view test/testpalette.c @ 1212:7663bb0f52c7

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 be9c9c8f6d53
children aff0170f9f1b
line wrap: on
line source

/*
 * testpalette.c
 *
 * A simple test of runtime palette modification for animation
 * (using the SDL_SetPalette() API). 
 */

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>

/* This isn't in the Windows headers */
#ifndef M_PI
#define M_PI	3.14159265358979323846
#endif

#include <SDL.h>

/* screen size */
#define SCRW 640
#define SCRH 480

#define NBOATS 5
#define SPEED 2

#ifndef MIN
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#endif
#ifndef MAX
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#endif

/*
 * wave colours: Made by taking a narrow cross-section of a wave picture
 * in Gimp, saving in PPM ascii format and formatting with Emacs macros.
 */
static SDL_Color wavemap[] = {
    {0,2,103}, {0,7,110}, {0,13,117}, {0,19,125},
    {0,25,133}, {0,31,141}, {0,37,150}, {0,43,158},
    {0,49,166}, {0,55,174}, {0,61,182}, {0,67,190},
    {0,73,198}, {0,79,206}, {0,86,214}, {0,96,220},
    {5,105,224}, {12,112,226}, {19,120,227}, {26,128,229},
    {33,135,230}, {40,143,232}, {47,150,234}, {54,158,236},
    {61,165,238}, {68,173,239}, {75,180,241}, {82,188,242},
    {89,195,244}, {96,203,246}, {103,210,248}, {112,218,250},
    {124,224,250}, {135,226,251}, {146,229,251}, {156,231,252},
    {167,233,252}, {178,236,252}, {189,238,252}, {200,240,252},
    {211,242,252}, {222,244,252}, {233,247,252}, {242,249,252},
    {237,250,252}, {209,251,252}, {174,251,252}, {138,252,252},
    {102,251,252}, {63,250,252}, {24,243,252}, {7,225,252},
    {4,203,252}, {3,181,252}, {2,158,252}, {1,136,251},
    {0,111,248}, {0,82,234}, {0,63,213}, {0,50,192},
    {0,39,172}, {0,28,152}, {0,17,132}, {0,7,114}
};

/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void quit(int rc)
{
	SDL_Quit();
	exit(rc);
}

static void sdlerr(char *when)
{
    fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
    quit(1);
}

/* create a background surface */
static SDL_Surface *make_bg(SDL_Surface *screen, int startcol)
{
    int i;
    SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h,
					   8, 0, 0, 0, 0);
    if(!bg)
	sdlerr("creating background surface");

    /* set the palette to the logical screen palette so that blits
       won't be translated */
    SDL_SetColors(bg, screen->format->palette->colors, 0, 256);

    /* Make a wavy background pattern using colours 0-63 */
    if(SDL_LockSurface(bg) < 0)
	sdlerr("locking background");
    for(i = 0; i < SCRH; i++) {
	Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch;
	int j, d;
	d = 0;
	for(j = 0; j < SCRW; j++) {
	    int v = MAX(d, -2);
	    v = MIN(v, 2);
	    if(i > 0)
		v += p[-bg->pitch] + 65 - startcol;
	    p[j] = startcol + (v & 63);
	    d += ((rand() >> 3) % 3) - 1;
	}
    }
    SDL_UnlockSurface(bg);
    return(bg);
}

/*
 * Return a surface flipped horisontally. Only works for 8bpp;
 * extension to arbitrary bitness is left as an exercise for the reader.
 */
static SDL_Surface *hflip(SDL_Surface *s)
{
    int i;
    SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8,
					  0, 0, 0, 0);
    /* copy palette */
    SDL_SetColors(z, s->format->palette->colors,
		  0, s->format->palette->ncolors);
    if(SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0)
	sdlerr("locking flip images");

    for(i = 0; i < s->h; i++) {
	int j;
	Uint8 *from = (Uint8 *)s->pixels + i * s->pitch;
	Uint8 *to = (Uint8 *)z->pixels + i * z->pitch + s->w - 1;
	for(j = 0; j < s->w; j++)
	    to[-j] = from[j];
    }

    SDL_UnlockSurface(z);
    SDL_UnlockSurface(s);
    return z;
}

int main(int argc, char **argv)
{
    SDL_Color cmap[256];
    SDL_Surface *screen;
    SDL_Surface *bg;
    SDL_Surface *boat[2];
    unsigned vidflags = 0;
    unsigned start;
    int fade_max = 400;
    int fade_level, fade_dir;
    int boatcols, frames, i, red;
    int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
    int gamma_fade = 0;
    int gamma_ramp = 0;

    if(SDL_Init(SDL_INIT_VIDEO) < 0)
	sdlerr("initialising SDL");

    while(--argc) {
	++argv;
	if(strcmp(*argv, "-hw") == 0)
	    vidflags |= SDL_HWSURFACE;
	else if(strcmp(*argv, "-fullscreen") == 0)
	    vidflags |= SDL_FULLSCREEN;
	else if(strcmp(*argv, "-nofade") == 0)
	    fade_max = 1;
	else if(strcmp(*argv, "-gamma") == 0)
	    gamma_fade = 1;
	else if(strcmp(*argv, "-gammaramp") == 0)
	    gamma_ramp = 1;
	else {
	    fprintf(stderr,
		    "usage: testpalette "
		    " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
	    quit(1);
	}
    }

