Mercurial > sdl-ios-xcode
view src/video/x11/SDL_x11wm.c @ 779:68c8da837fc0
Date: Tue, 6 Jan 2004 21:54:02 +0100
From: Max Horn
Subject: Auto hide mouse & other changes
the attached bug adds the auto-hide-mouse feature I talked about
earlier. Turned out it was a lot simpler than I thought, simply by
using our existing code :-). I actually spent much more time on fixing
various bugs in the code and correcting (IMO) some behavior (although,
due to the lack of real specs for SDL, it's probably arguable what
'correct' means...).
* adds auto (un)hiding of mouse depending on whether it is in- or
outside the game window
* computation of course coordinates is correct now (it often and
reproducible got out of sync with the old code, since the NSEvent
window was in some cases *not* our window anymore, so locationInWindow
returned wrong results)
* added a method which at any time returns the mouse coords, relative
to our window
* fixed handling of lost/gain input/mouse/app focus "events"
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 07 Jan 2004 15:01:51 +0000 |
parents | b8d311d90021 |
children | a7a8c282d62e |
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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 <stdlib.h> #include <string.h> #include <X11/Xlib.h> #include <X11/Xutil.h> #include "SDL_version.h" #include "SDL_error.h" #include "SDL_timer.h" #include "SDL_video.h" #include "SDL_syswm.h" #include "SDL_events_c.h" #include "SDL_pixels_c.h" #include "SDL_x11modes_c.h" #include "SDL_x11wm_c.h" static Uint8 reverse_byte(Uint8 x) { x = (x & 0xaa) >> 1 | (x & 0x55) << 1; x = (x & 0xcc) >> 2 | (x & 0x33) << 2; x = (x & 0xf0) >> 4 | (x & 0x0f) << 4; return x; } void X11_SetIcon(_THIS, SDL_Surface *icon, Uint8 *mask) { SDL_Surface *sicon; XWMHints *wmhints; XImage *icon_image; Pixmap icon_pixmap; Pixmap mask_pixmap; Window icon_window = None; GC gc; XGCValues GCvalues; int i, dbpp; SDL_Rect bounds; Uint8 *LSBmask; Visual *dvis; char *p; int masksize; SDL_Lock_EventThread(); /* The icon must use the default visual, depth and colormap of the screen, so it might need a conversion */ dvis = DefaultVisual(SDL_Display, SDL_Screen); dbpp = DefaultDepth(SDL_Display, SDL_Screen); for(i = 0; i < this->hidden->nvisuals; i++) { if(this->hidden->visuals[i].visual == dvis) { dbpp = this->hidden->visuals[i].bpp; break; } } /* The Visual struct is supposed to be opaque but we cheat a little */ sicon = SDL_CreateRGBSurface(SDL_SWSURFACE, icon->w, icon->h, dbpp, dvis->red_mask, dvis->green_mask, dvis->blue_mask, 0); if ( sicon == NULL ) goto done; if(dbpp == 8) { /* Default visual is 8bit; we need to allocate colours from the default colormap */ SDL_Color want[256], got[256]; int nwant; Colormap dcmap; int missing; dcmap = DefaultColormap(SDL_Display, SDL_Screen); if(icon->format->palette) { /* The icon has a palette as well - we just have to find those colours */ nwant = icon->format->palette->ncolors; memcpy(want, icon->format->palette->colors, nwant * sizeof want[0]); } else { /* try the standard 6x6x6 cube for lack of better ideas */ int r, g, b, i; for(r = i = 0; r < 256; r += 0x33) for(g = 0; g < 256; g += 0x33) for(b = 0; b < 256; b += 0x33, i++) { want[i].r = r; want[i].g = g; want[i].b = b; } nwant = 216; } if(SDL_iconcolors) { /* free