view src/video/qtopia/SDL_QWin.cc @ 1050:8e1815fd9777

Holding down shift while moving the mouse's scrollwheel on MacOS X makes the OS report these are "horizontal scrollwheel" events, which confuses gaming apps in several legitimate conditions. Now all scrollwheel events are made to look vertical when passed to the app. Patch by John Knottenbelt. http://www.libsdl.org/pipermail/sdl/2005-March/067978.html
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 17 Apr 2005 10:32:41 +0000
parents b8d311d90021
children c9b51268668f
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2004 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 "SDL_QWin.h"
#include <qapplication.h>
#include <qdirectpainter_qws.h>

screenRotationT screenRotation = SDL_QT_NO_ROTATION;

SDL_QWin::SDL_QWin(const QSize& size)
  : QWidget(0, "SDL_main"), my_painter(0), my_image(0),
    my_inhibit_resize(false), my_mouse_pos(-1,-1), my_flags(0),
    my_has_fullscreen(false), my_locked(0)
{
  setBackgroundMode(NoBackground);
}

SDL_QWin::~SDL_QWin() {
  // Nothing to do yet.
  if(my_image) {
    delete my_image;
  }
}

void SDL_QWin::setImage(QImage *image) {
  if ( my_image ) {
    delete my_image;
  }
  my_image = image;
  //  setFixedSize(image->size());
}

void SDL_QWin::resizeEvent(QResizeEvent *e) {
  if(size() != qApp->desktop()->size()) {
    // Widget is not the correct size, so do the fullscreen magic
    my_has_fullscreen = false;
    enableFullscreen();
  }
  if(my_inhibit_resize) {
    my_inhibit_resize = false;
  } else {
    SDL_PrivateResize(e->size().width(), e->size().height());
  }
}

void SDL_QWin::focusInEvent(QFocusEvent *) {
  // Always do it here, no matter the size.
  enableFullscreen();
  SDL_PrivateAppActive(true, SDL_APPINPUTFOCUS);
}

void SDL_QWin::focusOutEvent(QFocusEvent *) {
  my_has_fullscreen = false;
  SDL_PrivateAppActive(false, SDL_APPINPUTFOCUS);
}

void SDL_QWin::closeEvent(QCloseEvent *e) {
  SDL_PrivateQuit();
  e->ignore();
}

void SDL_QWin::setMousePos(const QPoint &pos) {
  if(my_image->width() == height()) {
    if (screenRotation == SDL_QT_ROTATION_90)
      my_mouse_pos = QPoint(height()-pos.y(), pos.x());
    else if (screenRotation == SDL_QT_ROTATION_270)
      my_mouse_pos = QPoint(pos.y(), width()-pos.x());
  } else {
    my_mouse_pos = pos;
  }
}

void SDL_QWin::mouseMoveEvent(QMouseEvent *e) {
  Qt::ButtonState button = e->button();
  int sdlstate = 0;
  if( (button & Qt::LeftButton)) {
    sdlstate |= SDL_BUTTON_LMASK;
  }
  if( (button & Qt::RightButton)) {
    sdlstate |= SDL_BUTTON_RMASK;
  }
  if( (button & Qt::MidButton)) {
    sdlstate |= SDL_BUTTON_MMASK;
  }
  setMousePos(e->pos());
  SDL_PrivateMouseMotion(sdlstate, 0, my_mouse_pos.x(), my_mouse_pos.y());
}

void SDL_QWin::mousePressEvent(QMouseEvent *e) {
  mouseMoveEvent(e);
  Qt::ButtonState button = e->button();
  SDL_PrivateMouseButton(SDL_PRESSED,
			 (button & Qt::LeftButton) ? 1 :
			 ((button & Qt::RightButton) ? 2 : 3),
			 my_mouse_pos.x(), my_mouse_pos.y());
}

