Mercurial > sdl-ios-xcode
view src/video/vgl/SDL_vglvideo.c @ 1348:40d0975c1769
Date: Mon, 6 Feb 2006 11:41:04 -0500
From: "mystml@adinet.com.uy"
Subject: [SDL] ALT-F4 using DirectX
My game isn't getting SDL_QUIT when I press ALT-F4 using the DirectX
driver; it does get SDL_QUIT when I press the red X in the window.
I tracked this down to DX5_HandleMessage() in SDL_dx5events.c;
WM_SYSKEYDOWN is being trapped and ignored which causes Windows not to post
a WM_CLOSE, hence no SDL_QUIT is being generated.
The relevant code is this :
/* The keyboard is handled via DirectInput */
case WM_SYSKEYUP:
case WM_SYSKEYDOWN:
case WM_KEYUP:
case WM_KEYDOWN: {
/* Ignore windows keyboard messages */;
}
return(0);
If I comment the WM_SYSKEYDOWN case, it falls through DefWindowProc() and
ALT-F4 starts working again.
I'm not sure about the best way to fix this. One option is handling ALT-F4
as a particular case somehow, but doesn't sound good. Another option would
be to handle WM_SYSKEYDOWN separately and breaking instead of returning 0,
so processing falls through and goes to DefWindowProc which does The Right
Thing (TM). This seems to be the minimal change that makes ALT-F4 work and
normal keyboard input continues to work.
Does this sound reasonable? Am I overlooking anything? Do I submit a patch?
--Gabriel
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 08 Feb 2006 17:19:43 +0000 |
parents | 604d73db6802 |
children | c71e05b4dc2e |
line wrap: on
line source
/* 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 */ /* libvga based SDL video driver implementation. */ #include <err.h> #include <osreldate.h> #include <unistd.h> #include <sys/stat.h> #include <sys/fbio.h> #include <sys/consio.h> #include <sys/kbio.h> #include <vgl.h> #include "SDL.h" #include "SDL_stdlib.h" #include "SDL_string.h" #include "SDL_error.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "SDL_sysvideo.h" #include "SDL_pixels_c.h" #include "SDL_events_c.h" #include "SDL_vglvideo.h" #include "SDL_vglevents_c.h" #include "SDL_vglmouse_c.h" /* Initialization/Query functions */ static int VGL_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **VGL_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *VGL_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int VGL_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void VGL_VideoQuit(_THIS); /* Hardware surface functions */ static int VGL_AllocHWSurface(_THIS, SDL_Surface *surface); static int VGL_LockHWSurface(_THIS, SDL_Surface *surface); static int VGL_FlipHWSurface(_THIS, SDL_Surface *surface); static void VGL_UnlockHWSurface(_THIS, SDL_Surface *surface); static void VGL_FreeHWSurface(_THIS, SDL_Surface *surface); /* Misc function */ static VGLMode ** VGLListModes(int depth, int mem_model); static void VGLWaitRetrace(void); /* VGL driver bootstrap functions */ static int VGL_Available(void) { /* * Check to see if we are root and stdin is a * virtual console. Also try to ensure that * modes other than 320x200 are available */ int console, hires_available, i; VGLMode **modes; console = STDIN_FILENO; if ( console >= 0 ) { struct stat sb; struct vt_mode dummy; if ( (fstat(console, &sb) < 0) || (ioctl(console, VT_GETMODE, &dummy) < 0) ) { console = -1; } } if (geteuid() != 0 && console == -1) return 0; modes = VGLListModes(8, V_INFO_MM_DIRECT | V_INFO_MM_PACKED); hires_available = 0; for (i = 0; modes[i] != NULL; i++) { if ((modes[i]->ModeInfo.Xsize > 320) && (modes[i]->ModeInfo.Ysize > 200) && ((modes[i]->ModeInfo.Type == VIDBUF8) || (modes[i]->ModeInfo.Type == VIDBUF16) || (modes[i]->ModeInfo.Type == VIDBUF32))) { hires_available = 1; break; } } return hires_available; } static void VGL_DeleteDevice(SDL_VideoDevice *device) { SDL_free(device->hidden); SDL_free(device); } static SDL_VideoDevice *VGL_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 = VGL_VideoInit; device->ListModes = VGL_ListModes; device->SetVideoMode = VGL_SetVideoMode; device->SetColors = VGL_SetColors; device->UpdateRects = NULL; device->VideoQuit = VGL_VideoQuit; device->AllocHWSurface = VGL_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = VGL_LockHWSurface; device->UnlockHWSurface = VGL_UnlockHWSurface; device->FlipHWSurface = VGL_FlipHWSurface; device->FreeHWSurface = VGL_FreeHWSurface; device->SetIcon = NULL; device->SetCaption = NULL; device->GetWMInfo = NULL; device->FreeWMCursor = VGL_FreeWMCursor; device->CreateWMCursor = VGL_CreateWMCursor; device->ShowWMCursor = VGL_ShowWMCursor; device->WarpWMCursor = VGL_WarpWMCursor; device->InitOSKeymap = VGL_InitOSKeymap; device->PumpEvents = VGL_PumpEvents; device->free = VGL_DeleteDevice; return device; } VideoBootStrap VGL_bootstrap = { "vgl", "FreeBSD libVGL", VGL_Available, VGL_CreateDevice }; static int VGL_AddMode(_THIS, VGLMode *inmode) { SDL_Rect *mode; int i, index; int next_mode; /* Check to see if we already have this mode */ if (inmode->Depth < 8) { /* Not supported */ return 0; } index = ((inmode->Depth + 7) / 8) - 1; for (i=0; i<SDL_nummodes[index]; ++i) { mode = SDL_modelist[index][i]; if ((mode->w == inmode->ModeInfo.Xsize) && (mode->h == inmode->ModeInfo.Ysize)) return 0; } /* Set up the new video mode rectangle */ mode = (SDL_Rect *)SDL_malloc(sizeof *mode); if (mode == NULL) { SDL_OutOfMemory(); return -1; } mode->x = 0; mode->y = 0; mode->w = inmode->ModeInfo.Xsize; mode->h = inmode->ModeInfo.Ysize; /* Allocate the new list of modes, and fill in the new mode */ next_mode = SDL_nummodes[index]; SDL_modelist[index] = (SDL_Rect **) SDL_realloc(SDL_modelist[index], (1+next_mode+1)*sizeof(SDL_Rect *)); if (SDL_modelist[index] == NULL) { SDL_OutOfMemory(); SDL_nummodes[index] = 0; SDL_free(mode); return -1; } SDL_modelist[index][next_mode] = mode; SDL_modelist[index][next_mode+1] = NULL; SDL_nummodes[index]++; return 0; } static void VGL_UpdateVideoInfo(_THIS) { this->info.wm_available = 0; this->info.hw_available = 1; this->info.video_mem = 0; if (VGLCurMode == NULL) { return; } if (VGLCurMode->ModeInfo.PixelBytes > 0) { this->info.video_mem = VGLCurMode->ModeInfo.PixelBytes * VGLCurMode->ModeInfo.Xsize * VGLCurMode->ModeInfo.Ysize; } } int VGL_VideoInit(_THIS, SDL_PixelFormat *vformat) { int i; int total_modes; VGLMode **modes; /* Initialize all variables that we clean on shutdown */ for ( i=0; i<NUM_MODELISTS; ++i ) { SDL_nummodes[i] = 0; SDL_modelist[i] = NULL; } /* Enable mouse and keyboard support */ if (SDL_getenv("SDL_NO_RAWKBD") == NULL) { if (VGLKeyboardInit(VGL_CODEKEYS) != 0) { SDL_SetError("Unable to initialize keyboard"); return -1; } } else { warnx("Requiest to put keyboard into a raw mode ignored"); } if (VGL_initkeymaps(STDIN_FILENO) != 0) { SDL_SetError("Unable to initialize keymap"); return -1; } if (VGL_initmouse(STDIN_FILENO) != 0) { SDL_SetError("Unable to initialize mouse"); return -1; } /* Determine the screen depth */ if (VGLCurMode != NULL) vformat->BitsPerPixel = VGLCurMode->Depth; else vformat->BitsPerPixel = 16; /* Good default */ /* Query for the list of available video modes */ total_modes = 0; modes = VGLListModes(-1, V_INFO_MM_DIRECT | V_INFO_MM_PACKED); for (i = 0; modes[i] != NULL; i++) { if ((modes[i]->ModeInfo.Type == VIDBUF8) || (modes[i]->ModeInfo.Type == VIDBUF16) || (modes[i]->ModeInfo.Type == VIDBUF32)) { VGL_AddMode(this, modes[i]); total_modes++; } } if (total_modes == 0) { SDL_SetError("No linear video modes available"); return -1; } /* Fill in our hardware acceleration capabilities */ VGL_UpdateVideoInfo(this); /* Create the hardware surface lock mutex */ hw_lock = SDL_CreateMutex(); if (hw_lock == NULL) { SDL_SetError("Unable to create lock mutex"); VGL_VideoQuit(this); return -1; } /* We're done! */ return 0; } SDL_Rect **VGL_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { return SDL_modelist[((format->BitsPerPixel+7)/8)-1]; } /* Various screen update functions available */ static void VGL_DirectUpdate(_THIS, int numrects, SDL_Rect *rects); static void VGL_BankedUpdate(_THIS, int numrects, SDL_Rect *rects); SDL_Surface *VGL_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { int mode_found; int i; VGLMode **modes; modes = VGLListModes(bpp, V_INFO_MM_DIRECT | V_INFO_MM_PACKED); mode_found = 0; for (i = 0; modes[i] != NULL; i++) { if ((modes[i]->ModeInfo.Xsize == width) && (modes[i]->ModeInfo.Ysize == height) && ((modes[i]->ModeInfo.Type == VIDBUF8) || (modes[i]->ModeInfo.Type == VIDBUF16) || (modes[i]->ModeInfo.Type == VIDBUF32))) { mode_found = 1; break; } } if (mode_found == 0) { SDL_SetError("No matching video mode found"); return NULL; } /* Shutdown previous videomode (if any) */ if (VGLCurMode != NULL) VGLEnd(); /* Try to set the requested linear video mode */ if (VGLInit(modes[i]->ModeId) != 0) { SDL_SetError("Unable to switch to requested mode"); return NULL; } VGLCurMode = SDL_realloc(VGLCurMode, sizeof(VGLMode)); VGLCurMode->ModeInfo = *VGLDisplay; VGLCurMode->Depth = modes[i]->Depth; VGLCurMode->ModeId = modes[i]->ModeId; VGLCurMode->Rmask = modes[i]->Rmask; VGLCurMode->Gmask = modes[i]->Gmask; VGLCurMode->Bmask = modes[i]->Bmask; /* Workaround a bug in libvgl */ if (VGLCurMode->ModeInfo.PixelBytes == 0) (VGLCurMode->ModeInfo.PixelBytes = 1); current->w = VGLCurMode->ModeInfo.Xsize; current->h = VGLCurMode->ModeInfo.Ysize; current->pixels = VGLCurMode->ModeInfo.Bitmap; current->pitch = VGLCurMode->ModeInfo.Xsize * VGLCurMode->ModeInfo.PixelBytes; current->flags = (SDL_FULLSCREEN | SDL_HWSURFACE); /* Check if we are in a pseudo-color mode */ if (VGLCurMode->ModeInfo.Type == VIDBUF8) current->flags |= SDL_HWPALETTE; /* Check if we can do doublebuffering */ if (flags & SDL_DOUBLEBUF) { if (VGLCurMode->ModeInfo.Xsize * 2 <= VGLCurMode->ModeInfo.VYsize) { current->flags |= SDL_DOUBLEBUF; flip_page = 0; flip_address[0] = (byte *)current->pixels; flip_address[1] = (byte *)current->pixels + current->h * current->pitch; VGL_FlipHWSurface(this, current); } } if (! SDL_ReallocFormat(current, modes[i]->Depth, VGLCurMode->Rmask, VGLCurMode->Gmask, VGLCurMode->Bmask, 0)) { return NULL; } /* Update hardware acceleration info */ VGL_UpdateVideoInfo(this); /* Set the blit function */ this->UpdateRects = VGL_DirectUpdate; /* We're done */ return current; } /* We don't actually allow hardware surfaces other than the main one */ static int VGL_AllocHWSurface(_THIS, SDL_Surface *surface) { return -1; } static void VGL_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } /* We need to wait for vertical retrace on page flipped displays */ static int VGL_LockHWSurface(_THIS, SDL_Surface *surface) { if (surface == SDL_VideoSurface) { SDL_mutexP(hw_lock); } return 0; } static void VGL_UnlockHWSurface(_THIS, SDL_Surface *surface) { if (surface == SDL_VideoSurface) { SDL_mutexV(hw_lock); } } static int VGL_FlipHWSurface(_THIS, SDL_Surface *surface) { // VGLWaitRetrace(); if (VGLPanScreen(VGLDisplay, 0, flip_page * surface->h) < 0) { SDL_SetError("VGLPanSreen() failed"); return -1; } flip_page = !flip_page; surface->pixels = flip_address[flip_page]; return 0; } static void VGL_DirectUpdate(_THIS, int numrects, SDL_Rect *rects) { return; } static void VGL_BankedUpdate(_THIS, int numrects, SDL_Rect *rects) { return; } int VGL_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { int i; for(i = 0; i < ncolors; i++) { VGLSetPaletteIndex(firstcolor + i, colors[i].r>>2, colors[i].g>>2, colors[i].b>>2); } return 1; } /* Note: If we are terminated, this could be called in the middle of another SDL video routine -- notably