already allocated colours first */ unsigned long freelist[512]; int nfree = 0; for(i = 0; i < 256; i++) { while(SDL_iconcolors[i]) { freelist[nfree++] = i; SDL_iconcolors[i]--; } } XFreeColors(GFX_Display, dcmap, freelist, nfree, 0); } if(!SDL_iconcolors) SDL_iconcolors = malloc(256 * sizeof *SDL_iconcolors); memset(SDL_iconcolors, 0, 256 * sizeof *SDL_iconcolors); /* try to allocate the colours */ memset(got, 0, sizeof got); missing = 0; for(i = 0; i < nwant; i++) { XColor c; c.red = want[i].r << 8; c.green = want[i].g << 8; c.blue = want[i].b << 8; c.flags = DoRed | DoGreen | DoBlue; if(XAllocColor(GFX_Display, dcmap, &c)) { /* got the colour */ SDL_iconcolors[c.pixel]++; got[c.pixel] = want[i]; } else { missing = 1; } } if(missing) { /* Some colours were apparently missing, so we just allocate all the rest as well */ XColor cols[256]; for(i = 0; i < 256; i++) cols[i].pixel = i; XQueryColors(GFX_Display, dcmap, cols, 256); for(i = 0; i < 256; i++) { got[i].r = cols[i].red >> 8; got[i].g = cols[i].green >> 8; got[i].b = cols[i].blue >> 8; if(!SDL_iconcolors[i]) { if(XAllocColor(GFX_Display, dcmap, cols + i)) { SDL_iconcolors[i] = 1; } else { /* index not available */ got[i].r = 0; got[i].g = 0; got[i].b = 0; } } } } SDL_SetColors(sicon, got, 0, 256); } bounds.x = 0; bounds.y = 0; bounds.w = icon->w; bounds.h = icon->h; if ( SDL_LowerBlit(icon, &bounds, sicon, &bounds) < 0 ) goto done; /* We need the mask as given, except in LSBfirst format instead of MSBfirst. Reverse the bits in each byte. */ masksize = ((sicon->w + 7) >> 3) * sicon->h; LSBmask = malloc(masksize); if ( LSBmask == NULL ) { goto done; } memset(LSBmask, 0, masksize); for(i = 0; i < masksize; i++) LSBmask[i] = reverse_byte(mask[i]); mask_pixmap = XCreatePixmapFromBitmapData(SDL_Display, WMwindow, (char *)LSBmask, sicon->w, sicon->h, 1L, 0L, 1); /* Transfer the image to an X11 pixmap */ icon_image = XCreateImage(SDL_Display, DefaultVisual(SDL_Display, SDL_Screen), DefaultDepth(SDL_Display, SDL_Screen), ZPixmap, 0, sicon->pixels, sicon->w, sicon->h, 32, 0); icon_image->byte_order = (SDL_BYTEORDER == SDL_BIG_ENDIAN) ? MSBFirst : LSBFirst; icon_pixmap = XCreatePixmap(SDL_Display, SDL_Root, sicon->w, sicon->h, DefaultDepth(SDL_Display, SDL_Screen)); gc = XCreateGC(SDL_Display, icon_pixmap, 0, &GCvalues); XPutImage(SDL_Display, icon_pixmap, gc, icon_image, 0, 0, 0, 0, sicon->w, sicon->h); XFreeGC(SDL_Display, gc); XDestroyImage(icon_image); free(LSBmask); sicon->pixels = NULL; /* Some buggy window managers (some versions of Enlightenment, it seems) need an icon window *and* icon pixmap to work properly, while it screws up others. The default is only to use a pixmap. */ p = getenv("SDL_VIDEO_X11_ICONWIN"); if(p && *p) { icon_window = XCreateSimpleWindow(SDL_Display, SDL_Root, 0, 0, sicon->w, sicon->h, 0, CopyFromParent, CopyFromParent); XSetWindowBackgroundPixmap(SDL_Display, icon_window, icon_pixmap); XClearWindow(SDL_Display, icon_window); } /* Set the window icon to the icon pixmap (and icon window) */ wmhints = XAllocWMHints(); wmhints->flags = (IconPixmapHint | IconMaskHint); wmhints->icon_pixmap = icon_pixmap; wmhints->icon_mask = mask_pixmap; if(icon_window != None) { wmhints->flags |= IconWindowHint; wmhints->icon_window = icon_window; } XSetWMHints(SDL_Display, WMwindow, wmhints); XFree(wmhints); XSync(SDL_Display, False); done: SDL_Unlock_EventThread(); SDL_FreeSurface(sicon); } void X11_SetCaption(_THIS, const char *title, const char *icon) { XTextProperty titleprop, iconprop; /* Lock the event thread, in multi-threading environments */ SDL_Lock_EventThread(); if ( title != NULL ) { XStringListToTextProperty((char **)&title, 1, &titleprop); XSetWMName(SDL_Display, WMwindow, &titleprop); XFree(titleprop.value); } if ( icon != NULL ) { XStringListToTextProperty((char **)&icon, 1, &iconprop); XSetWMIconName(SDL_Display, WMwindow, &iconprop); XFree(iconprop.value); } XSync(SDL_Display, False); SDL_Unlock_EventThread(); } /* Iconify the window */ int X11_IconifyWindow(_THIS) { int result; SDL_Lock_EventThread(); result = XIconifyWindow(SDL_Display, WMwindow, SDL_Screen); XSync(SDL_Display, False); SDL_Unlock_EventThread(); return(result); } SDL_GrabMode X11_GrabInputNoLock(_THIS, SDL_GrabMode mode) { int result; if ( this->screen == NULL ) { return(SDL_GRAB_OFF); } if ( ! SDL_Window ) { return(mode); /* Will be set later on mode switch */ } if ( mode == SDL_GRAB_OFF ) { XUngrabPointer(SDL_Display, CurrentTime); XUngrabKeyboard(SDL_Display, CurrentTime); } else { if ( this->screen->flags & SDL_FULLSCREEN ) { /* Unbind the mouse from the fullscreen window */ XUngrabPointer(SDL_Display, CurrentTime); } /* Try to grab the mouse */ #if 0 /* We'll wait here until we actually grab, otherwise behavior undefined */ for ( numtries = 0; numtries < 10; ++numtries ) { #else while ( 1 ) { #endif result = XGrabPointer(SDL_Display, SDL_Window, True, 0, GrabModeAsync, GrabModeAsync, SDL_Window, None, CurrentTime); if ( result == GrabSuccess ) { break; } SDL_Delay(100); } if ( result != GrabSuccess ) { /* Uh, oh, what do we do here? */ ; } /* Now grab the keyboard */ XGrabKeyboard(SDL_Display, WMwindow, True, GrabModeAsync, GrabModeAsync, CurrentTime); /* Raise the window if we grab the mouse */ if ( !(this->screen->flags & SDL_FULLSCREEN) ) XRaiseWindow(SDL_Display, WMwindow); /* Make sure we register input focus */ SDL_PrivateAppActive(1, SDL_APPINPUTFOCUS); } XSync(SDL_Display, False); return(mode); } SDL_GrabMode X11_GrabInput(_THIS, SDL_GrabMode mode) { SDL_Lock_EventThread(); mode = X11_GrabInputNoLock(this, mode); SDL_Unlock_EventThread(); return(mode); } /* If 'info' is the right version, this function fills it and returns 1. Otherwise, in case of a version mismatch, it returns -1. */ static void lock_display(void) { SDL_Lock_EventThread(); } static void unlock_display(void) { /* Make sure any X11 transactions are completed */ SDL_VideoDevice *this = current_video; XSync(SDL_Display, False); SDL_Unlock_EventThread(); } int X11_GetWMInfo(_THIS, SDL_SysWMinfo *info) { if ( info->version.major <= SDL_MAJOR_VERSION ) { info->subsystem = SDL_SYSWM_X11; info->info.x11.display = SDL_Display; info->info.x11.window = SDL_Window; if ( SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch) >= 1002 ) { info->info.x11.fswindow = FSwindow; info->info.x11.wmwindow = WMwindow; } info->info.x11.lock_func = lock_display; info->info.x11.unlock_func = unlock_display; return(1); } else { SDL_SetError("Application not compiled with SDL %d.%d\n", SDL_MAJOR_VERSION, SDL_MINOR_VERSION); return(-1); } }