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To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Thu, 15 Dec 2005 21:19:53 +0100
Subject: [SDL] More mouse enhancements for Mac OS X
The attached patch brings two more enhancements to mouse handling on Mac
OS X (Quartz):
1. Currently, after launching an SDL application, SDL's notion of the
mouse position is stuck in the top left corner (0,0) until the first
time the mouse is moved. That's because the UpdateMouse() function isn't
implemented in the Quartz driver. This patch adds it.
2. When grabbing input while the mouse cursor is hidden, the function
CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the
system's notion of the mouse location from moving (and therefore leaving
the SDL window) even when the mouse is moved. However, apparently the
Wacom tablet driver (and maybe other special pointing device drivers)
doesn't care about that setting and still allows the mouse location to
go outside of the window. Interestingly, the system cursor, which is
made visible by the existing code in SDL in that case, does not follow
the mouse location, but appears in the middle of the SDL window. The
mouse location being outside of the window however means that mouse
button events go to background applications (or the dock or whatever is
there), which is very confusing to the user who sees no cursor outside
of the SDL window.
I have not found any way of intercepting these events (and that's
probably by design, as "normal" applications shouldn't prevent the user
from bringing other applications' windows to the front by clicking on
them). An idea would be placing a fully transparent, screen-filling
window in front of everything, but I fear that this might affect
rendering performance (by doing unnecessary compositing, using up
memory, or whatever).
The deluxe solution to the problem would be talking to the tablet
driver using AppleEvents to tell it to constrain its mapped area to the
window (see Wacom's "TabletEventDemo" sample app,
http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that
the bloat that solution would add to SDL would outweigh its usefulness.
What I did instead in my patch is reassociating mouse and cursor when
the mouse leaves the window while an invisible grab is in effect, and
restoring the grab when the window is entered. That way, the grab can
still be effectively broken by a tablet, but at least it's obvious to
the user that it is broken. That change is minimal - it doesn't affect
operation with a mouse (or a trackpad), and the code that it adds is not
executed on every PumpEvents() call, only when entering and leaving the
window.
Unless there are any concerns about the patch, please apply. Feel free
to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's
too verbose.
Thanks
-Christian
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 02 Jan 2006 00:31:00 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >Graphics and Video</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="SDL Guide" HREF="guide.html"><LINK REL="PREVIOUS" TITLE="Initializing SDL" HREF="guidebasicsinit.html"><LINK REL="NEXT" TITLE="Using OpenGL With SDL" HREF="guidevideoopengl.html"></HEAD ><BODY CLASS="CHAPTER" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="guidebasicsinit.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="guidevideoopengl.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="CHAPTER" ><H1 ><A NAME="GUIDEVIDEO" ></A >Chapter 2. Graphics and Video</H1 ><DIV CLASS="TOC" ><DL ><DT ><B >Table of Contents</B ></DT ><DT ><A HREF="guidevideo.html#GUIDEVIDEOINTRO" >Introduction to SDL Video</A ></DT ><DT ><A HREF="guidevideoopengl.html" >Using OpenGL With SDL</A ></DT ></DL ></DIV ><DIV CLASS="SECT1" ><H1 CLASS="SECT1" ><A NAME="GUIDEVIDEOINTRO" ></A >Introduction to SDL Video</H1 ><P >Video is probably the most common thing that SDL is used for, and so it has the most complete subsystem. Here are a few examples to demonstrate the basics.</P ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN68" ></A >Initializing the Video Display</H2 ><P >This is what almost all SDL programs have to do in one way or another.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN71" ></A ><P ><B >Example 2-1. Initializing the Video Display</B ></P ><PRE CLASS="PROGRAMLISTING" > SDL_Surface *screen; /* Initialize the SDL library */ if( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } /* Clean up on exit */ atexit(SDL_Quit); /* * Initialize the display in a 640x480 8-bit palettized mode, * requesting a software surface */ screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE); if ( screen == NULL ) { fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n", SDL_GetError()); exit(1); }</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN74" ></A >Initializing the Best Video Mode</H2 ><P >If you have a preference for a certain pixel depth but will accept any other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also use SDL_VideoModeOK() to find the native video mode that is closest to the mode you request.