void SDL_QWin::mouseReleaseEvent(QMouseEvent *e) {
  setMousePos(e->pos());
  Qt::ButtonState button = e->button();
  SDL_PrivateMouseButton(SDL_RELEASED,
			 (button & Qt::LeftButton) ? 1 :
			 ((button & Qt::RightButton) ? 2 : 3),
			 my_mouse_pos.x(), my_mouse_pos.y());
  my_mouse_pos = QPoint(-1, -1);
}

static inline void
gs_fastRotateBlit_3 ( unsigned short *fb,
		      unsigned short *bits,
		      const QRect& rect )
{
  // FIXME: this only works correctly for 240x320 displays
  int startx, starty;
  int width, height;
  
  startx = rect.left() >> 1;
  starty = rect.top() >> 1;
  width  = ((rect.right() - rect.left()) >> 1) + 2;
  height = ((rect.bottom() - rect.top()) >> 1) + 2;

  if((startx+width) > 120) {
    width = 120 - startx; // avoid horizontal overflow
  }
  if((starty+height) > 160) { 
    height = 160 - starty; // avoid vertical overflow
  }

  ulong *sp1, *sp2, *dp1, *dp2;
  ulong stop, sbot, dtop, dbot;    
  
  sp1 = (ulong*)bits + startx + starty*240;
  sp2 = sp1 + 120;
  dp1 = (ulong *)fb + (159 - starty) + startx*320;
  dp2 = dp1 + 160;
  int rowadd = (-320*width) - 1;
  int rowadd2 = 240 - width;
  // transfer in cells of 2x2 pixels in words
  for (int y=0; y<height; y++) {
    for (int x=0; x<width; x++) {
      // read source pixels
      stop = *sp1;
      sbot = *sp2;
      // rotate pixels
      dtop = (sbot & 0xffff) + ((stop & 0xffff)<<16);
      dbot = ((sbot & 0xffff0000)>>16) + (stop & 0xffff0000);
      // write to framebuffer
      *dp1 = dtop;
      *dp2 = dbot;
      // update source ptrs
      sp1++; sp2++;
      // update dest ptrs - 2 pix at a time
      dp1 += 320;
      dp2 += 320;
    }
    // adjust src ptrs - skip a row as we work in pairs
    sp1 += rowadd2;
    sp2 += rowadd2;
    // adjust dest ptrs for rotation
    dp1 += rowadd;
    dp2 += rowadd;
  }
}

static inline void
gs_fastRotateBlit_1 ( unsigned short *fb,
		      unsigned short *bits,
		      const QRect& rect ) {
  // FIXME: this only works correctly for 240x320 displays
  int startx, starty;
  int width, height;

  startx = rect.left() >> 1;
  starty = rect.top() >> 1;
  width  = ((rect.right() - rect.left()) >> 1) + 2;
  height = ((rect.bottom() - rect.top()) >> 1) + 2;

  if((startx+width) > 120) {
    width = 120 - startx; // avoid horizontal overflow
  }
  if((starty+height) > 160) { 
    height = 160 - starty; // avoid vertical overflow
  }

  ulong *sp1, *sp2, *dp1, *dp2;
  ulong stop, sbot, dtop, dbot;    
  fb += 320*239; // Move "fb" to top left corner
  sp1 = (ulong*)bits + startx + starty*240;
  sp2 = sp1 + 120;
  dp1 = (ulong*)fb - startx * 320 - starty;
  dp2 = dp1 - 160;
  int rowadd = (320*width) + 1;
  int rowadd2 = 240 - width;
  // transfer in cells of 2x2 pixels in words
  for (int y=0; y<height; y++) {
    for (int x=0; x<width; x++) {
      // read
      stop = *sp1;
      sbot = *sp2;
      // rotate
      dtop = (stop & 0xffff) + ((sbot & 0xffff)<<16);
      dbot = ((stop & 0xffff0000)>>16) + (sbot & 0xffff0000);
      // write
      *dp1 = dtop;
      *dp2 = dbot;
      // update source ptrs
      sp1++; sp2++;
      // update dest ptrs - 2 pix at a time
      dp1 -= 320;
      dp2 -= 320;
    }
    // adjust src ptrs - skip a row as we work in pairs
    sp1 += rowadd2;
    sp2 += rowadd2;
    // adjust dest ptrs for rotation
    dp1 += rowadd;
    dp2 += rowadd;
  }
}

