "-threaded") == 0) ) {
			init_flags |= SDL_INIT_EVENTTHREAD;
			argc -= 1;
			argv += 1;
			printf("Running with threaded events\n");
		} else
		if ( (argc >= 2) && (strcmp(argv[1], "-fullscreen") == 0) ) {
			video_flags |= SDL_FULLSCREEN;
			argc -= 1;
			argv += 1;
		} else
		if ( (argc >= 3) && (strcmp(argv[1], "-bpp") == 0) ) {
			video_bpp = atoi(argv[2]);
			argc -= 2;
			argv += 2;
		} else {
			parsed = 0;
		}
	}

	/* Initialize SDL with the requested flags */
	if ( SDL_Init(init_flags) < 0 ) {
		fprintf(stderr,
			"Couldn't initialize SDL: %s\n", SDL_GetError());
		exit(1);
	}
	atexit(SDL_Quit);

	/* Set the icon -- this must be done before the first mode set */
	icon = LoadIconSurface("icon.bmp", &icon_mask);
	if ( icon != NULL ) {
		SDL_WM_SetIcon(icon, icon_mask);
	}
	if ( icon_mask != NULL )
		free(icon_mask);

	/* Initialize the display */
	screen = SDL_SetVideoMode(640, 480, video_bpp, video_flags);
	if (  screen == NULL ) {
		fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n",
						video_bpp, SDL_GetError());
		exit(1);
	}
	printf("Running in %s mode\n", screen->flags & SDL_FULLSCREEN ?
						"fullscreen" : "windowed");

	/* Enable printable characters */
	SDL_EnableUNICODE(1);

	/* Set an event filter that discards everything but QUIT */
	SDL_SetEventFilter(FilterEvents);

	/* Create the event handling threads */
	mouse_thread = SDL_CreateThread(HandleMouse, NULL);
	keybd_thread = SDL_CreateThread(HandleKeyboard, NULL);

	/* Set the surface pixels and refresh! */
	for ( i=0; i<256; ++i ) {
		palette[i].r = 255-i;
		palette[i].g = 255-i;
		palette[i].b = 255-i;
	}
	SDL_SetColors(screen, palette, 0, 256);
	if ( SDL_LockSurface(screen) < 0 ) {
		fprintf(stderr, "Couldn't lock display surface: %s\n",
							SDL_GetError());
		exit(2);
	}
	buffer = (Uint8 *)screen->pixels;
	for ( i=0; i<screen->h; ++i ) {
		memset(buffer,(i*255)/screen->h,
				screen->w*screen->format->BytesPerPixel);
		buffer += screen->pitch;
	}
	SDL_UnlockSurface(screen);
	SDL_UpdateRect(screen, 0, 0, 0, 0);

	/* Loop, waiting for QUIT */
	while ( ! done ) {
		if ( ! (init_flags & SDL_INIT_EVENTTHREAD) ) {
			SDL_PumpEvents(); /* Needed when event thread is off */
		}
		if ( SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, SDL_QUITMASK) ) {
			done = 1;
		}
		/* Give up some CPU so the events can accumulate */
		SDL_Delay(20);
	}
	SDL_WaitThread(mouse_thread, NULL);
	SDL_WaitThread(keybd_thread, NULL);
	return(0);
}