Mercurial > sdl-ios-xcode
view src/video/ps2gs/SDL_gsmouse.c @ 2185:2032348afed1
This code adds support for DirectColor visuals to SDL 1.3. The support uses part of the Xmu library. To ensure that the library is
available and to keep people form having to install yet another library I have added the essential parts of Xmu in
src/video/extensions/XmuStdCmap and an include file in src/video/extensions. The support makes use of standard X11 mechanisms to
create color maps and make sure that an application uses the same color map for each window/visual combination. This should make it
possible for gamma support to be implemented based on a single color map per application.
Hurm... it looks like "make indent" modified a few extra files. Those are getting committed too.
author | Bob Pendleton <bob@pendleton.com> |
---|---|
date | Thu, 12 Jul 2007 20:00:50 +0000 |
parents | c121d94672cb |
children | 99210400e8b9 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include <sys/ioctl.h> #include "SDL_mouse.h" #include "../../events/SDL_events_c.h" #include "../SDL_cursor_c.h" #include "SDL_gsvideo.h" #include "SDL_gsmouse_c.h" /* The implementation dependent data for the window manager cursor */ struct WMcursor { int unused; }; /* There isn't any implementation dependent data */ void GS_FreeWMCursor(_THIS, WMcursor * cursor) { return; } /* There isn't any implementation dependent data */ WMcursor * GS_CreateWMCursor(_THIS, Uint8 * data, Uint8 * mask, int w, int h, int hot_x, int hot_y) { return ((WMcursor *) 0x01); } static void GS_MoveCursor(_THIS, SDL_Cursor * cursor, int x, int y) { SDL_Surface *screen; struct ps2_image image; SDL_Rect area; int mouse_y1, mouse_y2; void *saved_pixels; int screen_updated; /* Lock so we don't interrupt an update with mouse motion */ SDL_LockCursor(); /* Make sure any pending DMA has completed */ if (dma_pending) { ioctl(console_fd, PS2IOC_SENDQCT, 1); dma_pending = 0; } /* Remove the cursor image from the DMA area */ screen = this->screen; saved_pixels = screen->pixels; screen->pixels = mapped_mem + screen->offset; screen_updated = 0; if (cursor_drawn) { SDL_EraseCursorNoLock(screen); cursor_drawn = 0; screen_updated = 1; } /* Save the current mouse area */ SDL_MouseRect(&area); mouse_y1 = area.y; mouse_y2 = area.y + area.h; /* Only draw the new cursor if there was one passed in */ if (cursor) { /* Set the new location */ cursor->area.x = (x - cursor->hot_x); cursor->area.y = (y - cursor->hot_y); /* Draw the cursor at the new location */ if ((SDL_cursorstate & CURSOR_VISIBLE) && screen->pixels) { SDL_DrawCursorNoLock(screen); cursor_drawn = 1; screen_updated = 1; } } screen->pixels = saved_pixels; /* Update the affected area of the screen */ if (screen_updated) { SDL_MouseRect(&area); if (area.y < mouse_y1) { mouse_y1 = area.y; } if ((area.y + area.h) > mouse_y2) { mouse_y2 = area.y + area.h; } image = screen_image; image.y += screen->offset / screen->pitch + mouse_y1; image.h = mouse_y2 - mouse_y1; image.ptr = mapped_mem + (image.y - screen_image.y) * screen->pitch; ioctl(console_fd, PS2IOC_LOADIMAGE, &image); /* Need to scale offscreen image to TV output */ if (image.y > 0) { scaleimage_nonblock(console_fd, tex_tags_mem, scale_tags_mem); } } /* We're finished */ SDL_UnlockCursor(); } void GS_MoveWMCursor(_THIS, int x, int y) { GS_MoveCursor(this, SDL_cursor, x, y); } int GS_ShowWMCursor(_THIS, WMcursor * wmcursor) { SDL_Cursor *cursor; int x, y; /* Draw the cursor at the appropriate location */ SDL_GetMouseState(&x, &y); if (wmcursor) { cursor = SDL_cursor; } else { cursor = NULL; } GS_MoveCursor(this, cursor, x, y); return (1); } /* vi: set ts=4 sw=4 expandtab: */