// desktop, SL-A300 etc
bool SDL_QWin::repaintRotation0(const QRect& rect) {
  if(my_image->width() == width()) {
    uchar *fb = (uchar*)my_painter->frameBuffer();
    uchar *buf = (uchar*)my_image->bits();
    if(rect == my_image->rect()) {
      memcpy(fb, buf, width()*height()*2);
    } else {
      int h = rect.height();
      int wd = rect.width()<<1;
      int fblineadd = my_painter->lineStep();
      int buflineadd = my_image->bytesPerLine();
      fb  += (rect.left()<<1) + rect.top() * my_painter->lineStep();
      buf += (rect.left()<<1) + rect.top() * my_image->bytesPerLine();
      while(h--) {
	memcpy(fb, buf, wd);
	fb += fblineadd;
	buf += buflineadd;
      }
    }
  } else {
    return false; // FIXME: Landscape
  }
#ifdef __i386__
  my_painter->fillRect( rect, QBrush( Qt::NoBrush ) );
#endif
  return true;
}

  
// Sharp Zaurus SL-5500 etc 
bool SDL_QWin::repaintRotation3(const QRect& rect) {
  if(my_image->width() == width()) {
    ushort *fb = (ushort*)my_painter->frameBuffer();
    ushort *buf = (ushort*)my_image->bits();
    gs_fastRotateBlit_3(fb, buf, rect);
  } else {
    // landscape mode
    if (screenRotation == SDL_QT_ROTATION_90) {
      uchar *fb = (uchar*)my_painter->frameBuffer();
      uchar *buf = (uchar*)my_image->bits();
      if(rect == my_image->rect()) {
	memcpy(fb, buf, width()*height()*2);
      } else {
	int h = rect.height();
	int wd = rect.width()<<1;
	int fblineadd = my_painter->lineStep();
	int buflineadd = my_image->bytesPerLine();
	fb  += (rect.left()<<1) + rect.top() * my_painter->lineStep();
	buf += (rect.left()<<1) + rect.top() * my_image->bytesPerLine();
	while(h--) {
	  memcpy(fb, buf, wd);
	  fb += fblineadd;
	  buf += buflineadd;
	}
      }
    } else if (screenRotation == SDL_QT_ROTATION_270) {
      int h = rect.height();
      int wd = rect.width();
      int fblineadd = my_painter->lineStep() - (rect.width() << 1);
      int buflineadd = my_image->bytesPerLine() - (rect.width() << 1);
      int w;

      uchar *fb = (uchar*)my_painter->frameBuffer();
      uchar *buf = (uchar*)my_image->bits();
        
      fb += ((my_painter->width() - (rect.top() + rect.height())) * 
	     my_painter->lineStep()) + ((my_painter->height() - ((rect.left() + 
								  rect.width()))) << 1);

      buf += my_image->bytesPerLine() * (rect.top() + rect.height()) -
	(((my_image->width() - (rect.left() + rect.width())) << 1) + 2);

      while(h--) {
	w = wd;
	while(w--) *((unsigned short*)fb)++ = *((unsigned short*)buf)--;
	fb += fblineadd;
	buf -= buflineadd;
      }
    }
  }
  return true;
}

