Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_sysevents.cc @ 821:30168104389f
Date: Sat, 14 Feb 2004 14:52:40 +0200
From: "Mike Gorchak"
Subject: Batch of the QNX6 fixes for the SDL
1. Updated readme.QNX
2. Fixed crashes during intensive window updating under fast machines (got over 200 rectangles for update).
3. Fixed double-buffered fullscreen modes, now it works as needed.
4. Fixed Photon detection algorithm.
5. Fixed HWSURFACE update function.
6. Added SDL_PHOTON_FULLSCREEN_REFRESH environment variable support for control refresh rates under Photon.
7. Added 640x400 fullscreen mode emulation via 640x480 (if videodriver not supports original 640x400 mode of course) shifted by 40 vertical pixels from begin, to center it. It's needed for some old DOS games which ran in doubled 320x200 mode.
8. Added available video ram amount support.
8. Added hardware surface allocation/deallocation support if current videomode and videodriver supports it.
9. Added hardware filling support.
10. Added hardware blits support (simple and colorkeyed).
And I've added to testvidinfo test color-keyed blits benchmark (maybe need to add alpha blits benchmark too ?). Currently Photon not supporting any alpha hardware blittings (all drivers lack of alpha blitting code support, only software alpha blitting exist in photon, which is hundreds times slowest than the SDL's one). So I've not added the alpha support. I suppose new QNX 6.3 will have the hardware alpha support, so when it will be done, I'll add alpha support.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 14 Feb 2004 20:22:21 +0000 |
parents | b8d311d90021 |
children | 3bd4d7a1ee04 |
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/* 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 <support/UTF8.h> #include <stdio.h> #include <string.h> #include "SDL_error.h" #include "SDL_events.h" #include "SDL_BWin.h" #include "SDL_lowvideo.h" extern "C" { #include "SDL_events_c.h" #include "SDL_sysevents.h" #include "SDL_sysevents_c.h" /* A note on why the polling loops are necessary. The BeOS Preview 2 implementation of BView->MouseMoved() only notifies the view when the mouse enters or leaves the view. The documentation says that you should loop and use GetMouse() to detect mouse motion. The BeOS Preview 2 implementation of BView->KeyDown() and BView->KeyUp() are only called for keys that generate ASCII characters. Since we want to act like a low level raw keyboard, we need to poll the state of the keys instead of catching the keys in callbacks. These are documented portions of the BeBook for Preview Release 2 */ /* Table to convert scancodes to SDL virtual keys */ static SDLKey keymap[128]; /* Function to convert from a key scancode to a UNICODE character */ static key_map *be_keymap; static int32 *option_caps_map[2], *option_map[2], *caps_map[2], *normal_map[2]; static char *unicode_map; static Uint16 TranslateScancode(int scancode) { SDLMod modstate; int shifted; int32 index; /* Index into system unicode map */ Uint16 unicode; /* Set