Mercurial > sdl-ios-xcode
view src/video/svga/SDL_svgavideo.c @ 4139:568c9b3c0167 SDL-1.2
* Added configure option --enable-screensaver, to allow enabling the screensaver by default.
* Use XResetScreenSaver() instead of disabling screensaver entirely.
Full discussion summary from Erik on the SDL mailing list:
Current behaviour
=================
SDL changes the user's display power management settings without
permission from the user and without telling the user.
The interface that it uses to do so is DPMSDisable/DPMSEnable, which
should only ever be used by configuration utilities like KControl, never
by normal application programs, let alone by the libraries that they
use. Using an interface that is not at all intended for what SDL tries
to achieve means that it will not work as it should. Firstly, the power
management is completely disabled during the whole lifetime of the SDL
program, not only when it should be. Secondly, it makes SDL
non-reentrant, meaning that things will break when multiple SDL programs
are clients of the same X server simultaneously. Thirdly, no cleanup
mechanism ensures that the setting is restored if the client does not do
that (for example if it crashes).
In addition to that, this interface is broken on xorg,
[http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries
to do does not work at all on that implementation of the X Window
System. (The reason that the DPMSEnable works in KControl is that it
calls DPMSSetTimeout immediately after,
[http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]).
The problems that the current behaviour causes
==============================================
1. Information leak. When the user is away, someone might see what the
user has on the display when the user counts on the screensaver
preventing this. This does not even require physical access to the
workstation, it is enough to see it from a distance.
2. Draining battery. An SDL program that runs on a laptop will quickly
drain the battery while the user is away. The system will soon shut down
and require recharging before being usable again, while it should in
fact have consumed very little energy if the user's settings would have
been obeyed.
3. Wasting energy. Even if battery issues are not considered, energy as
such is wasted.
4. Display wear. The display may be worn out.
The problems that the current behaviour tries to solve
======================================================
1. Preventing screensaver while playing movies.
Many SDL applications are media players. They have reasons to prevent
screensavers from being activated while a movie is being played. When a
user clicks on the play button it can be interpreted as saying "play
this movie, but do not turn off the display while playing it, because I
will watch it even though I do not interact with the system".
2. Preventing screensaver when some input bypasses X.
Sometimes SDL uses input from another source than the X server, so
that the X server is bypassed. This obviously breaks the screensaver
handling. SDL tries to work around that.
3. Preventing screensaver when all input bypasses X.
There is something called Direct Graphics Access mode, where a
program takes control of both the display and the input devices from the
X server. This obviously means that the X server can not handle the
screensaver alone, since screensaver handling depends on input handling.
SDL does not do what it should to help the X server to handle the
screensaver. Nor does SDL take care of screeensaver handling itself. SDL
simply disables the screensaver completely.
How the problems should be solved
=================================
The correct way for an application program to prevent the screensaver
under X is to call XResetScreenSaver. This was recently discovered and
implemented by the mplayer developers,
[http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to
wrap this in an API call (SDL_ResetScreenSaver) and implement it for the
other video targets (if they do not have a corresponding call, SDL
should do what it takes on that particular target, for example sending
fake key events).
1. When a movie is played, the player should reset the screensaver when
the animation is advanced to a new frame. The same applies to anything
similar, like slideshows.
2. When the X server is handling input, it must handle all input
(keyboards, mice, gamepads, ...). This is necessary, not only to be able
to handle the screensaver, but also so that it can send the events to
the correct (the currently active) client. If there is an input device
that the X server can not handle for some reason (such as lack of Plug
and Play capability), the program that handles the device as a
workaround must simulate what would happen if the X server would have
handled the device, by calling XResetScreenSaver when input is received
from the device.
