Mercurial > sdl-ios-xcode
view src/video/qtopia/SDL_QWin.cc @ 1287:15a89a0c52bf
Date: Tue, 15 Feb 2005 21:28:48 +0900 (JST)
From: "Michael Leonhard"
Subject: [SDL] resize bug on Win32 and patch
This is my first post to this mailing list. In this email I will detail a
bug in the behavior of resizable SDL windows on Win32. Then I will
explain the solution and provide a patch.
Symptoms:
Under Windows, an SDL display created with the SDL_RESIZABLE flag exhibits
quirky behavior when being maximized. The window is resized to the proper
size, but it is shifted upwards about half the height of the title bar.
Similarly, a window whose origin is above the top of the screen will
spontaneously move its upper-left origin upon being resized. After two
such resize-induced moves, the title bar will be entirely off the top edge
of the screen. Subsequently, when the mouse is clicked and released on
the window border, the window will shrink its height spontaneously. This
height shrinkage occurs even if the user did not resize the border.
To observe this curious situation, please invoke:
SDL-1.2.8/test/testwm.exe -resize
Cause:
A pair of integers, SDL_windowX and SDL_windowY, are defined in
video/wincommon/SDL_sysevents.c. They are used by the DirectX video
driver and the DIB video driver:
video/windx5/SDL_dx5video.c
video/windib/SDL_dibvideo.c
As I understand the source code, the primary use of these variables is to
create a rectangle that represents the surface area in CLIENT SPACE.
Client space refers to a coordinate system that originates at the upper
left corner of a Win32 Window's drawable area. This is just inside the
window border and title bar. This client space rectangle, called bounds,
is subsequently converted to screen space with a call to
AdjustWindowRectEx. The problem is found in SDL's handling of the
WM_WINDOWPOSCHANGED message. According to MSDN,
"The WM_WINDOWPOSCHANGED message is sent to a window whose
size, position, or place in the Z order has changed as a
result of a call to the SetWindowPos function or another
window-management function."
I have confirmed that this message is indeed being sent to the SDL window
when the mouse is clicked on the window border, even if the window border
is not dragged.
In video/wincommon/SDL_sysevents.c, on line 464, in response to the
WM_WINDOWPOSCHANGED message, the (potentially) new client rectangle is
obtained. This rectangle is translated into screen coordinates and THEN
assigned to the SDL_windowX and Y variables. Thus screen coordinates are
being assigned to client coordinate variables. Once this is understood,
the solution is apparent: assign SDL_windowX and Y before translating the
rectangle to screen coordinates. This is accomplished by the following
patch.
-Mike_L
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 29 Jan 2006 08:50:06 +0000 |
parents | b8d311d90021 |
