view Xcode/TemplatesForXcode/SDL Custom Cocoa Application/MyController.m @ 2860:6ce28e5287e9

Date: Sun, 07 Dec 2008 13:35:23 +0100 From: Couriersud Subject: SDL: Mouse last_x, last_y into SDL_Mouse the attached diff moves the static vars last_x and last_y into SDL_Mouse. These, as far as I understand it, should be tied to the individual mouse. The patch also makes the code check for out of window conditions of mouse->x,y when relative movements are passed to MouseSendMotion. Also attached is the latest DirectFB code (dfb20081208) supporting multiple mice and keyboards. This works quite well with sdlmame now. It however needs more testing with different directfb configurations.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 08 Dec 2008 00:52:12 +0000
parents d63e9f5944ae
children
line wrap: on
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//
//  MyController.m
//  SDL Custom Cocoa App
//
//  Created by Darrell Walisser on Fri Jul 18 2003.
//  Copyright (c) 2003 __MyCompanyName__. All rights reserved.
//

#import "MyController.h"
#import "SDL.h"

id gController;

@implementation MyController

- (id)init
{
    self = [ super init ];
    if (self) {
    
        _nSprites = 10;
        _max_speed = 4;
        _doFlip = 0;
        _mem = NULL;
        _screen = NULL;
        _sprite_rects = NULL;
        _positions = NULL;
        _velocities = NULL;
        _sprites_visible = 1;
        _sprite_w = 0;
        _sprite_h = 0;
        _mouse_x = 0;
        _mouse_y = 0;
    }
    
    return self;
}

- (void)setupCocoaWindow
{
    // If you want the close button to send SDL_Quit,
    // you can attach the SDL_QuartzWindowDelegate to the window
    [ _window setDelegate:
        [ [ [ SDL_QuartzWindowDelegate alloc ] init ] autorelease ] ];
        
    // Make the window visible and the frontmost window
    [ _window makeKeyAndOrderFront:nil ];
    
    // Make the window accept passive motion events (when the button is released)
    [ _window setAcceptsMouseMovedEvents:YES ];
}

- (void)setCocoaEnvironmentVariables
{
    // Export cocoa objects to environment
    // SDL will use these when you call SDL_SetVideoMode
    
    // 	The window must be visible when you call SDL_SetVideoMode,
    // 	and the view must lie completely within the window.
    //
    //  The width and height passed to SDL_SetVideoMode should match
    //  the width/height of the view (the window can be any size)
    //
    // 	For resizing to work, you must set the appropriate
    // 	attributes on the window and view. Then the SDL_RESIZABLE
    //  flag will be set automatically
    //
    //  SDL will retain a reference to the window, and
    //  will release it when unsetting the video mode
    //
    //  The view is not retained (the window object manages this).
    //
    char buffer[256];
    printf ("NSWindow=%p\n", _window);
    sprintf (buffer, "%d", (int)_window);
    setenv ("SDL_NSWindowPointer", buffer, 1);
    
    printf ("NSQuickDrawView=%p\n", _view);
    sprintf (buffer, "%d", (int)_view);
    setenv ("SDL_NSQuickDrawViewPointer", buffer, 1);
    
    // Also tell SDL to pass keyboard events to Cocoa
    // In this case, Cocoa will get the event before SDL_PollEvent returns it
    // Note that mouse events (button, motion) will always be passed, regardless of this setting
    setenv ("SDL_ENABLEAPPEVENTS", "1", 1);
}

- (void)printFlags:(Uint32)flags withName:(const char*)name
{
    printf ("%s", name);
    
    if (flags & SDL_SWSURFACE)
        printf (" - SDL_SWSURFACE");
    if (flags & SDL_HWSURFACE)
        printf (" - SDL_HWSURFACE");
    if (flags & SDL_ASYNCBLIT)
        printf (" - SDL_ASYNCBLIT");
    if (flags & SDL_ANYFORMAT)
        printf (" - SDL_ANYFORMAT");
    if (flags & SDL_HWPALETTE)
        printf (" - SDL_HWPALETTE");
    if (flags & SDL_DOUBLEBUF)
        printf (" - SDL_DOUBLEBUF");
    if (flags & SDL_FULLSCREEN)
        printf (" - SDL_FULLSCREEN");
    if (flags & SDL_OPENGL)
        printf (" - SDL_OPENGL");
    if (flags & SDL_OPENGLBLIT)
        printf (" - SDL_OPENGLBLIT");
    if (flags & SDL_RESIZABLE)
        printf (" - SDL_RESIZABLE");
    if (flags & SDL_NOFRAME)
        printf (" - SDL_NOFRAME");
    
    printf ("\n");
}
// This is a way of telling whether or not to use hardware surfaces
// Note: this does nothing on Mac OS X at the moment - there is no
// hardware-accelerated blitting support.
- (Uint32)fastestFlags:(Uint32)flags :(int)width :(int)height :(int)bpp
{
	const SDL_VideoInfo *info;

