Mercurial > sdl-ios-xcode
view src/video/quartz/SDL_QuartzWM.m @ 1585:980d2a0dc2a3
Date: Tue, 4 Mar 2003 15:05:31 -0800
From: "Jim"
Subject: [SDL] Frame Buffer patches...
Okay I'm new at patch generation - so please tell me if there's a better way
I could have done this.
Attached are two patch files generated with 'cvs diff -u'
SDL-fb-open-lock.patch applies to SDL_fbvideo.c
Modifies the open loop to check /dev/fb/0 found on devfs...
Modifies the lock code to return failure if the current virtual terminal
is not the one opened for frame buffer writing...
Lock would hang forever if switched away (ctrl-alt-F1) ...
SDL-fb-mousedrv-screensave.patch applies to SDL_fbevents.c
Switches default mouse mode based on SDL_MOUSEDRV - currently only
accepts PS2 - otherwise default is MS Mouse.
When the screen is switched - exisiting code (wrapped in ifdef
SAVE_SCREEN_COTENTS) would save the wrong bit of the screen....
( I run frame buffer 1600x1200, the size I requested was 800x600 - the
save would save the top 800 lines (non biased) and restore them... Adding
screen->offset fixed that )
However, if that option is not set, then a call to SDL_UpdateRect (full
screen) is made. (which may have had it's contents changed since the screen
is not entirely locked because of lock-failure patch)
Jim
[patches slightly tweaked for SDL 1.2.10]
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 22 Mar 2006 07:48:22 +0000 |
parents | 376665398b25 |
children | ef4a796e7f24 |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2003 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 */ #include "SDL_config.h" #include "SDL_QuartzVideo.h" struct WMcursor { Cursor curs; }; void QZ_FreeWMCursor (_THIS, WMcursor *cursor) { if ( cursor != NULL ) free (cursor); } /* Use the Carbon cursor routines for now */ WMcursor* QZ_CreateWMCursor (_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) { WMcursor *cursor; int row, bytes; /* Allocate the cursor memory */ cursor = (WMcursor *)malloc(sizeof(WMcursor)); if ( cursor == NULL ) { SDL_OutOfMemory(); return(NULL); } memset(cursor, 0, sizeof(*cursor)); if (w > 16) w = 16; if (h > 16) h = 16; bytes = (w+7)/8; for ( row=0; row<h; ++row ) { memcpy(&cursor->curs.data[row], data, bytes); data += bytes; } for ( row=0; row<h; ++row ) { memcpy(&cursor->curs.mask[row], mask, bytes); mask += bytes; } cursor->curs.hotSpot.h = hot_x; cursor->curs.hotSpot.v = hot_y; return(cursor); } void QZ_ShowMouse (_THIS) { if (!cursor_visible) { [ NSCursor unhide ]; cursor_visible = YES; } } void QZ_HideMouse (_THIS) { BOOL isInGameWin = QZ_IsMouseInWindow (this); if (isInGameWin && cursor_visible) { [ NSCursor hide ]; cursor_visible = NO; } } BOOL QZ_IsMouseInWindow (_THIS) { if (mode_flags & SDL_FULLSCREEN) return YES; else { NSPoint p = [ qz_window mouseLocationOutsideOfEventStream ]; p.y -= 1.0f; /* Apparently y goes from 1 to h, not from 0 to h-1 (i.e. the "location of the mouse" seems to be defined as "the location of the top left corner of the mouse pointer's hot pixel" */ return NSPointInRect(p, [ window_view frame ]); } } int QZ_ShowWMCursor (_THIS, WMcursor *cursor) { if ( cursor == NULL) { if ( cursor_should_be_visible ) { QZ_HideMouse (this); cursor_should_be_visible = NO; QZ_ChangeGrabState (this, QZ_HIDECURSOR); } } else { SetCursor(&cursor->curs); if ( ! cursor_should_be_visible ) { QZ_ShowMouse (this); cursor_should_be_visible = YES; QZ_ChangeGrabState (this, QZ_SHOWCURSOR); } } return 1; } /* Coordinate conversion functions, for convenience Cocoa sets the origin at the lower