3. When the X server is not handling the input, it depends on the
program that does to call XResetScreenSaver whenever an input event
occurs. Alternatively the program must handle the screensaver countdown
internally and call XActivateScreenSaver.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 29 Feb 2008 13:55:44 +0000 |
parents | 011b633fa0c9 |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
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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" /* SVGAlib based SDL video driver implementation. */ #include <unistd.h> #include <sys/stat.h> #include <sys/types.h> #include <sys/ioctl.h> #include <fcntl.h> #if defined(__LINUX__) #include <linux/vt.h> #elif defined(__FREEBSD__) #include <sys/consio.h> #else #error You must choose your operating system here #endif #include <vga.h> #include <vgamouse.h> #include <vgakeyboard.h> #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_svgavideo.h" #include "SDL_svgaevents_c.h" #include "SDL_svgamouse_c.h" /* Initialization/Query functions */ static int SVGA_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **SVGA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *SVGA_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int SVGA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void SVGA_VideoQuit(_THIS); /* Hardware surface functions */ static int SVGA_AllocHWSurface(_THIS, SDL_Surface *surface); static int SVGA_LockHWSurface(_THIS, SDL_Surface *surface); static int SVGA_FlipHWSurface(_THIS, SDL_Surface *surface); static void SVGA_UnlockHWSurface(_THIS, SDL_Surface *surface); static void SVGA_FreeHWSurface(_THIS, SDL_Surface *surface); /* SVGAlib driver bootstrap functions */ static int SVGA_Available(void) { /* Check to see if we are root and stdin is a virtual console */ int console; /* SVGALib 1.9.x+ doesn't require root (via /dev/svga) */ int svgalib2 = -1; /* See if we are connected to a virtual terminal */ console = STDIN_FILENO; #if 0 /* This is no longer needed, SVGAlib can switch consoles for us */ if ( console >= 0 ) { struct stat sb; struct vt_mode dummy; if ( (fstat(console, &sb) < 0) || (ioctl(console, VT_GETMODE, &dummy) < 0) ) { console = -1; } } #endif /* 0 */ /* See if SVGAlib 2.0 is available */ svgalib2 = open("/dev/svga", O_RDONLY); if (svgalib2 != -1) { close(svgalib2); } return(((svgalib2 != -1) || (geteuid() == 0)) && (console >= 0)); } static void SVGA_DeleteDevice(SDL_VideoDevice *device) { SDL_free(device->hidden); SDL_free(device); } static SDL_VideoDevice *SVGA_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 = SVGA_VideoInit; device->ListModes = SVGA_ListModes; device->SetVideoMode = SVGA_SetVideoMode; device->SetColors = SVGA_SetColors; device->UpdateRects = NULL; device->VideoQuit = SVGA_VideoQuit; device->AllocHWSurface = SVGA_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = SVGA_LockHWSurface; device->UnlockHWSurface = SVGA_UnlockHWSurface; device->FlipHWSurface = SVGA_FlipHWSurface; device->FreeHWSurface = SVGA_FreeHWSurface; device->SetCaption = NULL; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->GetWMInfo = NULL; device->InitOSKeymap = SVGA_InitOSKeymap; device->PumpEvents = SVGA_PumpEvents; device->free = SVGA_DeleteDevice; return device; } VideoBootStrap SVGALIB_bootstrap = { "svgalib", "SVGAlib", SVGA_Available, SVGA_CreateDevice }; static int SVGA_AddMode(_THIS, int mode, int actually_add) { int i, j; vga_modeinfo *modeinfo; modeinfo = vga_getmodeinfo(mode); i = modeinfo->bytesperpixel-1; if ( i < 0 ) { return 0; } if ( actually_add ) { SDL_Rect saved_rect[2]; int saved_mode[2]; int b; /* Add the mode, sorted largest to smallest */ b = 0; j = 0; while ( (SDL_modelist[i][j]->w > modeinfo->width) || (SDL_modelist[i][j]->h > modeinfo->height) ) { ++j; } /* Skip modes that are already in our list */ if ( (SDL_modelist[i][j]->w == modeinfo->width) && (SDL_modelist[i][j]->h == modeinfo->height) ) { return(0); } /* Insert the new mode */ saved_rect[b] = *SDL_modelist[i][j]; saved_mode[b] = SDL_vgamode[i][j]; SDL_modelist[i][j]->w = modeinfo->width; SDL_modelist[i][j]->h = modeinfo->height; SDL_vgamode[i][j] = mode; /* Everybody scoot down! */ if ( saved_rect[b].w && saved_rect[b].h ) { for ( ++j; SDL_modelist[i][j]->w; ++j ) { saved_rect[!b] = *SDL_modelist[i][j]; saved_mode[!b] = SDL_vgamode[i][j]; *SDL_modelist[i][j] = saved_rect[b]; SDL_vgamode[i][j] = saved_mode[b]; b = !b; } *SDL_modelist[i][j] = saved_rect[b]; SDL_vgamode[i][j] = saved_mode[b]; } } else { ++SDL_nummodes[i]; } return(1); } static void SVGA_UpdateVideoInfo(_THIS) { vga_modeinfo *modeinfo; this->info.wm_available = 0; this->info.hw_available = (banked ? 