	// Hardware acceleration is only used in fullscreen mode
	flags |= SDL_FULLSCREEN;

	// Check for various video capabilities
	info = SDL_GetVideoInfo();
	if ( info->blit_hw_CC && info->blit_fill ) {
		// We use accelerated colorkeying and color filling
		flags |= SDL_HWSURFACE;
	}
	// If we have enough video memory, and will use accelerated
	//   blits directly to it, then use page flipping.
	if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
		
        // Direct hardware blitting without double-buffering
		// causes really bad flickering.
		if ( info->video_mem*1024 > (height*width*bpp/8) ) {
			flags |= SDL_DOUBLEBUF;
		} else {
			flags &= ~SDL_HWSURFACE;
		}
	}

	// Return the flags
	return flags;
}

- (int)loadSpriteFromFile:(const char*)file
{
	SDL_Surface *temp;

	// Load the sprite image
	_sprite = SDL_LoadBMP (file);
	if ( _sprite == NULL ) {
		fprintf (stderr, "Couldn't load %s: %s", file, SDL_GetError ());
		return (-1);
	}

	// Set transparent pixel as the pixel at (0,0)
	if ( _sprite->format->palette ) {
		SDL_SetColorKey (_sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL),
						 *(Uint8 *)_sprite->pixels);
	}

	/* Convert sprite to video format */
	temp = SDL_DisplayFormat (_sprite);
	SDL_FreeSurface (_sprite);
	if ( temp == NULL ) {
		fprintf(stderr, "Couldn't convert background: %s\n",
                SDL_GetError ());
		return (-1);
	}
	_sprite = temp;

	// We're ready to roll. :)
	return 0;
}

- (void)allocSprites
{
    /* Allocate memory for the sprite info */
	_mem = (Uint8 *)malloc (4*sizeof(SDL_Rect)*_nSprites);
	if ( _mem == NULL ) {
		fprintf (stderr, "Out of memory!\n");
		exit (2);
	}
    
	_sprite_rects = (SDL_Rect *)_mem;
	_positions = _sprite_rects;
	_sprite_rects += _nSprites;
	_velocities = _sprite_rects;
	_sprite_rects += _nSprites;
	_sprite_w = _sprite->w;
	_sprite_h = _sprite->h;
}

- (void)freeSprites
{
    free (_mem);
    _mem = NULL;
}

- (void)initSprites
{
    // Give each sprite a random starting position and velocity
    int i;
    
	srand(time(NULL));
	for ( i=0; i < _nSprites; ++i ) {
		_positions[i].x = rand()%(_screen->w - _sprite->w);
		_positions[i].y = rand()%(_screen->h - _sprite->h);
		_positions[i].w = _sprite->w;
		_positions[i].h = _sprite->h;
		_velocities[i].x = 0;
		_velocities[i].y = 0;
		while ( ! _velocities[i].x && ! _velocities[i].y ) {
			_velocities[i].x = (rand()%(_max_speed*2+1)) - _max_speed;
			_velocities[i].y = (rand()%(_max_speed*2+1)) - _max_speed;
		}
	}
}

- (void)moveSprites:(int)backgroundColor;
{
	int i, nupdates;
	SDL_Rect area, *position, *velocity;

	nupdates = 0;
	// Erase all the sprites if necessary
	if ( _sprites_visible ) {
		SDL_FillRect (_screen, NULL, backgroundColor);
	}

	// Move the sprite, bounce at the wall, and draw
	for ( i=0; i < _nSprites; ++i ) {
		position = &_positions[i];
		velocity = &_velocities[i];
		position->x += velocity->x;
		if ( (position->x < 0) || (position->x >= (_screen->w - _sprite_w)) ) {
			velocity->x = -velocity->x;
			position->x += velocity->x;
		}
		position->y += velocity->y;
		if ( (position->y < 0) || (position->y >= (_screen->h - _sprite_w)) ) {
			velocity->y = -velocity->y;
			position->y += velocity->y;
		}