// ipaq 3800...
bool SDL_QWin::repaintRotation1(const QRect& rect) {
  if(my_image->width() == width()) {
    ushort *fb = (ushort*)my_painter->frameBuffer();
    ushort *buf = (ushort*)my_image->bits();
    gs_fastRotateBlit_1(fb, buf, rect);
  } else {
    return false; // FIXME: landscape mode
  }
  return true;
}

void SDL_QWin::repaintRect(const QRect& rect) {
  if(!my_painter || !rect.width() || !rect.height()) {
    return;
  }
  
  if(QPixmap::defaultDepth() == 16) {
    switch(my_painter->transformOrientation()) {
    case 3:
      if(repaintRotation3(rect)) { return;  }
      break;
    case 1:
      if(repaintRotation1(rect)) { return;  }
      break;
    case 0:
      if(repaintRotation0(rect)) { return;  }
      break;
    }
  } 
  my_painter->drawImage(rect.topLeft(), *my_image, rect);
}

// This paints the current buffer to the screen, when desired. 
void SDL_QWin::paintEvent(QPaintEvent *ev) {  
  if(my_image) {
    lockScreen(true);
    repaintRect(ev->rect());
    unlockScreen();
  }
}  

/* Function to translate a keyboard transition and queue the key event
 * This should probably be a table although this method isn't exactly
 * slow.
 */
void SDL_QWin::QueueKey(QKeyEvent *e, int pressed)
{  
  SDL_keysym keysym;
  int scancode = e->key();
  /* Set the keysym information */
  if(scancode >= 'A' && scancode <= 'Z') {
    // Qt sends uppercase, SDL wants lowercase
    keysym.sym = static_cast<SDLKey>(scancode + 32);
  } else if(scancode  >= 0x1000) {
    // Special keys
    switch(scancode) {
    case Qt::Key_Escape: scancode = SDLK_ESCAPE; break;
    case Qt::Key_Tab: scancode = SDLK_TAB; break;
    case Qt::Key_Backspace: scancode = SDLK_BACKSPACE; break;
    case Qt::Key_Return: scancode = SDLK_RETURN; break;
    case Qt::Key_Enter: scancode = SDLK_KP_ENTER; break;
    case Qt::Key_Insert: scancode = SDLK_INSERT; break;
    case Qt::Key_Delete: scancode = SDLK_DELETE; break;
    case Qt::Key_Pause: scancode = SDLK_PAUSE; break;
    case Qt::Key_Print: scancode = SDLK_PRINT; break;
    case Qt::Key_SysReq: scancode = SDLK_SYSREQ; break;
    case Qt::Key_Home: scancode = SDLK_HOME; break;
    case Qt::Key_End: scancode = SDLK_END; break;
    // We want the control keys to rotate with the screen
    case Qt::Key_Left: 
        if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_UP;
        else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_DOWN;
        else scancode = SDLK_LEFT;
        break;
    case Qt::Key_Up: 
        if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_RIGHT;
        else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_LEFT;
        else scancode = SDLK_UP;
        break;
    case Qt::Key_Right: 
        if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_DOWN;
        else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_UP;
        else scancode = SDLK_RIGHT;
        break;
    case Qt::Key_Down:
        if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_LEFT;
        else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_RIGHT;
        else scancode = SDLK_DOWN;
        break;
    case Qt::Key_Prior: scancode = SDLK_PAGEUP; break;
    case Qt::Key_Next: scancode = SDLK_PAGEDOWN; break;
    case Qt::Key_Shift: scancode = SDLK_LSHIFT; break;
    case Qt::Key_Control: scancode = SDLK_LCTRL; break;
    case Qt::Key_Meta: scancode = SDLK_LMETA; break;
    case Qt::Key_Alt: scancode = SDLK_LALT; break;
    case Qt::Key_CapsLock: scancode = SDLK_CAPSLOCK; break;
    case Qt::Key_NumLock: scancode = SDLK_NUMLOCK; break;
    case Qt::Key_ScrollLock: scancode = SDLK_SCROLLOCK; break;
    case Qt::Key_F1: scancode = SDLK_F1; break;
    case Qt::Key_F2: scancode = SDLK_F2; break;
    case Qt::Key_F3: scancode = SDLK_F3; break;
    case Qt::Key_F4: scancode = SDLK_F4; break;
    case Qt::Key_F5: scancode = SDLK_F5; break;
    case Qt::Key_F6: scancode = SDLK_F6; break;
    case Qt::Key_F7: scancode = SDLK_F7; break;
    case Qt::Key_F8: scancode = SDLK_F8; break;
    case Qt::Key_F9: scancode = SDLK_F9; break;
    case Qt::Key_F10: scancode = SDLK_F10; break;
    case Qt::Key_F11: scancode = SDLK_F11; break;
    case Qt::Key_F12: scancode = SDLK_F12; break;
    case Qt::Key_F13: scancode = SDLK_F13; break;
    case Qt::Key_F14: scancode = SDLK_F14; break;
    case Qt::Key_F15: scancode = SDLK_F15; break;
    case Qt::Key_Super_L: scancode = SDLK_LSUPER; break;
    case Qt::Key_Super_R: scancode = SDLK_RSUPER; break;
    case Qt::Key_Menu: scancode = SDLK_MENU; break;
    case Qt::Key_Help: scancode = SDLK_HELP; break;