left corner of the window/screen SDL, CoreGraphics/WindowServer, and QuickDraw use the origin at the upper left corner The routines were written so they could be called before SetVideoMode() has finished; this might have limited usefulness at the moment, but the extra cost is trivial. */ /* Convert Cocoa screen coordinate to Cocoa window coordinate */ void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p) { *p = [ qz_window convertScreenToBase:*p ]; } /* Convert Cocoa window coordinate to Cocoa screen coordinate */ void QZ_PrivateLocalToGlobal (_THIS, NSPoint *p) { *p = [ qz_window convertBaseToScreen:*p ]; } /* Convert SDL coordinate to Cocoa coordinate */ void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) { if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ p->y = CGDisplayPixelsHigh (display_id) - p->y; } else { *p = [ window_view convertPoint:*p toView: nil ]; /* We need a workaround in OpenGL mode */ if ( SDL_VideoSurface->flags & SDL_OPENGL ) { p->y = [window_view frame].size.height - p->y; } } } /* Convert Cocoa coordinate to SDL coordinate */ void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) { if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ p->y = CGDisplayPixelsHigh (display_id) - p->y; } else { *p = [ window_view convertPoint:*p fromView: nil ]; /* We need a workaround in OpenGL mode */ if ( SDL_VideoSurface->flags & SDL_OPENGL ) { p->y = [window_view frame].size.height - p->y; } } } /* Convert SDL coordinate to window server (CoreGraphics) coordinate */ CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) { CGPoint cgp; if ( ! CGDisplayIsCaptured (display_id) ) { /* not captured => not fullscreen => local coord */ int height; QZ_PrivateSDLToCocoa (this, p); QZ_PrivateLocalToGlobal (this, p); height = CGDisplayPixelsHigh (display_id); p->y = height - p->y; } cgp.x = p->x; cgp.y = p->y; return cgp; } #if 0 /* Dead code */ /* Convert window server (CoreGraphics) coordinate to SDL coordinate */ void QZ_PrivateCGToSDL (_THIS, NSPoint *p) { if ( ! CGDisplayIsCaptured (display_id) ) { /* not captured => not fullscreen => local coord */ int height; /* Convert CG Global to Cocoa Global */ height = CGDisplayPixelsHigh (display_id); p->y = height - p->y; QZ_PrivateGlobalToLocal (this, p); QZ_PrivateCocoaToSDL (this, p); } } #endif /* Dead code */ void QZ_PrivateWarpCursor (_THIS, int x, int y) { NSPoint p; CGPoint cgp; p = NSMakePoint (x, y); cgp = QZ_PrivateSDLToCG (this, &p); /* this is the magic call that fixes cursor "freezing" after warp */ CGSetLocalEventsSuppressionInterval (0.0); CGWarpMouseCursorPosition (cgp); } void QZ_WarpWMCursor (_THIS, Uint16 x, Uint16 y) { /* Only allow warping when in foreground */ if ( ! [ NSApp isActive ] ) return; /* Do the actual warp */ if (grab_state != QZ_INVISIBLE_GRAB) QZ_PrivateWarpCursor (this, x, y); /* Generate the mouse moved event */ SDL_PrivateMouseMotion (0, 0, x, y); } void QZ_MoveWMCursor (_THIS, int x, int y) { } void QZ_CheckMouseMode (_THIS) { } void QZ_SetCaption (_THIS, const char *title, const char *icon) { if ( qz_window != nil ) { NSString *string; if ( title != NULL ) { string = [ [ NSString alloc ] initWithUTF8String:title ]; [ qz_window setTitle:string ]; [ string release ]; } if ( icon != NULL ) { string = [ [ NSString alloc ] initWithUTF8String:icon ]; [ qz_window setMiniwindowTitle:string ]; [ string release ]; } } } void QZ_SetIcon (_THIS, SDL_Surface *icon, Uint8 *mask) { NSBitmapImageRep *imgrep; NSImage *img; SDL_Surface *mergedSurface; int i,j; NSAutoreleasePool *pool; SDL_Rect