Mercurial > sdl-ios-xcode
view src/video/ps2gs/SDL_gsmouse.c @ 3202:3aa519a5c676
I've made so many changes I don't dare continue until I check the current stuff in.
/test/testatomic.c performs absolutely basic tests to show that the function work as expected. Need a second test to do more detailed tests.
/include/SDL_atomic.h provides declarations for all included functions.
/src/atomic/linux/SDL_atomic.c provided all the functions. On a generic built the 64 bit functions work, but they are emulated. On a build for -march=pentium and above the 64 bit functions use native instructions
/src/atomic/dummy/SDL_atomic.c emulates all the operations using SDL_mutex.h.
/src/atomic/win32/SDL_atomic.c is a copy of dummy
/src/atomic/macosx/SDL_atomic.s is a copy of dummy
These versions of SDL_atomic.c provide a frame work for building the library with a mixture of native and emulated functions. This allows the whole library to be provided on all platforms. (I hope.)
I hope this fits with the SDL philosophy of either providing a common subset or emulating when the platform is missing a feature.
I have not added dummy, macosx, or win32 to the build. They are there as place holders for future work.
I have modified congifure.in to compile sources in /src/atomic/linux. (The SDL configure.in file is an amazing piece of work and I hope I didn't mess it up. :-)
author | Bob Pendleton <bob@pendleton.com> |
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date | Mon, 29 Jun 2009 19:54:43 +0000 |
parents | 99210400e8b9 |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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: */