Mercurial > sdl-ios-xcode
view src/video/qtopia/SDL_sysevents.cc @ 3880:74e828c64315 SDL-1.2
Fixed bug #292
I might be on crack here.
It looks like SDL_ConvertMono() in src/audio/SDL_audiocvt.c adds the left and
right channels of a stereo stream together, and clamps the new mono channel if
it would overflow.
Shouldn't it be dividing by 2 to average the two sample points instead of
clamping? Otherwise the mono sample point's volume doubles in the conversion.
This would also make the conversion faster, as it replaces two branches per
sample frame with a bitwise shift.
--ryan.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 24 Sep 2006 15:45:37 +0000 |
parents | 376665398b25 |
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" #include <qpe/qpeapplication.h> #include <stdio.h> #include <string.h> #include "SDL_error.h" #include "SDL_events.h" #include "SDL_QWin.h" #include "SDL_lowvideo.h" #include "SDL_timer.h" extern "C" { #include "../../events/SDL_sysevents.h" #include "../../events/SDL_events_c.h" #include "SDL_sysevents_c.h" // static SDLKey keymap[128]; /* This is special because we know it will be run in a loop in a separate thread. Normally this function should loop as long as there are input states changing, i.e. new events arriving. */ void QT_PumpEvents(_THIS) { if(!qApp) { return; } // printf("processing events: %p\n", qApp); //qApp->processOneEvent(); // wait for a event qApp->processEvents(); // and process all outstanding ones #if 0 BView *view; BRect bounds; BPoint point; uint32 buttons; const uint32 button_masks[3] = { B_PRIMARY_MOUSE_BUTTON, B_TERTIARY_MOUSE_BUTTON, B_SECONDARY_MOUSE_BUTTON, }; unsigned int i, j; /* Check out the mouse buttons and position (slight race condition) */ if ( SDL_Win->Lock() ) { /* Don't do anything if we have no view */ view = SDL_Win->View(); if ( ! view ) { SDL_Win->Unlock(); return; } bounds = view->Bounds(); /* Get new input state, if still active */ if ( SDL_Win->IsActive() ) { key_flip = !key_flip; get_key_info(&keyinfo[key_flip]); view->GetMouse(&point, &buttons, true); } else { key_flip = key_flip; point = last_point; buttons = last_buttons; } SDL_Win->Unlock(); } else { return; } /* If our view is active, we'll find key changes here */ if ( SDL_memcmp(keyinfo[0].key_states, keyinfo[1].key_states, 16) != 0 ) { for ( i=0; i<16; ++i ) { Uint8 new_state, transition; new_state = keyinfo[key_flip].key_states[i]; transition = keyinfo[!key_flip].key_states[i] ^ keyinfo[ key_flip].key_states[i]; for ( j=0; j<8; ++j ) { if ( transition&0x80 ) QueueKey(i*8+j, new_state&0x80); transition <<= 1; new_state <<= 1; } } } /* We check keyboard, but not mouse if mouse isn't in window */ if ( ! bounds.Contains(point) ) { /* Mouse moved outside our view? */ if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) { SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS); be_app->SetCursor(B_HAND_CURSOR); } return; } /* Has the mouse moved back into our view? */ if ( ! (SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { /* Reset the B_HAND_CURSOR to our own */ SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS); SDL_SetCursor(NULL); } /* Check for mouse motion */ if ( point != last_point ) { int x, y; SDL_Win->GetXYOffset(x, y); x = (int)point.x - x; y = (int)point.y - y; SDL_PrivateMouseMotion(0, 0, x, y); } last_point = point; /* Add any mouse button events */ for ( i=0; i<SDL_TABLESIZE(button_masks); ++i ) { if ( (buttons ^ last_buttons) & button_masks[i] ) { if ( buttons & button_masks[i] ) { SDL_PrivateMouseButton(SDL_PRESSED, 1+i, 0, 0); } else { SDL_PrivateMouseButton(SDL_RELEASED, 1+i, 0, 0); } } } last_buttons = buttons; #endif } void QT_InitOSKeymap(_THIS) { #if 0 unsigned int i; /* Initialize all the key states as "up" */ key_flip = 0; SDL_memset(keyinfo[key_flip].key_states, 0, 16); /* Initialize the key translation table */ for ( i=0; i<SDL_TABLESIZE(keymap); ++i ) keymap[i] = SDLK_UNKNOWN; // keymap[0x01] = SDLK_ESCAPE; // keymap[B_F1_KEY] = SDLK_F1; // keymap[B_F2_KEY] = SDLK_F2; // keymap[B_F3_KEY] = SDLK_F3; // keymap[B_F4_KEY] = SDLK_F4; // keymap[B_F5_KEY] = SDLK_F5; // keymap[B_F6_KEY] = SDLK_F6; // keymap[B_F7_KEY] = SDLK_F7; // keymap[B_F8_KEY] = SDLK_F8; // keymap[B_F9_KEY] = SDLK_F9; // keymap[B_F10_KEY] = SDLK_F10; // keymap[B_F11_KEY] = SDLK_F11; // keymap[B_F12_KEY] = SDLK_F12; // keymap[B_PRINT_KEY] = SDLK_PRINT; //keymap[B_SCROLL_KEY] = SDLK_SCROLLOCK; // keymap[B_PAUSE_KEY] = SDLK_PAUSE; keymap[0x11] = SDLK_BACKQUOTE; keymap[0x12] = SDLK_1; keymap[0x13] = SDLK_2; keymap[0x14] = SDLK_3; keymap[0x15] = SDLK_4; keymap[0x16] = SDLK_5; keymap[0x17] = SDLK_6; keymap[0x18] = SDLK_7; keymap[0x19] = SDLK_8; keymap[0x1a] = SDLK_9; keymap[0x1b] = SDLK_0; keymap[0x1c] = SDLK_MINUS; keymap[0x1d] = SDLK_EQUALS; keymap[0x1e] = SDLK_BACKSPACE; keymap[0x1f] = SDLK_INSERT; keymap[0x20] = SDLK_HOME; keymap[0x21] = SDLK_PAGEUP; //keymap[0x22] = SDLK_NUMLOCK; keymap[0x23] = SDLK_KP_DIVIDE; keymap[0x24] = SDLK_KP_MULTIPLY; keymap[0x25] = SDLK_KP_MINUS; keymap[0x26] = SDLK_TAB; keymap[0x27] = SDLK_q; keymap[0x28] = SDLK_w; keymap[0x29] = SDLK_e; keymap[0x2a] = SDLK_r; keymap[0x2b] = SDLK_t; keymap[0x2c] = SDLK_y; keymap[0x2d] = SDLK_u; keymap[0x2e] = SDLK_i; keymap[0x2f] = SDLK_o; keymap[0x30] = SDLK_p; keymap[0x31] = SDLK_LEFTBRACKET; keymap[0x32] = SDLK_RIGHTBRACKET; keymap[0x33] = SDLK_BACKSLASH; keymap[0x34] = SDLK_DELETE; keymap[0x35] = SDLK_END; keymap[0x36] = SDLK_PAGEDOWN; keymap[0x37] = SDLK_KP7; keymap[0x38] = SDLK_KP8; keymap[0x39] = SDLK_KP9; keymap[0x3a] = SDLK_KP_PLUS; //keymap[0x3b] = SDLK_CAPSLOCK; keymap[0x3c] = SDLK_a; keymap[0x3d] = SDLK_s; keymap[0x3e] = SDLK_d; keymap[0x3f] = SDLK_f; keymap[0x40] = SDLK_g; keymap[0x41] = SDLK_h; keymap[0x42] = SDLK_j; keymap[0x43] = SDLK_k; keymap[0x44] = SDLK_l; keymap[0x45] = SDLK_SEMICOLON; keymap[0x46] = SDLK_QUOTE; keymap[0x47] = SDLK_RETURN; keymap[0x48] = SDLK_KP4; keymap[0x49] = SDLK_KP5; keymap[0x4a] = SDLK_KP6; keymap[0x4b] = SDLK_LSHIFT; keymap[0x4c] = SDLK_z; keymap[0x4d] = SDLK_x; keymap[0x4e] = SDLK_c; keymap[0x4f] = SDLK_v; keymap[0x50] = SDLK_b; keymap[0x51] = SDLK_n; keymap[0x52] = SDLK_m; keymap[0x53] = SDLK_COMMA; keymap[0x54] = SDLK_PERIOD; keymap[0x55] = SDLK_SLASH; keymap[0x56] = SDLK_RSHIFT; keymap[0x57] = SDLK_UP; keymap[0x58] = SDLK_KP1; keymap[0x59] = SDLK_KP2; keymap[0x5a] = SDLK_KP3; keymap[0x5b] = SDLK_KP_ENTER; //keymap[0x5c] = SDLK_LCTRL; //keymap[0x5d] = SDLK_LALT; keymap[0x5e] = SDLK_SPACE; //keymap[0x5f] = SDLK_RALT; //keymap[0x60] = SDLK_RCTRL; keymap[0x61] = SDLK_LEFT; keymap[0x62] = SDLK_DOWN; keymap[0x63] = SDLK_RIGHT; keymap[0x64] = SDLK_KP0; keymap[0x65] = SDLK_KP_PERIOD; //keymap[0x66] = SDLK_LMETA; //keymap[0x67] = SDLK_RMETA; //keymap[0x68] = SDLK_MENU; keymap[0x69] = SDLK_EURO; keymap[0x6a] = SDLK_KP_EQUALS; keymap[0x6b] = SDLK_POWER; #endif } }; /* Extern C */