Mercurial > sdl-ios-xcode
view src/video/dummy/SDL_nullvideo.c @ 4384:6800e2560310 SDL-1.2
Fixed bugs #882 and 865, re-opening bug #634
Ronald Lamprecht to SDL
Hi,
Sam Lantinga wrote:
The problem with that fix is that it breaks IME events again. Maybe
we can handle keyboard events differently to prevent this issue?
Spending an hour reading MSDN, analysing SDL and another hour testing the reality on XP I am really wondering how patch r4990 could have ever worked in any situation. It's main effect is to break the unicode translation and causing spurious activation events!
Why does TranslateMessage(&msg) nothing useful? Simply because it does not affect "msg" at all! All keyboard events are dispatched without the slightest change (see MSDN). TranslateMessage() just appends additional WM_CHAR, WM_DEADCHAR, WM_SYSCHAR, WM_SYSDEADCHAR event messages to the queue. But I could not find any SDL event handling routine that catches these events and transforms them to proper SDL keyevents while eliminating the corresponding WM_KEYDOWN, etc. events. Thus any IME input like the '@' generated by "Alt + 6(Numpad) + 4(Numpad)" is simply lost.
But the situation is even worse! Up to r4990 the TranslateKey()/ToUnicode() calls did evaluate dead keys and did deliver proper key events for subsequent key strokes like '´' + 'e' resulting in 'é'. ToUnicode() needs proper key state informations to be able to handle these substitutions. But unfortunatly TranslateMessage() needs the same state information and eats it up while generating the WM_CHAR messages :-( Thus the current 1.2.14 breakes the partial IME support of previous releases, too.
The key state race condition between ToUnicode() and TranslateMessage() requires to avoid any ToUnicode() usage for receiving proper WM_CHAR, etc. messages generated by TranslateMessage(). (Yes - the '@' and 'é' appear as WM_CHAR messages when unicode is switched off).
The spurious SDL activation events are *not* caused by additional WM_ACTIVATE Windows messages! Besides DIB_HandleMessage() SDL_PrivateAppActive() is called by another source which I am not yet aware of - any hints?
Thus I do strongly recommend the deletion of the TranslateMessage(&msg) call as a quick fix.
A proper support of unicode and IME requires a clean SDL keyboard input concept first. Which SDL keyboards events should be transmitted to the app when the user presses '´' + 'e' ? Within the current unicode handling the first key stroke is hidden. Even though ToUnicode() delivers the proper key SDL does ignore it in TranslateKey(). Just the composed key event is transmitted to the app. That is what you expect for text input, but the app can no longer use keys like '^' as a key button because it will never receive a key event for it!
With a given concept it seems to be necessary to regenerate SDL key events out of the WM_CHAR, etc. events and to drop all related direct WM_KEYDOWN, etc. events while the remaining basic WM_KEYDOWN, etc. events would still have to result in SDL key events.
Anyway the source of the spurious WM_ACTIVATE should be located to avoid future trouble.
Greets,
Ronald
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 17 Nov 2009 04:59:13 +0000 |
parents | a1b03ba2fcd0 |
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" /* 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@icculus.org). 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; } }