view src/video/ps2gs/SDL_gsmouse.c @ 2884:9dde605c7540

Date: Fri, 19 Dec 2008 20:17:35 +0100 From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 Dec 2008 12:00:00 +0000
parents 99210400e8b9
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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 <sys/ioctl.h>

#include "SDL_mouse.h"
#include "../../events/SDL_events_c.h"
#include "../SDL_cursor_c.h"
#include "SDL_gsvideo.h"
#include "SDL_gsmouse_c.h"


/* The implementation dependent data for the window manager cursor */
struct WMcursor
{
    int unused;
};

/* There isn't any implementation dependent data */
void
GS_FreeWMCursor(_THIS, WMcursor * cursor)
{
    return;
}

/* There isn't any implementation dependent data */
WMcursor *
GS_CreateWMCursor(_THIS,
                  Uint8 * data, Uint8 * mask, int w, int h, int hot_x,
                  int hot_y)
{
    return ((WMcursor *) 0x01);
}

static void
GS_MoveCursor(_THIS, SDL_Cursor * cursor, int x, int y)
{
    SDL_Surface *screen;
    struct ps2_image image;
    SDL_Rect area;
    int mouse_y1, mouse_y2;
    void *saved_pixels;
    int screen_updated;

    /* Lock so we don't interrupt an update with mouse motion */
    SDL_LockCursor();

    /* Make sure any pending DMA has completed */
    if (dma_pending) {
        ioctl(console_fd, PS2IOC_SENDQCT, 1);
        dma_pending = 0;
    }

    /* Remove the cursor image from the DMA area */
    screen = this->screen;
    saved_pixels = screen->pixels;
    screen->pixels = mapped_mem + screen->offset;
    screen_updated = 0;
    if (cursor_drawn) {
        SDL_EraseCursorNoLock(screen);
        cursor_drawn = 0;
        screen_updated = 1;
    }

    /* Save the current mouse area */
    SDL_MouseRect(&area);
    mouse_y1 = area.y;
    mouse_y2 = area.y + area.h;

    /* Only draw the new cursor if there was one passed in */
    if (cursor) {
        /* Set the new location */
        cursor->area.x = (x - cursor->hot_x);
        cursor->area.y = (y - cursor->hot_y);

        /* Draw the cursor at the new location */
        if ((SDL_cursorstate & CURSOR_VISIBLE) && screen->pixels) {
            SDL_DrawCursorNoLock(screen);
            cursor_drawn = 1;
            screen_updated = 1;
        }
    }
    screen->pixels = saved_pixels;

    /* Update the affected area of the screen */
    if (screen_updated) {
        SDL_MouseRect(&area);
        if (area.y < mouse_y1) {
            mouse_y1 = area.y;
        }
        if ((area.y + area.h) > mouse_y2) {
            mouse_y2 = area.y + area.h;
        }
        image = screen_image;
        image.y += screen->offset / screen->pitch + mouse_y1;
        image.h = mouse_y2 - mouse_y1;
        image.ptr = mapped_mem + (image.y - screen_image.y) * screen->pitch;
        ioctl(console_fd, PS2IOC_LOADIMAGE, &image);

        /* Need to scale offscreen image to TV output */
        if (image.y > 0) {
            scaleimage_nonblock(console_fd, tex_tags_mem, scale_tags_mem);
        }
    }

    /* We're finished */
    SDL_UnlockCursor();
}

void
GS_MoveWMCursor(_THIS, int x, int y)
{
    GS_MoveCursor(this, SDL_cursor, x, y);
}

int
GS_ShowWMCursor(_THIS, WMcursor * wmcursor)
{
    SDL_Cursor *cursor;
    int x, y;

    /* Draw the cursor at the appropriate location */
    SDL_GetMouseState(&x, &y);
    if (wmcursor) {
        cursor = SDL_cursor;
    } else {
        cursor = NULL;
    }
    GS_MoveCursor(this, cursor, x, y);
    return (1);
}

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