rrect; NSSize imgSize = {icon->w, icon->h}; pool = [ [ NSAutoreleasePool alloc ] init ]; SDL_GetClipRect(icon, &rrect); /* create a big endian RGBA surface */ mergedSurface = SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA, icon->w, icon->h, 32, 0xff<<24, 0xff<<16, 0xff<<8, 0xff<<0); if (mergedSurface==NULL) { NSLog(@"Error creating surface for merge"); goto freePool; } if (mergedSurface->pitch != mergedSurface->format->BytesPerPixel * mergedSurface->w) { SDL_SetError ("merged surface has wrong format"); SDL_FreeSurface (mergedSurface); goto freePool; } if (SDL_BlitSurface(icon,&rrect,mergedSurface,&rrect)) { NSLog(@"Error blitting to mergedSurface"); goto freePool; } if (mask) { Uint32 *pixels = mergedSurface->pixels; for (i = 0; i < mergedSurface->h; i++) { for (j = 0; j < mergedSurface->w; j++) { int index = i * mergedSurface->w + j; int mindex = index >> 3; int bindex = 7 - (index & 0x7); if (mask[mindex] & (1 << bindex)) pixels[index] |= 0x000000FF; else pixels[index] &= 0xFFFFFF00; } } } imgrep = [ [ NSBitmapImageRep alloc] initWithBitmapDataPlanes:(unsigned char **)&mergedSurface->pixels pixelsWide:icon->w pixelsHigh:icon->h bitsPerSample:8 samplesPerPixel:4 hasAlpha:YES isPlanar:NO colorSpaceName:NSDeviceRGBColorSpace bytesPerRow:icon->w<<2 bitsPerPixel:32 ]; img = [ [ NSImage alloc ] initWithSize:imgSize ]; [ img addRepresentation: imgrep ]; [ NSApp setApplicationIconImage:img ]; [ img release ]; [ imgrep release ]; SDL_FreeSurface(mergedSurface); freePool: [pool release]; } int QZ_IconifyWindow (_THIS) { if ( ! [ qz_window isMiniaturized ] ) { [ qz_window miniaturize:nil ]; return 1; } else { SDL_SetError ("window already iconified"); return 0; } } /* int QZ_GetWMInfo (_THIS, SDL_SysWMinfo *info) { info->nsWindowPtr = qz_window; return 0; }*/ void QZ_ChangeGrabState (_THIS, int action) { /* Figure out what the next state should be based on the action. Ignore actions that can't change the current state. */ if ( grab_state == QZ_UNGRABBED ) { if ( action == QZ_ENABLE_GRAB ) { if ( cursor_should_be_visible ) grab_state = QZ_VISIBLE_GRAB; else grab_state = QZ_INVISIBLE_GRAB; } } else if ( grab_state == QZ_VISIBLE_GRAB ) { if ( action == QZ_DISABLE_GRAB ) grab_state = QZ_UNGRABBED; else if ( action == QZ_HIDECURSOR ) grab_state = QZ_INVISIBLE_GRAB; } else { assert( grab_state == QZ_INVISIBLE_GRAB ); if ( action == QZ_DISABLE_GRAB ) grab_state = QZ_UNGRABBED; else if ( action == QZ_SHOWCURSOR ) grab_state = QZ_VISIBLE_GRAB; } /* now apply the new state */ if (grab_state == QZ_UNGRABBED) { CGAssociateMouseAndMouseCursorPosition (1); } else if (grab_state == QZ_VISIBLE_GRAB) { CGAssociateMouseAndMouseCursorPosition (1); } else { assert( grab_state == QZ_INVISIBLE_GRAB ); QZ_PrivateWarpCursor (this, SDL_VideoSurface->w / 2, SDL_VideoSurface->h / 2); CGAssociateMouseAndMouseCursorPosition (0); } } SDL_GrabMode QZ_GrabInput (_THIS, SDL_GrabMode grab_mode) { int doGrab = grab_mode & SDL_GRAB_ON; /*int fullscreen = grab_mode & SDL_GRAB_FULLSCREEN;*/ if ( this->screen == NULL ) { SDL_SetError ("QZ_GrabInput: screen is NULL"); return SDL_GRAB_OFF; } if ( ! video_set ) { /*SDL_SetError ("QZ_GrabInput: video is not set, grab will take effect on mode switch"); */ current_grab_mode = grab_mode; return grab_mode; /* Will be set later on mode switch */ } if ( grab_mode != SDL_GRAB_QUERY ) { if ( doGrab ) QZ_ChangeGrabState (this, QZ_ENABLE_GRAB); else QZ_ChangeGrabState (this, QZ_DISABLE_GRAB); current_grab_mode = doGrab ? SDL_GRAB_ON : SDL_GRAB_OFF; } return current_grab_mode; }