		// Blit the sprite onto the screen
		area = *position;
		SDL_BlitSurface (_sprite, NULL, _screen, &area);
		_sprite_rects[nupdates++] = area;
	}
    
	// Update the screen!
	if ( _doFlip ) {
		SDL_Flip (_screen);
	} else {
		SDL_UpdateRects (_screen, nupdates, _sprite_rects);
	}
    
	_sprites_visible = 1;
}

- (int)run:(int)argc argv:(char*[])argv
{
	int width, height;
	Uint8  video_bpp;
	Uint32 videoflags;
	Uint32 background;
	int    done;
	SDL_Event event;
    Uint32 then, now, frames;

	// Initialize SDL
	if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
		fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
		exit (1);
	}
	atexit(SDL_Quit);

	videoflags = SDL_SWSURFACE|SDL_ANYFORMAT;
	width = 640;
	height = 480;
	video_bpp = 8;
	while ( argc > 1 ) {
		--argc;
		if ( strcmp(argv[argc-1], "-width") == 0 ) {
			width = atoi (argv[argc]);
			--argc;
		} else
		if ( strcmp(argv[argc-1], "-height") == 0 ) {
			height = atoi (argv[argc]);
			--argc;
		} else
		if ( strcmp(argv[argc-1], "-bpp") == 0 ) {
			video_bpp = atoi (argv[argc]);
			videoflags &= ~SDL_ANYFORMAT;
			--argc;
		} else
		if ( strcmp (argv[argc], "-fast") == 0 ) {
			videoflags = [ self fastestFlags:videoflags :width :height :video_bpp ];
		} else
		if ( strcmp (argv[argc], "-hw") == 0 ) {
			videoflags ^= SDL_HWSURFACE;
		} else
		if ( strcmp (argv[argc], "-flip") == 0 ) {
			videoflags ^= SDL_DOUBLEBUF;
		} else
		if ( strcmp (argv[argc], "-fullscreen") == 0 ) {
			videoflags ^= SDL_FULLSCREEN;
		} else
		if ( isdigit(argv[argc][0]) ) {
			_nSprites = atoi (argv[argc]);
		} else {
			fprintf (stderr, 
	"Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numSprites]\n",
								argv[0]);
			exit (1);
		}
	}
    
    // The width/height passed to SDL_SetVideoMode should match the size of the NSView
    width = [ _view frame ].size.width;
    height = [ _view frame ].size.height;
    videoflags &= ~SDL_FULLSCREEN; // this only for windowed mode
    if ( [ _window styleMask ] & NSResizableWindowMask ) // enable resizable window
        videoflags |= SDL_RESIZABLE;
    [ self setupCocoaWindow ];
    [ self setCocoaEnvironmentVariables ];
    _mouse_x = width/2;
    _mouse_y = width/2;
    
	// Set video mode
	_screen = SDL_SetVideoMode (width, height, video_bpp, videoflags);
	if ( ! _screen ) {
		fprintf (stderr, "Couldn't set %dx%d video mode: %s\n",
                    width, height, SDL_GetError());
		exit (2);
	}

	// Print out surface info
	[ self printFlags:videoflags     withName:"Requested flags: " ];
	[ self printFlags:_screen->flags withName:"Got flags:       " ];

	// Load the sprite
	// The sprite is located in the Resources section of the .app bundle. 
	// SDL does not seem aware of bundle paths, so we must construct the path manually.
	NSString* resource_path = [[NSBundle mainBundle] resourcePath];
	NSString* icon_path = [resource_path stringByAppendingString:@"/icon.bmp"];
	if ( [ self loadSpriteFromFile:[icon_path UTF8String] ] < 0 ) {
		exit (1);
	}

    [ self allocSprites ];
    [ self initSprites ];
    
	background = SDL_MapRGB (_screen->format, 0x00, 0x00, 0x00);

	// Print out information about our surfaces
	printf("Screen is at %d bits per pixel\n", _screen->format->BitsPerPixel);
	if ( (_screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
		printf ("Screen is in video memory\n");
	} else {
		printf ("Screen is in system memory\n");
	}
	if ( (_screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
		printf ("Screen has double-buffering enabled\n");
	}
	if ( (_sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
		printf ("Sprite is in video memory\n");
	} else {
		printf ("Sprite is in system memory\n");
	}
    
