Mercurial > sdl-ios-xcode
view src/video/ps2gs/SDL_gsmouse.c @ 1143:71a2648acc75
Replaced Mac OS X's C++ cdrom code with almost-direct translation to C. Sam
requested this effort on the mailing list, apparently because of binary
compatibility issues between 10.4 and earlier systems (or gcc4 and earlier
compilers?).
Works fine with SDL12/test/testcdrom.c, with this command line:
./testcdrom -status -list -play -sleep 5000 -pause -sleep 3000 -resume \
-sleep 5000 -stop -sleep 3000 -play -sleep 3000 -stop \
-sleep 3000 -eject
Unix Makefiles work, XCode project still need updating for new filenames.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 22 Sep 2005 08:48:16 +0000 |
parents | e8157fcb3114 |
children | c9b51268668f |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000 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 <stdio.h> #include <sys/ioctl.h> #include "SDL_error.h" #include "SDL_mouse.h" #include "SDL_events_c.h" #include "SDL_cursor_c.h" #include "SDL_gsvideo.h" #include "SDL_gsmouse_c.h" /* The implementation dependent data for the window manager cursor */ struct WMcursor { int unused; }; /* There isn't any implementation dependent data */ void GS_FreeWMCursor(_THIS, WMcursor *cursor) { return; } /* There isn't any implementation dependent data */ WMcursor *GS_CreateWMCursor(_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) { return((WMcursor *)0x01); } static void GS_MoveCursor(_THIS, SDL_Cursor *cursor, int x, int y) { SDL_Surface *screen; struct ps2_image image; SDL_Rect area; int mouse_y1, mouse_y2; void *saved_pixels; int screen_updated; /* Lock so we don't interrupt an update with mouse motion */ SDL_LockCursor(); /* Make sure any pending DMA has completed */ if ( dma_pending ) { ioctl(console_fd, PS2IOC_SENDQCT, 1); dma_pending = 0; } /* Remove the cursor image from the DMA area */ screen = this->screen; saved_pixels = screen->pixels; screen->pixels = mapped_mem + screen->offset; screen_updated = 0; if ( cursor_drawn ) { SDL_EraseCursorNoLock(screen); cursor_drawn = 0; screen_updated = 1; } /* Save the current mouse area */ SDL_MouseRect(&area); mouse_y1 = area.y; mouse_y2 = area.y+area.h; /* Only draw the new cursor if there was one passed in */ if ( cursor ) { /* Set the new location */ cursor->area.x = (x - cursor->hot_x); cursor->area.y = (y - cursor->hot_y); /* Draw the cursor at the new location */ if ( (SDL_cursorstate & CURSOR_VISIBLE) && screen->pixels ) { SDL_DrawCursorNoLock(screen); cursor_drawn = 1; screen_updated = 1; } } screen->pixels = saved_pixels; /* Update the affected area of the screen */ if ( screen_updated ) { SDL_MouseRect(&area); if ( area.y < mouse_y1 ) { mouse_y1 = area.y; } if ( (area.y+area.h) > mouse_y2 ) { mouse_y2 = area.y+area.h; } image = screen_image; image.y += screen->offset / screen->pitch + mouse_y1; image.h = mouse_y2 - mouse_y1; image.ptr = mapped_mem + (image.y - screen_image.y) * screen->pitch; ioctl(console_fd, PS2IOC_LOADIMAGE, &image); /* Need to scale offscreen image to TV output */ if ( image.y > 0 ) { scaleimage_nonblock(console_fd, tex_tags_mem, scale_tags_mem); } } /* We're finished */ SDL_UnlockCursor(); } void GS_MoveWMCursor(_THIS, int x, int y) { GS_MoveCursor(this, SDL_cursor, x, y); } int GS_ShowWMCursor(_THIS, WMcursor *wmcursor) { SDL_Cursor *cursor; int x, y; /* Draw the cursor at the appropriate location */ SDL_GetMouseState(&x, &y); if ( wmcursor ) { cursor = SDL_cursor; } else { cursor = NULL; } GS_MoveCursor(this, cursor, x, y); return(1); }