Mercurial > sdl-ios-xcode
view src/video/x11/SDL_x11gamma.c @ 2842:97ba0be8b565
Date: Sat, 06 Dec 2008 15:27:00 +0100
From: Couriersud
Subject: SDL: Relative mouse movements
The patch below will reenable processing of relative mouse movements.
The DirectFB drivers generates those in "grabbed" mode. These ensure,
that even in fullscreen mode relative movements are reported. SDLMAME
depends on this for games with trackballs.
Looking at the code I ask myself whether relative movements should be
handled in the drivers (x11, directfb). Both x11 and directfb are able
to report relative movements. This would leave it to the driver to use
the most appropriate method for relative movements when at the border of
a fullscreen window or being "grabbed".
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 06 Dec 2008 17:50:50 +0000 |
parents | 1d75c38e1e5c |
children | 99210400e8b9 |
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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 "../SDL_sysvideo.h" #include "SDL_x11video.h" static int numCmaps = 0; typedef struct { Display *display; int scrNum; Colormap colormap; XStandardColormap cmap; Visual visual; } cmapTableEntry; cmapTableEntry *cmapTable = NULL; /* To reduce the overhead as much as possible lets do as little as possible. When we do have to create a colormap keep track of it and reuse it. We're going to do this for both DirectColor and PseudoColor colormaps. */ Colormap X11_LookupColormap(Display * display, int scrNum, VisualID vid) { int i; for (i = 0; i < numCmaps; i++) { if (cmapTable[i].display == display && cmapTable[i].scrNum == scrNum && cmapTable[i].cmap.visualid == vid) { return cmapTable[i].cmap.colormap; } } return 0; } void X11_TrackColormap(Display * display, int scrNum, Colormap colormap, XStandardColormap * cmap, Visual * visual) { int i; /* search the table to find out if we already have this one. We only want one entry for each display, screen number, visualid, and colormap combination */ for (i = 0; i < numCmaps; i++) { if (cmapTable[i].display == display && cmapTable[i].scrNum == scrNum && cmapTable[i].cmap.visualid == cmap->visualid && cmapTable[i].cmap.colormap == colormap) { return; } } /* increase the table by one entry. If the table is NULL create the first entrty */ cmapTable = SDL_realloc(cmapTable, (numCmaps + 1) * sizeof(cmapTableEntry)); if (NULL == cmapTable) { SDL_SetError("Out of memory in X11_TrackColormap()"); return; } cmapTable[numCmaps].display = display; cmapTable[numCmaps].scrNum = scrNum; cmapTable[numCmaps].colormap = colormap; SDL_memcpy(&cmapTable[numCmaps].cmap, cmap, sizeof(XStandardColormap)); SDL_memcpy(&cmapTable[numCmaps].visual, visual, sizeof(Visual)); numCmaps++; } /* The problem is that you have to have at least one DirectColor colormap before you can set the gamma ramps or read the gamma ramps. If the application has created a DirectColor window then the cmapTable will have at least one colormap in it and everything is cool. If not, then we just fail */ int X11_SetDisplayGammaRamp(_THIS, Uint16 * ramp) { Display *display; Colormap colormap; XColor *colorcells; int ncolors; int i; int j; int rmax, gmax, bmax; int rmul, gmul, bmul; for (j = 0; j < numCmaps; j++) { if (cmapTable[j].visual.class == DirectColor) { display = cmapTable[j].display; colormap = cmapTable[j].colormap; ncolors = cmapTable[j].visual.map_entries; colorcells = SDL_malloc(ncolors * sizeof(XColor)); if (NULL == colorcells) { SDL_SetError("out of memory in X11_SetDisplayGammaRamp"); return -1; } rmax = cmapTable[j].cmap.red_max + 1; gmax = cmapTable[j].cmap.blue_max + 1; bmax = cmapTable[j].cmap.green_max + 1; rmul = cmapTable[j].cmap.red_mult; gmul = cmapTable[j].cmap.blue_mult; bmul = cmapTable[j].cmap.green_mult; /* build the color table pixel values */ for (i = 0; i < ncolors; i++) { Uint32 red = (rmax * i) / ncolors; Uint32 green = (gmax * i) / ncolors; Uint32 blue = (bmax * i) / ncolors; colorcells[i].pixel = (red * rmul) | (green * gmul) | (blue * bmul); colorcells[i].flags = DoRed | DoGreen | DoBlue; colorcells[i].red = ramp[(0 * 256) + i]; colorcells[i].green = ramp[(1 * 256) + i]; colorcells[i].blue = ramp[(2 * 256) + i]; } XStoreColors(display, colormap, colorcells, ncolors); XFlush(display); SDL_free(colorcells); } } return 0; } int X11_GetDisplayGammaRamp(_THIS, Uint16 * ramp) { Display *display; Colormap colormap; XColor *colorcells; int ncolors; int dc; int i; int rmax, gmax, bmax; int rmul, gmul, bmul; /* find the first DirectColor colormap and use it to get the gamma ramp */ dc = -1; for (i = 0; i < numCmaps; i++) { if (cmapTable[i].visual.class == DirectColor) { dc = i; break; } } if (dc < 0) { return -1; } /* there is at least one DirectColor colormap in the cmapTable, let's just get the entries from that colormap */ display = cmapTable[dc].display; colormap = cmapTable[dc].colormap; ncolors = cmapTable[dc].visual.map_entries; colorcells = SDL_malloc(ncolors * sizeof(XColor)); if (NULL == colorcells) { SDL_SetError("out of memory in X11_GetDisplayGammaRamp"); return -1; } rmax = cmapTable[dc].cmap.red_max + 1; gmax = cmapTable[dc].cmap.blue_max + 1; bmax = cmapTable[dc].cmap.green_max + 1; rmul = cmapTable[dc].cmap.red_mult; gmul = cmapTable[dc].cmap.blue_mult; bmul = cmapTable[dc].cmap.green_mult; /* build the color table pixel values */ for (i = 0; i < ncolors; i++) { Uint32 red = (rmax * i) / ncolors; Uint32 green = (gmax * i) / ncolors; Uint32 blue = (bmax * i) / ncolors; colorcells[i].pixel = (red * rmul) | (green * gmul) | (blue * bmul); } XQueryColors(display, colormap, colorcells, ncolors); /* prepare the values to be returned. Note that SDL assumes that gamma ramps are always 3 * 256 entries long with the red entries in the first 256 elements, the green in the second 256 elements and the blue in the last 256 elements */ for (i = 0; i < ncolors; i++) { ramp[(0 * 256) + i] = colorcells[i].red; ramp[(1 * 256) + i] = colorcells[i].green; ramp[(2 * 256) + i] = colorcells[i].blue; } SDL_free(colorcells); return 0; }