Mercurial > sdl-ios-xcode
view src/video/dummy/SDL_nullvideo.c @ 1525:23a347cfbed8
Fixed bug #38
I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000.
Here's the setup: my game starts in a window, with
SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The
mouse cursor is outside of the window when the game launches, and when the
window appears the cursor is grabbed and placed at the top left corner of the
inside of the game window. At this point, if I click the mouse without moving
it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 14 Mar 2006 06:00:30 +0000 |
parents | d910939febfa |
children | c439dad53df8 |
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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" /* Dummy SDL video driver implementation; this is just enough to make an * SDL-based application THINK it's got a working video driver, for * applications that call SDL_Init(SDL_INIT_VIDEO) when they don't need it, * and also for use as a collection of stubs when porting SDL to a new * platform for which you haven't yet written a valid video driver. * * This is also a great way to determine bottlenecks: if you think that SDL * is a performance problem for a given platform, enable this driver, and * then see if your application runs faster without video overhead. * * Initial work by Ryan C. Gordon (icculus@linuxgames.com). A good portion * of this was cut-and-pasted from Stephane Peter's work in the AAlib * SDL video driver. Renamed to "DUMMY" by Sam Lantinga. */ #include "SDL_video.h" #include "SDL_mouse.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "../../events/SDL_events_c.h" #include "SDL_nullvideo.h" #include "SDL_nullevents_c.h" #include "SDL_nullmouse_c.h" #define DUMMYVID_DRIVER_NAME "dummy" /* Initialization/Query functions */ static int DUMMY_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **DUMMY_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *DUMMY_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int DUMMY_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void DUMMY_VideoQuit(_THIS); /* Hardware surface functions */ static int DUMMY_AllocHWSurface(_THIS, SDL_Surface *surface); static int DUMMY_LockHWSurface(_THIS, SDL_Surface *surface); static void DUMMY_UnlockHWSurface(_THIS, SDL_Surface *surface); static void DUMMY_FreeHWSurface(_THIS, SDL_Surface *surface); /* etc. */ static void DUMMY_UpdateRects(_THIS, int numrects, SDL_Rect *rects); /* DUMMY driver bootstrap functions */ static int DUMMY_Available(void) { const char *envr = SDL_getenv("SDL_VIDEODRIVER"); if ((envr) && (SDL_strcmp(envr, DUMMYVID_DRIVER_NAME) == 0)) { return(1); } return(0); } static void DUMMY_DeleteDevice(SDL_VideoDevice *device) { SDL_free(device->hidden); SDL_free(device); } static SDL_VideoDevice *DUMMY_CreateDevice(int devindex) { SDL_VideoDevice *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice)); if ( device ) { SDL_memset(device, 0, (sizeof *device)); device->hidden = (struct SDL_PrivateVideoData *) SDL_malloc((sizeof *device->hidden)); } if ( (device == NULL) || (device->hidden == NULL) ) { SDL_OutOfMemory(); if ( device ) { SDL_free(device); } return(0); } SDL_memset(device->hidden, 0, (sizeof *device->hidden)); /* Set the function pointers */ device->VideoInit = DUMMY_VideoInit; device->ListModes = DUMMY_ListModes; device->SetVideoMode = DUMMY_SetVideoMode; device->CreateYUVOverlay = NULL; device->SetColors = DUMMY_SetColors; device->UpdateRects = DUMMY_UpdateRects; device->VideoQuit = DUMMY_VideoQuit; device->AllocHWSurface = DUMMY_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = DUMMY_LockHWSurface; device->UnlockHWSurface = DUMMY_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = DUMMY_FreeHWSurface; device->SetCaption = NULL; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->GetWMInfo = NULL; device->InitOSKeymap = DUMMY_InitOSKeymap; device->PumpEvents = DUMMY_PumpEvents; device->free = DUMMY_DeleteDevice; return device; } VideoBootStrap DUMMY_bootstrap = { DUMMYVID_DRIVER_NAME, "SDL dummy video driver", DUMMY_Available, DUMMY_CreateDevice }; int DUMMY_VideoInit(_THIS, SDL_PixelFormat *vformat) { /* fprintf(stderr, "WARNING: You are using the SDL dummy video driver!\n"); */ /* Determine the screen depth (use default 8-bit depth) */ /* we change this during the SDL_SetVideoMode implementation... */ vformat->BitsPerPixel = 8; vformat->BytesPerPixel = 1; /* We're done! */ return(0); } SDL_Rect **DUMMY_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { return (SDL_Rect **) -1; } SDL_Surface *DUMMY_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { if ( this->hidden->buffer ) { SDL_free( this->hidden->buffer ); } this->hidden->buffer = SDL_malloc(width * height * (bpp / 8)); if ( ! this->hidden->buffer ) { SDL_SetError("Couldn't allocate buffer for requested mode"); return(NULL); } /* printf("Setting mode %dx%d\n", width, height); */ SDL_memset(this->hidden->buffer, 0, width * height * (bpp / 8)); /* Allocate the new pixel format for the screen */ if ( ! SDL_ReallocFormat(current, bpp, 0, 0, 0, 0) ) { SDL_free(this->hidden->buffer); this->hidden->buffer = NULL; SDL_SetError("Couldn't allocate new pixel format for requested mode"); return(NULL); } /* Set up the new mode framebuffer */ current->flags = flags & SDL_FULLSCREEN; this->hidden->w = current->w = width; this->hidden->h = current->h = height; current->pitch = current->w * (bpp / 8); current->pixels = this->hidden->buffer; /* We're done */ return(current); } /* We don't actually allow hardware surfaces other than the main one */ static int DUMMY_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void DUMMY_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } /* We need to wait for vertical retrace on page flipped displays */ static int DUMMY_LockHWSurface(_THIS, SDL_Surface *surface) { return(0); } static void DUMMY_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } static void DUMMY_UpdateRects(_THIS, int numrects, SDL_Rect *rects) { /* do nothing. */ } int DUMMY_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { /* do nothing of note. */ return(1); } /* Note: If we are terminated, this could be called in the middle of another SDL video routine -- notably UpdateRects. */ void DUMMY_VideoQuit(_THIS) { if (this->screen->pixels != NULL) { SDL_free(this->screen->pixels); this->screen->pixels = NULL; } }