0 : 1); modeinfo = vga_getmodeinfo(vga_getcurrentmode()); this->info.video_mem = modeinfo->memory; /* FIXME: Add hardware accelerated blit information */ #ifdef SVGALIB_DEBUG printf("Hardware accelerated blit: %savailable\n", modeinfo->haveblit ? "" : "not "); #endif } int SVGA_VideoInit(_THIS, SDL_PixelFormat *vformat) { int keyboard; int i, j; int mode, total_modes; /* Initialize all variables that we clean on shutdown */ for ( i=0; i<NUM_MODELISTS; ++i ) { SDL_nummodes[i] = 0; SDL_modelist[i] = NULL; SDL_vgamode[i] = NULL; } /* Initialize the library */ vga_disabledriverreport(); if ( vga_init() < 0 ) { SDL_SetError("Unable to initialize SVGAlib"); return(-1); } vga_setmode(TEXT); /* Enable mouse and keyboard support */ vga_setmousesupport(1); keyboard = keyboard_init_return_fd(); if ( keyboard < 0 ) { SDL_SetError("Unable to initialize keyboard"); return(-1); } if ( SVGA_initkeymaps(keyboard) < 0 ) { return(-1); } keyboard_seteventhandler(SVGA_keyboardcallback); /* Determine the current screen size */ this->info.current_w = 0; this->info.current_h = 0; /* Determine the screen depth (use default 8-bit depth) */ vformat->BitsPerPixel = 8; /* Enumerate the available fullscreen modes */ total_modes = 0; for ( mode=vga_lastmodenumber(); mode; --mode ) { if ( vga_hasmode(mode) ) { if ( SVGA_AddMode(this, mode, 0) ) { ++total_modes; } } } if ( SVGA_AddMode(this, G320x200x256, 0) ) ++total_modes; if ( total_modes == 0 ) { SDL_SetError("No linear video modes available"); return(-1); } for ( i=0; i<NUM_MODELISTS; ++i ) { SDL_vgamode[i] = (int *)SDL_malloc(SDL_nummodes[i]*sizeof(int)); if ( SDL_vgamode[i] == NULL ) { SDL_OutOfMemory(); return(-1); } SDL_modelist[i] = (SDL_Rect **) SDL_malloc((SDL_nummodes[i]+1)*sizeof(SDL_Rect *)); if ( SDL_modelist[i] == NULL ) { SDL_OutOfMemory(); return(-1); } for ( j=0; j<SDL_nummodes[i]; ++j ) { SDL_modelist[i][j]=(SDL_Rect *)SDL_malloc(sizeof(SDL_Rect)); if ( SDL_modelist[i][j] == NULL ) { SDL_OutOfMemory(); return(-1); } SDL_memset(SDL_modelist[i][j], 0, sizeof(SDL_Rect)); } SDL_modelist[i][j] = NULL; } for ( mode=vga_lastmodenumber(); mode; --mode ) { if ( vga_hasmode(mode) ) { SVGA_AddMode(this, mode, 1); } } SVGA_AddMode(this, G320x200x256, 1); /* Free extra (duplicated) modes */ for ( i=0; i<NUM_MODELISTS; ++i ) { j = 0; while ( SDL_modelist[i][j] && SDL_modelist[i][j]->w ) { j++; } while ( SDL_modelist[i][j] ) { SDL_free(SDL_modelist[i][j]); SDL_modelist[i][j] = NULL; j++; } } /* Fill in our hardware acceleration capabilities */ SVGA_UpdateVideoInfo(this); /* We're done! */ return(0); } SDL_Rect **SVGA_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { return(SDL_modelist[((format->BitsPerPixel+7)/8)-1]); } /* Various screen update functions available */ static void SVGA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects); static void SVGA_BankedUpdate(_THIS, int numrects, SDL_Rect *rects); SDL_Surface *SVGA_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { int mode; int vgamode; vga_modeinfo *modeinfo; int screenpage_len; /* Free old pixels if we were in banked mode */ if ( banked && current->pixels ) { free(current->pixels); current->pixels = NULL; } /* Try to set the requested linear video mode */ bpp = (bpp+7)/8-1; for ( mode=0; SDL_modelist[bpp][mode]; ++mode ) { if ( (SDL_modelist[bpp][mode]->w == width) && (SDL_modelist[bpp][mode]->h == height) ) { break; } } if ( SDL_modelist[bpp][mode] == NULL ) { SDL_SetError("Couldn't find requested mode in list"); return(NULL); } vgamode = SDL_vgamode[bpp][mode]; vga_setmode(vgamode); vga_setpage(0); if ( (vga_setlinearaddressing() < 0) && (vgamode != G320x200x256) ) { banked = 1; } else { banked = 0; } modeinfo = vga_getmodeinfo(SDL_vgamode[bpp][mode]); /* Update hardware acceleration info */ SVGA_UpdateVideoInfo(this); /* Allocate the new pixel format for the screen */ bpp = (bpp+1)*8; if ( (bpp == 16) && (modeinfo->colors == 32768) ) { bpp = 15; } if ( ! SDL_ReallocFormat(current, bpp, 0, 0, 0, 0) ) { return(NULL); } /* Set up the new mode framebuffer */ current->flags = SDL_FULLSCREEN; if ( !banked ) { current->flags |= SDL_HWSURFACE; } if ( bpp == 8 ) { /* FIXME: What about DirectColor? */ current->flags |= SDL_HWPALETTE; } current->w = width; current->h = height; current->pitch = modeinfo->linewidth; if ( banked ) { current->pixels = SDL_malloc(current->h * current->pitch); if ( !current->pixels ) { SDL_OutOfMemory(); return(NULL); } } else { current->pixels = vga_getgraphmem(); } /* set double-buffering */ if ( (flags & SDL_DOUBLEBUF) && !banked ) { /* length of one screen page in bytes */ screenpage_len=current->h*modeinfo->linewidth; /* if start address should be aligned */ if ( modeinfo->linewidth_unit ) { if ( screenpage_len % modeinfo->linewidth_unit ) { screenpage_len += modeinfo->linewidth_unit - ( screenpage_len % modeinfo->linewidth_unit ); } } /* if we heve enough videomemory = ak je dost videopamete */ if ( modeinfo->memory > ( screenpage_len * 2 / 1024 ) ) { current->flags |= SDL_DOUBLEBUF; flip_page = 0; flip_offset[0] = 0; flip_offset[1] = screenpage_len; flip_address[0] = vga_getgraphmem(); flip_address[1] = flip_address[0]+screenpage_len; SVGA_FlipHWSurface(this,current); } } /* Set the blit function */ if ( banked ) { this->UpdateRects = SVGA_BankedUpdate; } else { this->UpdateRects = SVGA_DirectUpdate; } /* Set up the mouse handler again (buggy SVGAlib 1.40) */ mouse_seteventhandler(SVGA_mousecallback); /* We're done */ return(current); } /* We don't actually allow hardware surfaces other than the main one */ static int SVGA_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void SVGA_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } /* We need to wait for vertical retrace on page flipped displays */ static int SVGA_LockHWSurface(_THIS, SDL_Surface *surface) { /* The waiting is done in SVGA_FlipHWSurface() */ return(0); } static void SVGA_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } static int SVGA_FlipHWSurface(_THIS, SDL_Surface *surface) { if ( !banked ) { vga_setdisplaystart(flip_offset[flip_page]); flip_page=!flip_page; surface->pixels=flip_address[flip_page]; vga_waitretrace(); } return(0); } static void SVGA_DirectUpdate(_THIS, int numrects, SDL_Rect *rects) { return; } static void SVGA_BankedUpdate(_THIS, int numrects, SDL_Rect *rects) { int i, j; SDL_Rect *rect; int page, vp; int x, y, w, h; unsigned char *src; unsigned char *dst; int bpp = this->screen->format->BytesPerPixel; int pitch = this->screen->pitch; dst = vga_getgraphmem(); for ( i=0; i < numrects; ++i ) { rect = &rects[i]; x = rect->x; y = rect->y; w = rect->w * bpp; h = rect->h; vp = y * pitch + x * bpp; src = (unsigned char *)this->screen->pixels + vp; page = vp >> 16; vp &= 0xffff; vga_setpage(page); for (j = 0; j < h; j++) { if (vp + w > 0x10000) { if (vp >= 0x10000) { page++; vga_setpage(page); vp &= 0xffff; } else { SDL_memcpy(dst + vp, src, 0x10000 - vp); page++; vga_setpage(page); SDL_memcpy(dst, src + 0x10000 - vp, (vp + w) & 0xffff); vp = (vp + pitch) & 0xffff; src += pitch; continue; } } SDL_memcpy(dst + vp, src, w); src += pitch; vp += pitch; } } } int SVGA_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { int i; for(i = 0; i < ncolors; i++) { vga_setpalette(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 SVGA_VideoQuit(_THIS) { int i, j; /* Reset the console video mode */ if ( this->screen && (this->screen->w && this->screen->h) ) { vga_setmode(TEXT); } keyboard_close(); /* Free video mode lists */ for ( i=0; i<NUM_MODELISTS; ++i ) { if ( SDL_modelist[i] != NULL ) { for ( j=0; SDL_modelist[i][j]; ++j ) SDL_free(SDL_modelist[i][j]); SDL_free(SDL_modelist[i]); SDL_modelist[i] = NULL; } if ( SDL_vgamode[i] != NULL ) { SDL_free(SDL_vgamode[i]); SDL_vgamode[i] = NULL; } } if ( this->screen ) { if ( banked && this->screen->pixels ) { SDL_free(this->screen->pixels); } this->screen->pixels = NULL; } }