    case Qt::Key_F33:
      // FIXME: This is a hack to enable the OK key on
      // Zaurii devices. SDLK_RETURN is a suitable key to use
      // since it often is used as such.
      //     david@hedbor.org
      scancode = SDLK_RETURN;
      break;
    default:
      scancode = SDLK_UNKNOWN;
      break;
    }
    keysym.sym = static_cast<SDLKey>(scancode);    
  } else {
    keysym.sym = static_cast<SDLKey>(scancode);    
  }
  keysym.scancode = scancode;
  keysym.mod = KMOD_NONE;
  ButtonState st = e->state();
  if( (st & ShiftButton) )   { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LSHIFT);  }
  if( (st & ControlButton) ) { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LCTRL);  }
  if( (st & AltButton) )     { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LALT);  }
  if ( SDL_TranslateUNICODE ) {
    QChar qchar = e->text()[0];
    keysym.unicode = qchar.unicode();
  } else {
    keysym.unicode = 0;
  }

  /* NUMLOCK and CAPSLOCK are implemented as double-presses in reality */
  //	if ( (keysym.sym == SDLK_NUMLOCK) || (keysym.sym == SDLK_CAPSLOCK) ) {
  //		pressed = 1;
  //	}

  /* Queue the key event */
  if ( pressed ) {
    SDL_PrivateKeyboard(SDL_PRESSED, &keysym);
  } else {
    SDL_PrivateKeyboard(SDL_RELEASED, &keysym);
  }
}

void SDL_QWin::setFullscreen(bool fs_on) {
  my_has_fullscreen = false;
  enableFullscreen();
}

void SDL_QWin::enableFullscreen() {
  // Make sure size is correct
  if(!my_has_fullscreen) {
    setFixedSize(qApp->desktop()->size());
    // This call is needed because showFullScreen won't work
    // correctly if the widget already considers itself to be fullscreen.
    showNormal();
    // This is needed because showNormal() forcefully changes the window
    // style to WSTyle_TopLevel.
    setWFlags(WStyle_Customize | WStyle_NoBorder);
    // Enable fullscreen.
    showFullScreen();
    my_has_fullscreen = true;
  }
}

bool SDL_QWin::lockScreen(bool force) {
  if(!my_painter) {
    if(force || (isVisible() && isActiveWindow())) {
      my_painter = new QDirectPainter(this);
    } else {
      return false;
    }
  }
  my_locked++; // Increate lock refcount
  return true;
}

void SDL_QWin::unlockScreen() {
  if(my_locked > 0) {
    my_locked--; // decrease lock refcount;
  }
  if(!my_locked && my_painter) {
    my_painter->end();
    delete my_painter;
    my_painter = 0;
  }
}