the default character -- no character */ unicode = 0; /* See whether or not the shift state is set */ modstate = SDL_GetModState(); if ( modstate & KMOD_SHIFT ) { shifted = 1; } else { shifted = 0; } if ( modstate & KMOD_NUM ) { /* If numlock is on, numeric keypad keys have shift state inverted */ switch (keymap[scancode]) { case SDLK_KP0: case SDLK_KP1: case SDLK_KP2: case SDLK_KP3: case SDLK_KP4: case SDLK_KP5: case SDLK_KP6: case SDLK_KP7: case SDLK_KP8: case SDLK_KP9: case SDLK_KP_PERIOD: case SDLK_KP_DIVIDE: case SDLK_KP_MULTIPLY: case SDLK_KP_MINUS: case SDLK_KP_PLUS: case SDLK_KP_ENTER: case SDLK_KP_EQUALS: shifted = !shifted; break; default: break; } } /* Get the index based on modifier state */ if ( modstate & KMOD_CTRL ) index = be_keymap->control_map[scancode]; else if ( (modstate & KMOD_META) && (modstate & KMOD_CAPS) ) index = option_caps_map[shifted][scancode]; else if ( modstate & KMOD_META ) index = option_map[shifted][scancode]; else if ( modstate & KMOD_CAPS ) index = caps_map[shifted][scancode]; else index = normal_map[shifted][scancode]; /* If there is a mapping, convert character from UTF-8 to UNICODE */ if ( unicode_map[index] ) { int32 state, srclen, dstlen; unsigned char destbuf[2]; state = 0; srclen = unicode_map[index++]; dstlen = sizeof(destbuf); convert_from_utf8(B_UNICODE_CONVERSION, &unicode_map[index], &srclen, (char *)destbuf, &dstlen, &state); unicode = destbuf[0]; unicode <<= 8; unicode |= destbuf[1]; /* Keyboard input maps newline to carriage return */ if ( unicode == '\n' ) { unicode = '\r'; } /* For some reason function keys map to control characters */ # define CTRL(X) ((X)-'@') switch (unicode) { case CTRL('A'): case CTRL('B'): case CTRL('C'): case CTRL('D'): case CTRL('E'): case CTRL('K'): case CTRL('L'): case CTRL('P'): if ( ! (modstate & KMOD_CTRL) ) unicode = 0; break; default: break; } } return(unicode); } /* Function to translate a keyboard transition and queue the key event */ static void QueueKey(int scancode, int pressed) { SDL_keysym keysym; /* Set the keysym information */ keysym.scancode = scancode; keysym.sym = keymap[scancode]; keysym.mod = KMOD_NONE; if ( SDL_TranslateUNICODE ) { keysym.unicode = TranslateScancode(scancode); } 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); } } /* This is special because we know it will be run in a loop in a separate thread. Normally this function should loop as long as there are input states changing, i.e. new events arriving. */ void BE_PumpEvents(_THIS) { BView *view; BRect bounds; BPoint point; uint32 buttons; const uint32 button_masks[3] = { B_PRIMARY_MOUSE_BUTTON, B_TERTIARY_MOUSE_BUTTON, B_SECONDARY_MOUSE_BUTTON, }; unsigned int i, j; /* Check out the mouse buttons and position (slight race condition) */ if ( SDL_Win->Lock() ) { /* Don't do anything if we have no view */ view = SDL_Win->View(); if ( ! view ) { SDL_Win->Unlock(); return; } bounds = view->Bounds(); /* Get new input state, if still active */ if ( SDL_Win->IsActive() ) { key_flip = !key_flip; get_key_info(&keyinfo[key_flip]); view->GetMouse(&point, &buttons, true); } else { key_flip = key_flip; point = last_point; buttons = last_buttons; } SDL_Win->Unlock(); } else { return; } /* If our view is active, we'll find key changes here */ if ( memcmp(keyinfo[0].key_states, keyinfo[1].key_states, 16) != 0 ) { for ( i=0; i<16; ++i ) { Uint8 new_state, transition; new_state = keyinfo[key_flip].key_states[i]; transition = keyinfo[!key_flip].key_states[i] ^ keyinfo[ key_flip].key_states[i]; for ( j=0; j<8; ++j ) { if ( transition&0x80 ) QueueKey(i*8+j, new_state&0x80); transition <<= 1; new_state <<= 1; } } } /* We check keyboard, but not mouse if mouse isn't in window */ if ( ! bounds.Contains(point) ) { /* Mouse moved outside our view? */ if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) { SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS); be_app->SetCursor(B_HAND_CURSOR); } return; } /* Has the mouse moved back into our view? */ if ( ! (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { /* Reset the B_HAND_CURSOR to our own */ SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS); SDL_SetCursor(NULL); } /* Check for mouse motion */ if ( point != last_point ) { int x, y; SDL_Win->GetXYOffset(x, y); x = (int)point.x - x; y = (int)point.y - y; SDL_PrivateMouseMotion(0, 0, x, y); } last_point = point; /* Add any mouse button events */ for ( i=0; i<SDL_TABLESIZE(button_masks); ++i ) { if ( (buttons ^ last_buttons) & button_masks[i] ) { if ( buttons & button_masks[i] ) { SDL_PrivateMouseButton(SDL_PRESSED, 1+i, 0, 0); } else { SDL_PrivateMouseButton(SDL_RELEASED, 1+i, 0, 0); } } } last_buttons = buttons; } void BE_InitOSKeymap(_THIS) { unsigned int i; /* Initialize the keyboard state */ key_flip = 0; get_key_info(&keyinfo[key_flip]); memcpy(keyinfo[!key_flip].key_states, keyinfo[key_flip].key_states, SDL_TABLESIZE(keyinfo[key_flip].key_states)); /* Initialize the BeOS key translation table */ /* Source: <be/interface/InterfaceDefs.h> and BeOS keyboard info */ for ( i=0; i<SDL_TABLESIZE(keymap); ++i ) keymap[i] = SDLK_UNKNOWN; keymap[0x01] = SDLK_ESCAPE; keymap[B_F1_KEY] = SDLK_F1; keymap[B_F2_KEY] = SDLK_F2; keymap[B_F3_KEY] = SDLK_F3; keymap[B_F4_KEY] = SDLK_F4; keymap[B_F5_KEY] = SDLK_F5; keymap[B_F6_KEY] = SDLK_F6; keymap[B_F7_KEY] = SDLK_F7; keymap[B_F8_KEY] = SDLK_F8; keymap[B_F9_KEY] = SDLK_F9; keymap[B_F10_KEY] = SDLK_F10; keymap[B_F11_KEY] = SDLK_F11; keymap[B_F12_KEY] = SDLK_F12; keymap[B_PRINT_KEY] = SDLK_PRINT; //keymap[B_SCROLL_KEY] = SDLK_SCROLLOCK; keymap[B_PAUSE_KEY] = SDLK_PAUSE; keymap[0x11] = SDLK_BACKQUOTE; keymap[0x12] = SDLK_1; keymap[0x13] = SDLK_2; keymap[0x14] = SDLK_3; keymap[0x15] = SDLK_4; keymap[0x16] = SDLK_5; keymap[0x17] = SDLK_6; keymap[0x18] = SDLK_7; keymap[0x19] = SDLK_8; keymap[0x1a] = SDLK_9; keymap[0x1b] = SDLK_0; keymap[0x1c] = SDLK_MINUS; keymap[0x1d] = SDLK_EQUALS; keymap[0x1e] = SDLK_BACKSPACE; keymap[0x1f] = SDLK_INSERT; keymap[0x20] = SDLK_HOME; keymap[0x21] = SDLK_PAGEUP; //keymap[0x22] = SDLK_NUMLOCK; keymap[0x23] = SDLK_KP_DIVIDE; keymap[0x