UpdateRects. */ void VGL_VideoQuit(_THIS) { int i, j; /* Return the keyboard to the normal state */ VGLKeyboardEnd(); /* Reset the console video mode if we actually initialised one */ if (VGLCurMode != NULL) { VGLEnd(); SDL_free(VGLCurMode); VGLCurMode = NULL; } /* Clear the lock mutex */ if (hw_lock != NULL) { SDL_DestroyMutex(hw_lock); hw_lock = NULL; } /* Free video mode lists */ for (i = 0; i < NUM_MODELISTS; i++) { if (SDL_modelist[i] != NULL) { for (j = 0; SDL_modelist[i][j] != NULL; ++j) { SDL_free(SDL_modelist[i][j]); } SDL_free(SDL_modelist[i]); SDL_modelist[i] = NULL; } } if ( this->screen && (this->screen->flags & SDL_HWSURFACE) ) { /* Direct screen access, not a memory buffer */ this->screen->pixels = NULL; } } #define VGL_RED_INDEX 0 #define VGL_GREEN_INDEX 1 #define VGL_BLUE_INDEX 2 static VGLMode ** VGLListModes(int depth, int mem_model) { static VGLMode **modes = NULL; VGLBitmap *vminfop; VGLMode **modesp, *modescp; video_info_t minfo; int adptype, i, modenum; if (modes == NULL) { modes = SDL_malloc(sizeof(VGLMode *) * M_VESA_MODE_MAX); bzero(modes, sizeof(VGLMode *) * M_VESA_MODE_MAX); } modesp = modes; for (modenum = 0; modenum < M_VESA_MODE_MAX; modenum++) { minfo.vi_mode = modenum; if (ioctl(0, CONS_MODEINFO, &minfo) || ioctl(0, CONS_CURRENT, &adptype)) continue; if (minfo.vi_mode != modenum) continue; if ((minfo.vi_flags & V_INFO_GRAPHICS) == 0) continue; if ((mem_model != -1) && ((minfo.vi_mem_model & mem_model) == 0)) continue; if ((depth > 1) && (minfo.vi_depth != depth)) continue; /* reallocf can fail */ if ((*modesp = reallocf(*modesp, sizeof(VGLMode))) == NULL) return NULL; modescp = *modesp; vminfop = &(modescp->ModeInfo); bzero(vminfop, sizeof(VGLBitmap)); vminfop->Type = NOBUF; vminfop->PixelBytes = 1; /* Good default value */ switch (minfo.vi_mem_model) { case V_INFO_MM_PLANAR: /* we can handle EGA/VGA planar modes only */ if (!(minfo.vi_depth != 4 || minfo.vi_planes != 4 || (adptype != KD_EGA && adptype != KD_VGA))) vminfop->Type = VIDBUF4; break; case V_INFO_MM_PACKED: /* we can do only 256 color packed modes */ if (minfo.vi_depth == 8) vminfop->Type = VIDBUF8; break; case V_INFO_MM_VGAX: vminfop->Type = VIDBUF8X; break; #if defined(__FreeBSD_version) && __FreeBSD_version >= 500000 case V_INFO_MM_DIRECT: vminfop->PixelBytes = minfo.vi_pixel_size; switch (vminfop->PixelBytes) { case 2: vminfop->Type = VIDBUF16; break; #if notyet case 3: vminfop->Type = VIDBUF24; break; #endif case 4: vminfop->Type = VIDBUF32; break; default: break; } #endif default: break; } if (vminfop->Type == NOBUF) continue; switch (vminfop->Type) { case VIDBUF16: case VIDBUF32: modescp->Rmask = ((1 << minfo.vi_pixel_fsizes[VGL_RED_INDEX]) - 1) << minfo.vi_pixel_fields[VGL_RED_INDEX]; modescp->Gmask = ((1 << minfo.vi_pixel_fsizes[VGL_GREEN_INDEX]) - 1) << minfo.vi_pixel_fields[VGL_GREEN_INDEX]; modescp->Bmask = ((1 << minfo.vi_pixel_fsizes[VGL_BLUE_INDEX]) - 1) << minfo.vi_pixel_fields[VGL_BLUE_INDEX]; break; default: break; } vminfop->Xsize = minfo.vi_width; vminfop->Ysize = minfo.vi_height; modescp->Depth = minfo.vi_depth; /* XXX */ if (minfo.vi_mode >= M_VESA_BASE) modescp->ModeId = _IO('V', minfo.vi_mode - M_VESA_BASE); else modescp->ModeId = _IO('S', minfo.vi_mode); /* Sort list */ for (i = 0; modes + i < modesp ; i++) { if (modes[i]->ModeInfo.Xsize * modes[i]->ModeInfo.Ysize > vminfop->Xsize * modes[i]->ModeInfo.Ysize) continue; if ((modes[i]->ModeInfo.Xsize * modes[i]->ModeInfo.Ysize == vminfop->Xsize * vminfop->Ysize) && (modes[i]->Depth >= modescp->Depth)) continue; *modesp = modes[i]; modes[i] = modescp; modescp = *modesp; vminfop = &(modescp->ModeInfo); } modesp++; } if (*modesp != NULL) { SDL_free(*modesp); *modesp = NULL; } return modes; } static void VGLWaitRetrace(void) { while (!(inb(0x3DA) & 8)); while (inb(0x3DA) & 8); }