	// Run a sample blit to trigger blit acceleration
	{ 
        SDL_Rect dst;
		dst.x = 0;
		dst.y = 0;
		dst.w = _sprite->w;
		dst.h = _sprite->h;
		SDL_BlitSurface (_sprite, NULL, _screen, &dst);
		SDL_FillRect (_screen, &dst, background);
	}
	if ( (_sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
		printf("Sprite blit uses hardware acceleration\n");
	}
	if ( (_sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) {
		printf("Sprite blit uses RLE acceleration\n");
	}

	// Loop, blitting sprites and waiting for a keystroke
	frames = 0;
	then = SDL_GetTicks();
	done = 0;
	_sprites_visible = 0;
	while ( !done ) {
		// Check for events
		++frames;
		while ( SDL_PollEvent(&event) ) {
			switch (event.type) {
				
                case SDL_VIDEORESIZE:
                    
                    // Recreate the video mode. Use the same bpp and flags
                    // that the original window was created with
                    _screen = SDL_SetVideoMode (event.resize.w, event.resize.h,
                                                video_bpp, videoflags);
                    
                    // Clear screen and reinit sprite positions
                    SDL_FillRect (_screen, NULL, 0);
                    [ self initSprites ];
                    break;
               
                case SDL_MOUSEMOTION:
                    
                    _velocities[_nSprites-1].x = 0;
                    _velocities[_nSprites-1].y = 0;
                    _positions[_nSprites-1].x = event.motion.x - _sprite->w/2;
                    _positions[_nSprites-1].y = event.motion.y - _sprite->h/2;
                    //printf ("motion: %d %d\n", event.motion.x, event.motion.y);
                    break;
                
                case SDL_MOUSEBUTTONDOWN:
                    
                    _velocities[_nSprites-1].x = 0;
                    _velocities[_nSprites-1].y = 0;
                    _positions[_nSprites-1].x = event.button.x;
                    _positions[_nSprites-1].y = event.button.y;
                    //printf ("button: %d %d\n", event.button.x, event.button.y);
					break;
				
                case SDL_KEYDOWN:
                
					// Escape also quits the app
                    if (event.key.keysym.sym == SDLK_ESCAPE)
                        done = 1;
                    
                    // Control-W warps the cursor
                    if (event.key.keysym.sym == SDLK_w &&
                        ( SDL_GetModState () & KMOD_LCTRL ) )
                        SDL_WarpMouse (_screen->w/2, _screen->h/2);
                    
                    // Control-G toggles input grabbing
                    if (event.key.keysym.sym == SDLK_g &&
                        ( SDL_GetModState () & KMOD_LCTRL ) )
                        if ( SDL_WM_GrabInput (SDL_GRAB_QUERY) == SDL_GRAB_OFF )
                            SDL_WM_GrabInput (SDL_GRAB_ON);
                        else
                            SDL_WM_GrabInput (SDL_GRAB_OFF);
                    break;
                    
				case SDL_QUIT:
					done = 1;
					break;
				default:
					break;
			}
		}
        
        // Draw sprites
        [ self moveSprites:background ];
        
        // Update fps counter every 100 frames
        if ((frames % 100) == 0) {
            now = SDL_GetTicks ();
            [ _framesPerSecond setFloatValue:((float)frames*1000)/(now-then) ];
            frames = 0;
            then = now;
        }
	}
	[ self freeSprites ];
    SDL_FreeSurface (_sprite);

	SDL_Quit ();
	return 0;
}

- (IBAction)changeNumberOfSprites:(id)sender
{
    [ _numSprites setIntValue:[ sender intValue ] ];
    [ self freeSprites ];
    _nSprites = [ sender intValue ];
    [ self allocSprites ];
    [ self initSprites ];
    SDL_FillRect (_screen, NULL, 0);
    SDL_Flip (_screen);
}

- (IBAction)selectUpdateMode:(id)sender
{
    _doFlip = ![ sender selectedRow ]; // row is 0 or 1
}

@end

int main(int argc, char *argv[])
{
    // Hand off to instance of MyController
    // This instance is created when SDLMain.nib is loaded,
    // and the global variable is set in [SDLMain applicationDidFinishLaunching:]
    return [ gController run:argc argv:argv ];
}