24] = SDLK_KP_MULTIPLY; keymap[0x25] = SDLK_KP_MINUS; keymap[0x26] = SDLK_TAB; keymap[0x27] = SDLK_q; keymap[0x28] = SDLK_w; keymap[0x29] = SDLK_e; keymap[0x2a] = SDLK_r; keymap[0x2b] = SDLK_t; keymap[0x2c] = SDLK_y; keymap[0x2d] = SDLK_u; keymap[0x2e] = SDLK_i; keymap[0x2f] = SDLK_o; keymap[0x30] = SDLK_p; keymap[0x31] = SDLK_LEFTBRACKET; keymap[0x32] = SDLK_RIGHTBRACKET; keymap[0x33] = SDLK_BACKSLASH; keymap[0x34] = SDLK_DELETE; keymap[0x35] = SDLK_END; keymap[0x36] = SDLK_PAGEDOWN; keymap[0x37] = SDLK_KP7; keymap[0x38] = SDLK_KP8; keymap[0x39] = SDLK_KP9; keymap[0x3a] = SDLK_KP_PLUS; //keymap[0x3b] = SDLK_CAPSLOCK; keymap[0x3c] = SDLK_a; keymap[0x3d] = SDLK_s; keymap[0x3e] = SDLK_d; keymap[0x3f] = SDLK_f; keymap[0x40] = SDLK_g; keymap[0x41] = SDLK_h; keymap[0x42] = SDLK_j; keymap[0x43] = SDLK_k; keymap[0x44] = SDLK_l; keymap[0x45] = SDLK_SEMICOLON; keymap[0x46] = SDLK_QUOTE; keymap[0x47] = SDLK_RETURN; keymap[0x48] = SDLK_KP4; keymap[0x49] = SDLK_KP5; keymap[0x4a] = SDLK_KP6; keymap[0x4b] = SDLK_LSHIFT; keymap[0x4c] = SDLK_z; keymap[0x4d] = SDLK_x; keymap[0x4e] = SDLK_c; keymap[0x4f] = SDLK_v; keymap[0x50] = SDLK_b; keymap[0x51] = SDLK_n; keymap[0x52] = SDLK_m; keymap[0x53] = SDLK_COMMA; keymap[0x54] = SDLK_PERIOD; keymap[0x55] = SDLK_SLASH; keymap[0x56] = SDLK_RSHIFT; keymap[0x57] = SDLK_UP; keymap[0x58] = SDLK_KP1; keymap[0x59] = SDLK_KP2; keymap[0x5a] = SDLK_KP3; keymap[0x5b] = SDLK_KP_ENTER; //keymap[0x5c] = SDLK_LCTRL; //keymap[0x5d] = SDLK_LALT; keymap[0x5e] = SDLK_SPACE; //keymap[0x5f] = SDLK_RALT; //keymap[0x60] = SDLK_RCTRL; keymap[0x61] = SDLK_LEFT; keymap[0x62] = SDLK_DOWN; keymap[0x63] = SDLK_RIGHT; keymap[0x64] = SDLK_KP0; keymap[0x65] = SDLK_KP_PERIOD; //keymap[0x66] = SDLK_LMETA; //keymap[0x67] = SDLK_RMETA; //keymap[0x68] = SDLK_MENU; keymap[0x69] = SDLK_EURO; keymap[0x6a] = SDLK_KP_EQUALS; keymap[0x6b] = SDLK_POWER; /* Get the system keymap and UNICODE table. Note that this leaks memory since the maps are never freed. */ get_key_map(&be_keymap, &unicode_map); /* Set the modifier keys from the system keymap */ keymap[be_keymap->caps_key] = SDLK_CAPSLOCK; keymap[be_keymap->scroll_key] = SDLK_SCROLLOCK; keymap[be_keymap->num_key] = SDLK_NUMLOCK; keymap[be_keymap->left_shift_key] = SDLK_LSHIFT; keymap[be_keymap->right_shift_key] = SDLK_RSHIFT; keymap[be_keymap->left_command_key] = SDLK_LALT; keymap[be_keymap->right_command_key] = SDLK_RALT; keymap[be_keymap->left_control_key] = SDLK_LCTRL; keymap[be_keymap->right_control_key] = SDLK_RCTRL; keymap[be_keymap->left_option_key] = SDLK_LMETA; keymap[be_keymap->right_option_key] = SDLK_RMETA; keymap[be_keymap->menu_key] = SDLK_MENU; /* Set the modifier map pointers */ option_caps_map[0] = be_keymap->option_caps_map; option_caps_map[1] = be_keymap->option_caps_shift_map; option_map[0] = be_keymap->option_map; option_map[1] = be_keymap->option_shift_map; caps_map[0] = be_keymap->caps_map; caps_map[1] = be_keymap->caps_shift_map; normal_map[0] = be_keymap->normal_map; normal_map[1] = be_keymap->shift_map; } }; /* Extern C */