children | c9b51268668f |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 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 "SDL_QWin.h" #include <qapplication.h> #include <qdirectpainter_qws.h> screenRotationT screenRotation = SDL_QT_NO_ROTATION; SDL_QWin::SDL_QWin(const QSize& size) : QWidget(0, "SDL_main"), my_painter(0), my_image(0), my_inhibit_resize(false), my_mouse_pos(-1,-1), my_flags(0), my_has_fullscreen(false), my_locked(0) { setBackgroundMode(NoBackground); } SDL_QWin::~SDL_QWin() { // Nothing to do yet. if(my_image) { delete my_image; } } void SDL_QWin::setImage(QImage *image) { if ( my_image ) { delete my_image; } my_image = image; // setFixedSize(image->size()); } void SDL_QWin::resizeEvent(QResizeEvent *e) { if(size() != qApp->desktop()->size()) { // Widget is not the correct size, so do the fullscreen magic my_has_fullscreen = false; enableFullscreen(); } if(my_inhibit_resize) { my_inhibit_resize = false; } else { SDL_PrivateResize(e->size().width(), e->size().height()); } } void SDL_QWin::focusInEvent(QFocusEvent *) { // Always do it here, no matter the size. enableFullscreen(); SDL_PrivateAppActive(true, SDL_APPINPUTFOCUS); } void SDL_QWin::focusOutEvent(QFocusEvent *) { my_has_fullscreen = false; SDL_PrivateAppActive(false, SDL_APPINPUTFOCUS); } void SDL_QWin::closeEvent(QCloseEvent *e) { SDL_PrivateQuit(); e->ignore(); } void SDL_QWin::setMousePos(const QPoint &pos) { if(my_image->width() == height()) { if (screenRotation == SDL_QT_ROTATION_90) my_mouse_pos = QPoint(height()-pos.y(), pos.x()); else if (screenRotation == SDL_QT_ROTATION_270) my_mouse_pos = QPoint(pos.y(), width()-pos.x()); } else { my_mouse_pos = pos; } } void SDL_QWin::mouseMoveEvent(QMouseEvent *e) { Qt::ButtonState button = e->button(); int sdlstate = 0; if( (button & Qt::LeftButton)) { sdlstate |= SDL_BUTTON_LMASK; } if( (button & Qt::RightButton)) { sdlstate |= SDL_BUTTON_RMASK; } if( (button & Qt::MidButton)) { sdlstate |= SDL_BUTTON_MMASK; } setMousePos(e->pos()); SDL_PrivateMouseMotion(sdlstate, 0, my_mouse_pos.x(), my_mouse_pos.y()); } void SDL_QWin::mousePressEvent(QMouseEvent *e) { mouseMoveEvent(e); Qt::ButtonState button = e->button(); SDL_PrivateMouseButton(SDL_PRESSED, (button & Qt::LeftButton) ? 1 : ((button & Qt::RightButton) ? 2 : 3), my_mouse_pos.x(), my_mouse_pos.y()); } void SDL_QWin::mouseReleaseEvent(QMouseEvent *e) { setMousePos(e->pos()); Qt::ButtonState button = e->button(); SDL_PrivateMouseButton(SDL_RELEASED, (button & Qt::LeftButton) ? 1 : ((button & Qt::RightButton) ? 2 : 3), my_mouse_pos.x(), my_mouse_pos.y()); my_mouse_pos = QPoint(-1, -1); } static inline void gs_fastRotateBlit_3 ( unsigned short *fb, unsigned short *bits, const QRect& rect ) { // FIXME: this only works correctly for 240x320 displays int startx, starty; int width, height; startx = rect.left() >> 1; starty = rect.top() >> 1; width = ((rect.right() - rect.left()) >> 1) + 2; height = ((rect.bottom() - rect.top()) >> 1) + 2; if((startx+width) > 120) { width = 120 - startx; // avoid horizontal overflow } if((starty+height) > 160) { height = 160 - starty; // avoid vertical overflow } ulong *sp1, *sp2, *dp1, *dp2; ulong stop, sbot, dtop, dbot; sp1 = (ulong*)bits + startx + starty*240; sp2 = sp1 + 120; dp1 = (ulong *)fb + (159 - starty) + startx*320; dp2 = dp1 + 160; int rowadd = (-320*width) - 1; int rowadd2 = 240 - width; // transfer in cells of 2x2 pixels in words for (int y=0; y<height; y++) { for (int x=0; x<width; x++) { // read source pixels stop = *sp1; sbot = *sp2; // rotate pixels dtop = (sbot & 0xffff) + ((stop & 0xffff)<<16); dbot = ((sbot & 0xffff0000)>>16) + (stop & 0xffff0000); // write to framebuffer *dp1 = dtop; *dp2 = dbot; // update source ptrs sp1++; sp2++; // update dest ptrs - 2 pix at a time dp1 += 320; dp2 += 320; } // adjust