    /* Ask explicitly for 8bpp and a hardware palette */
    if(!(screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE))) {
	fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
		SCRW, SCRH, SDL_GetError());
	quit(1);
    }

    if(!(boat[0] = SDL_LoadBMP("sail.bmp")))
	sdlerr("loading sail.bmp");
    /* We've chosen magenta (#ff00ff) as colour key for the boat */
    SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
		    SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));
    boatcols = boat[0]->format->palette->ncolors;
    boat[1] = hflip(boat[0]);
    SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
		    SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));

    /*
     * First set the physical screen palette to black, so the user won't
     * see our initial drawing on the screen.
     */
    memset(cmap, 0, sizeof(cmap));
    SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);

    /*
     * Proper palette management is important when playing games with the
     * colormap. We have divided the palette as follows:
     *
     * index 0..(boatcols-1):		used for the boat
     * index boatcols..(boatcols+63):	used for the waves
     */
    SDL_SetPalette(screen, SDL_LOGPAL,
		   boat[0]->format->palette->colors, 0, boatcols);
    SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);

    /*
     * Now the logical screen palette is set, and will remain unchanged.
     * The boats already have the same palette so fast blits can be used.
     */
    memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));

    /* save the index of the red colour for later */
    red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);

    bg = make_bg(screen, boatcols); /* make a nice wavy background surface */

    /* initial screen contents */
    if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
	sdlerr("blitting background to screen");
    SDL_Flip(screen);		/* actually put the background on screen */

    /* determine initial boat placements */
    for(i = 0; i < NBOATS; i++) {
	boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
	boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
	boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
    }

    start = SDL_GetTicks();
    frames = 0;
    fade_dir = 1;
    fade_level = 0;
    do {
	SDL_Event e;
	SDL_Rect updates[NBOATS];
	SDL_Rect r;
	int redphase;

	/* A small event loop: just exit on any key or mouse button event */
	while(SDL_PollEvent(&e)) {
	    if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT
	       || e.type == SDL_MOUSEBUTTONDOWN) {
		if(fade_dir < 0)
		    fade_level = 0;
		fade_dir = -1;
	    }
	}

	/* move boats */
	for(i = 0; i < NBOATS; i++) {
	    int old_x = boatx[i];
	    /* update boat position */
	    boatx[i] += boatdir[i] * SPEED;
	    if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
		boatdir[i] = -boatdir[i];

	    /* paint over the old boat position */
	    r.x = old_x;
	    r.y = boaty[i];
	    r.w = boat[0]->w;
	    r.h = boat[0]->h;
	    if(SDL_BlitSurface(bg, &r, screen, &r) < 0)
		sdlerr("blitting background");

	    /* construct update rectangle (bounding box of old and new pos) */
	    updates[i].x = MIN(old_x, boatx[i]);
	    updates[i].y = boaty[i];
	    updates[i].w = boat[0]->w + SPEED;
	    updates[i].h = boat[0]->h;
	    /* clip update rectangle to screen */
	    if(updates[i].x < 0) {
		updates[i].w += updates[i].x;
		updates[i].x = 0;
	    }
	    if(updates[i].x + updates[i].w > SCRW)
		updates[i].w = SCRW - updates[i].x;
	}

	for(i = 0; i < NBOATS; i++) {
	    /* paint boat on new position */
	    r.x = boatx[i];
	    r.y = boaty[i];
	    if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
			       screen, &r) < 0)
		sdlerr("blitting boat");
	}

	/* cycle wave palette */
	for(i = 0; i < 64; i++)
	    cmap[boatcols + ((i + frames) & 63)] = wavemap[i];

	if(fade_dir) {
	    /* Fade the entire palette in/out */
	    fade_level += fade_dir;

	    if(gamma_fade) {
		/* Fade linearly in gamma level (lousy) */
		float level = (float)fade_level / fade_max;
		if(SDL_SetGamma(level, level, level) < 0)
		    sdlerr("setting gamma");

	    } else if(gamma_ramp) {
		/* Fade using gamma ramp (better) */
		Uint16 ramp[256];
		for(i = 0; i < 256; i++)
		    ramp[i] = (i * fade_level / fade_max) << 8;
		if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0)
		    sdlerr("setting gamma ramp");

	    } else {
		/* Fade using direct palette manipulation (best) */
		memcpy(cmap, screen->format->palette->colors,
		       boatcols * sizeof(SDL_Color));
		for(i = 0; i < boatcols + 64; i++) {
		    cmap[i].r = cmap[i].r * fade_level / fade_max;
		    cmap[i].g = cmap[i].g * fade_level / fade_max;
		    cmap[i].b = cmap[i].b * fade_level / fade_max;
		}
	    }
	    if(fade_level == fade_max)
		fade_dir = 0;
	}

	/* pulse the red colour (done after the fade, for a night effect) */
	redphase = frames % 64;
	cmap[red].r = (int)(255 * sin(redphase * M_PI / 63));

	SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);

	/* update changed areas of the screen */
	SDL_UpdateRects(screen, NBOATS, updates);
	frames++;
    } while(fade_level > 0);

    printf("%d frames, %.2f fps\n",
	   frames, 1000.0 * frames / (SDL_GetTicks() - start));

    SDL_Quit();
    return 0;
}