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN77" ></A ><P ><B >Example 2-2. Initializing the Best Video Mode</B ></P ><PRE CLASS="PROGRAMLISTING" > /* Have a preference for 8-bit, but accept any depth */ screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT); if ( screen == NULL ) { fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n", SDL_GetError()); exit(1); } printf("Set 640x480 at %d bits-per-pixel mode\n", screen->format->BitsPerPixel);</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN80" ></A >Loading and Displaying a BMP File</H2 ><P >The following function loads and displays a BMP file given as argument, once SDL is initialised and a video mode has been set.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN83" ></A ><P ><B >Example 2-3. Loading and Displaying a BMP File</B ></P ><PRE CLASS="PROGRAMLISTING" >void display_bmp(char *file_name) { SDL_Surface *image; /* Load the BMP file into a surface */ image = SDL_LoadBMP(file_name); if (image == NULL) { fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError()); return; } /* * Palettized screen modes will have a default palette (a standard * 8*8*4 colour cube), but if the image is palettized as well we can * use that palette for a nicer colour matching */ if (image->format->palette && screen->format->palette) { SDL_SetColors(screen, image->format->palette->colors, 0, image->format->palette->ncolors); } /* Blit onto the screen surface */ if(SDL_BlitSurface(image, NULL, screen, NULL) < 0) fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError()); SDL_UpdateRect(screen, 0, 0, image->w, image->h); /* Free the allocated BMP surface */ SDL_FreeSurface(image); }</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN86" ></A >Drawing Directly to the Display</H2 ><P >The following two functions can be used to get and set single pixels of a surface. They are carefully written to work with any depth currently supported by SDL. Remember to lock the surface before calling them, and to unlock it before calling any other SDL functions.</P ><P >To convert between pixel values and their red, green, blue components, use SDL_GetRGB() and SDL_MapRGB().</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN90" ></A ><P ><B >Example 2-4. getpixel()</B ></P ><PRE CLASS="PROGRAMLISTING" >/* * Return the pixel value at (x, y) * NOTE: The surface must be locked before calling this! */ Uint32 getpixel(SDL_Surface *surface, int x, int y) { int bpp = surface->format->BytesPerPixel; /* Here p is the address to the pixel we want to retrieve */ Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch(bpp) { case 1: return *p; case 2: return *(Uint16 *)p; case 3: if(SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; case 4: return *(Uint32 *)p; default: return 0; /* shouldn't happen, but avoids warnings */ } }</PRE ></DIV ><DIV CLASS="EXAMPLE" ><A NAME="AEN93" ></A ><P ><B >Example 2-5. putpixel()</B ></P ><PRE CLASS="PROGRAMLISTING" >/* * Set the pixel at (x, y) to the given value * NOTE: The surface must be locked before calling this! */ void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel) { int bpp = surface->format->BytesPerPixel; /* Here p is the address to the pixel we want to set */ Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch(bpp) { case 1: *p = pixel; break; case 2: *(Uint16 *)p = pixel; break; case 3: if(SDL_BYTEORDER == SDL_BIG_ENDIAN) { p[0] = (pixel >> 16) & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = pixel & 0xff; } else { p[0] = pixel & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = (pixel >> 16) & 0xff; } break; case 4: *(Uint32 *)p = pixel; break; } }</PRE ></DIV ><P >The following code uses the putpixel() function above to set a yellow pixel in the middle of the screen.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN97" ></A ><P ><B >Example 2-6. Using putpixel()</B ></P ><PRE CLASS="PROGRAMLISTING" > /* Code to set a yellow pixel at the center of the screen */ int x, y; Uint32 yellow; /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00) Note: If the display is palettized, you must set the palette first. */ yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00); x = screen->w / 2; y = screen->h / 2; /* Lock the screen for direct access to the pixels */ if ( SDL_MUSTLOCK(screen) ) { if ( SDL_LockSurface(screen) < 0 ) { fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError()); return; } } putpixel(screen, x, y, yellow); if ( SDL_MUSTLOCK(screen) ) { SDL_UnlockSurface(screen); } /* Update just the part of the display that we've changed */ SDL_UpdateRect(screen, x, y, 1, 1); return; </PRE ></DIV ></DIV ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="guidebasicsinit.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="guidevideoopengl.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Initializing SDL</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="guide.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Using OpenGL With SDL</TD ></TR ></TABLE ></DIV ></BODY ></HTML >