src ptrs - skip a row as we work in pairs sp1 += rowadd2; sp2 += rowadd2; // adjust dest ptrs for rotation dp1 += rowadd; dp2 += rowadd; } } static inline void gs_fastRotateBlit_1 ( unsigned short *fb, unsigned short *bits, const QRect& rect ) { // FIXME: this only works correctly for 240x320 displays int startx, starty; int width, height; startx = rect.left() >> 1; starty = rect.top() >> 1; width = ((rect.right() - rect.left()) >> 1) + 2; height = ((rect.bottom() - rect.top()) >> 1) + 2; if((startx+width) > 120) { width = 120 - startx; // avoid horizontal overflow } if((starty+height) > 160) { height = 160 - starty; // avoid vertical overflow } ulong *sp1, *sp2, *dp1, *dp2; ulong stop, sbot, dtop, dbot; fb += 320*239; // Move "fb" to top left corner sp1 = (ulong*)bits + startx + starty*240; sp2 = sp1 + 120; dp1 = (ulong*)fb - startx * 320 - starty; dp2 = dp1 - 160; int rowadd = (320*width) + 1; int rowadd2 = 240 - width; // transfer in cells of 2x2 pixels in words for (int y=0; y<height; y++) { for (int x=0; x<width; x++) { // read stop = *sp1; sbot = *sp2; // rotate dtop = (stop & 0xffff) + ((sbot & 0xffff)<<16); dbot = ((stop & 0xffff0000)>>16) + (sbot & 0xffff0000); // write *dp1 = dtop; *dp2 = dbot; // update source ptrs sp1++; sp2++; // update dest ptrs - 2 pix at a time dp1 -= 320; dp2 -= 320; } // adjust src ptrs - skip a row as we work in pairs sp1 += rowadd2; sp2 += rowadd2; // adjust dest ptrs for rotation dp1 += rowadd; dp2 += rowadd; } } // desktop, SL-A300 etc bool SDL_QWin::repaintRotation0(const QRect& rect) { if(my_image->width() == width()) { uchar *fb = (uchar*)my_painter->frameBuffer(); uchar *buf = (uchar*)my_image->bits(); if(rect == my_image->rect()) { memcpy(fb, buf, width()*height()*2); } else { int h = rect.height(); int wd = rect.width()<<1; int fblineadd = my_painter->lineStep(); int buflineadd = my_image->bytesPerLine(); fb += (rect.left()<<1) + rect.top() * my_painter->lineStep(); buf += (rect.left()<<1) + rect.top() * my_image->bytesPerLine(); while(h--) { memcpy(fb, buf, wd); fb += fblineadd; buf += buflineadd; } } } else { return false; // FIXME: Landscape } #ifdef __i386__ my_painter->fillRect( rect, QBrush( Qt::NoBrush ) ); #endif return true; } // Sharp Zaurus SL-5500 etc bool SDL_QWin::repaintRotation3(const QRect& rect) { if(my_image->width() == width()) { ushort *fb = (ushort*)my_painter->frameBuffer(); ushort *buf = (ushort*)my_image->bits(); gs_fastRotateBlit_3(fb, buf, rect); } else { // landscape mode if (screenRotation == SDL_QT_ROTATION_90) { uchar *fb = (uchar*)my_painter->frameBuffer(); uchar *buf = (uchar*)my_image->bits(); if(rect == my_image->rect()) { memcpy(fb, buf, width()*height()*2); } else { int h = rect.height(); int wd = rect.width()<<1; int fblineadd = my_painter->lineStep(); int buflineadd = my_image->bytesPerLine(); fb += (rect.left()<<1) + rect.top() * my_painter->lineStep(); buf += (rect.left()<<1) + rect.top() * my_image->bytesPerLine(); while(h--) { memcpy(fb, buf, wd); fb += fblineadd; buf += buflineadd; } } } else if (screenRotation == SDL_QT_ROTATION_270) { int h = rect.height(); int wd = rect.width(); int fblineadd = my_painter->lineStep() - (rect.width() << 1); int buflineadd = my_image->bytesPerLine() - (rect.width() << 1); int w; uchar *fb = (uchar*)my_painter->frameBuffer(); uchar *buf = (uchar*)my_image->bits(); fb += ((my_painter->width() - (rect.top() + rect.height())) * my_painter->lineStep()) + ((my_painter->height() - ((rect.left() + rect.width()))) << 1); buf += my_image->bytesPerLine() * (rect.top() + rect.height()) - (((my_image->width() - (rect.left() + rect.width())) << 1) + 2); while(h--) { w = wd; while(w--) *((unsigned short*)fb)++ = *((unsigned short*)buf)--; fb += fblineadd; buf -= buflineadd; } } } return true; } // ipaq 3800... bool SDL_QWin::repaintRotation1(const QRect& rect) { if(my_image->width() == width()) { ushort *fb = (ushort*)my_painter->frameBuffer(); ushort *buf = (ushort*)my_image->bits(); gs_fastRotateBlit_1(fb, buf, rect); } else { return false; // FIXME: landscape mode } return true; } void SDL_QWin::repaintRect(const QRect& rect) { if(!my_painter || !rect.width() || !rect.height()) { return; } if(QPixmap::defaultDepth() == 16) { switch(my_painter->transformOrientation()) { case 3: if(repaintRotation3(rect)) { return; } break; case 1: if(repaintRotation1(rect)) { return; } break; case 0: if(repaintRotation0(rect)) { return; } break; } } my_painter->drawImage(rect.topLeft(), *my_image, rect); } // This paints the current buffer to the screen, when desired. void SDL_QWin::paintEvent(QPaintEvent *ev) { if(my_image) { lockScreen(true); repaintRect(ev->rect()); unlockScreen(); } } /* Function to translate a keyboard transition and queue the key event * This should probably be a table although this method isn't exactly * slow. */ void SDL_QWin::QueueKey(QKeyEvent *e, int pressed) { SDL_keysym keysym; int scancode = e->key(); /* Set the keysym information */ if(scancode >= 'A' && scancode <= 'Z') { // Qt sends uppercase, SDL wants lowercase keysym.sym = static_cast<SDLKey>(scancode + 32); } else if(scancode >= 0x1000) { // Special keys switch(scancode) { case Qt::Key_Escape: scancode = SDLK_ESCAPE; break; case Qt::Key_Tab: scancode = SDLK_TAB; break; case Qt::Key_Backspace: scancode = SDLK_BACKSPACE; break; case Qt::Key_Return: scancode = SDLK_RETURN; break; case Qt::Key_Enter: scancode = SDLK_KP_ENTER; break; case Qt::Key_Insert: scancode = SDLK_INSERT; break; case Qt::Key_Delete: scancode = SDLK_DELETE; break; case Qt::Key_Pause: scancode = SDLK_PAUSE; break; case Qt::Key_Print: scancode = SDLK_PRINT; break; case Qt::Key_SysReq: scancode = SDLK_SYSREQ; break; case Qt::Key_Home: scancode = SDLK_HOME; break; case Qt::Key_End: scancode = SDLK_END; break; // We want the control keys to rotate with the screen case Qt::Key_Left: if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_UP; else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_DOWN; else scancode = SDLK_LEFT; break; case Qt::Key_Up: if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_RIGHT; else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_LEFT; else scancode = SDLK_UP; break; case Qt::Key_Right: if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_DOWN; else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_UP; else scancode = SDLK_RIGHT; break; case Qt::Key_Down: if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_LEFT; else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_RIGHT; else scancode = SDLK_DOWN; break; case Qt::Key_Prior: scancode = SDLK_PAGEUP; break; case Qt::Key_Next: scancode = SDLK_PAGEDOWN; break; case Qt::Key_Shift: scancode = SDLK_LSHIFT; break; case Qt::Key_Control: scancode = SDLK_LCTRL; break; case Qt::Key_Meta: scancode = SDLK_LMETA; break; case Qt::Key_Alt: scancode = SDLK_LALT; break; case Qt::Key_CapsLock: scancode = SDLK_CAPSLOCK; break; case Qt::Key_NumLock: scancode = SDLK_NUMLOCK; break; case Qt::Key_ScrollLock: scancode = SDLK_SCROLLOCK; break; case Qt::Key_F1: scancode = SDLK_F1; break; case Qt::Key_F2: scancode = SDLK_F2; break; case Qt::Key_F3: scancode = SDLK_F3; break; case Qt::Key_F4: scancode = SDLK_F4; break; case Qt::Key_F5: scancode = SDLK_F5; break; case Qt::Key_F6: scancode = SDLK_F6; break; case Qt::Key_F7: scancode = SDLK_F7; break; case Qt::Key_F8: scancode = SDLK_F8; break; case Qt::Key_F9: scancode = SDLK_F9; break; case Qt::Key_F10: scancode = SDLK_F10; break; case Qt::Key_F11: scancode = SDLK_F11; break; case Qt::Key_F12: scancode = SDLK_F12; break; case Qt::Key_F13: scancode = SDLK_F13; break; case Qt::Key_F14: scancode = SDLK_F14; break; case Qt::Key_F15: scancode = SDLK_F15; break; case Qt::Key_Super_L: scancode = SDLK_LSUPER; break; case Qt::Key_Super_R: scancode = SDLK_RSUPER; break; case Qt::Key_Menu: scancode = SDLK_MENU; break; case Qt::Key_Help: scancode = SDLK_HELP; break; case Qt::Key_F33: // FIXME: This is a hack to enable the OK key on // Zaurii devices. SDLK_RETURN is a suitable key to use // since it often is used as such. // david@hedbor.org scancode = SDLK_RETURN; break; default: scancode = SDLK_UNKNOWN; break; } keysym.sym = static_cast<SDLKey>(scancode); } else { keysym.sym = static_cast<SDLKey>(scancode); } keysym.scancode = scancode; keysym.mod = KMOD_NONE; ButtonState st = e->state(); if( (st & ShiftButton) ) { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LSHIFT); } if( (st & ControlButton) ) { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LCTRL); } if( (st & AltButton) ) { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LALT); } if ( SDL_TranslateUNICODE ) { QChar qchar = e->text()[0]; keysym.unicode = qchar.unicode(); } else { keysym.unicode = 0; } /* NUMLOCK and CAPSLOCK are implemented as double-presses in reality */ // if ( (keysym.sym == SDLK_NUMLOCK) || (keysym.sym == SDLK_CAPSLOCK) ) { // pressed = 1; // } /* Queue the key event */ if ( pressed ) { SDL_PrivateKeyboard(SDL_PRESSED, &keysym); } else { SDL_PrivateKeyboard(SDL_RELEASED, &keysym); } } void SDL_QWin::setFullscreen(bool fs_on) { my_has_fullscreen = false; enableFullscreen(); } void SDL_QWin::enableFullscreen() { // Make sure size is correct if(!my_has_fullscreen) { setFixedSize(qApp->desktop()->size()); // This call is needed because showFullScreen won't work // correctly if the widget already considers itself to be fullscreen. showNormal(); // This is needed because showNormal() forcefully changes the window // style to WSTyle_TopLevel. setWFlags(WStyle_Customize | WStyle_NoBorder); // Enable fullscreen. showFullScreen(); my_has_fullscreen = true; } } bool SDL_QWin::lockScreen(bool force) { if(!my_painter) { if(force || (isVisible() && isActiveWindow())) { my_painter = new QDirectPainter(this); } else { return false; } } my_locked++; // Increate lock refcount return true; } void SDL_QWin::unlockScreen() { if(my_locked > 0) { my_locked--; // decrease lock refcount; } if(!my_locked && my_painter) { my_painter->end(); delete my_painter; my_painter = 0; } }