Mercurial > sdl-ios-xcode
view src/events/SDL_events.c @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | a1b03ba2fcd0 |
children |
line wrap: on
line source
/* 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" /* General event handling code for SDL */ #include "SDL.h" #include "SDL_syswm.h" #include "SDL_sysevents.h" #include "SDL_events_c.h" #include "../timer/SDL_timer_c.h" #if !SDL_JOYSTICK_DISABLED #include "../joystick/SDL_joystick_c.h" #endif /* Public data -- the event filter */ SDL_EventFilter SDL_EventOK = NULL; Uint8 SDL_ProcessEvents[SDL_NUMEVENTS]; static Uint32 SDL_eventstate = 0; /* Private data -- event queue */ #define MAXEVENTS 128 static struct { SDL_mutex *lock; int active; int head; int tail; SDL_Event event[MAXEVENTS]; int wmmsg_next; struct SDL_SysWMmsg wmmsg[MAXEVENTS]; } SDL_EventQ; /* Private data -- event locking structure */ static struct { SDL_mutex *lock; int safe; } SDL_EventLock; /* Thread functions */ static SDL_Thread *SDL_EventThread = NULL; /* Thread handle */ static Uint32 event_thread; /* The event thread id */ void SDL_Lock_EventThread(void) { if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) { /* Grab lock and spin until we're sure event thread stopped */ SDL_mutexP(SDL_EventLock.lock); while ( ! SDL_EventLock.safe ) { SDL_Delay(1); } } } void SDL_Unlock_EventThread(void) { if ( SDL_EventThread && (SDL_ThreadID() != event_thread) ) { SDL_mutexV(SDL_EventLock.lock); } } #ifdef __OS2__ /* * We'll increase the priority of GobbleEvents thread, so it will process * events in time for sure! For this, we need the DosSetPriority() API * from the os2.h include file. */ #define INCL_DOSPROCESS #include <os2.h> #include <time.h> #endif static int SDLCALL SDL_GobbleEvents(void *unused) { event_thread = SDL_ThreadID(); #ifdef __OS2__ #ifdef USE_DOSSETPRIORITY /* Increase thread priority, so it will process events in time for sure! */ DosSetPriority(PRTYS_THREAD, PRTYC_REGULAR, +16, 0); #endif #endif while ( SDL_EventQ.active ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; /* Get events from the video subsystem */ if ( video ) { video->PumpEvents(this); } /* Queue pending key-repeat events */ SDL_CheckKeyRepeat(); #if !SDL_JOYSTICK_DISABLED /* Check for joystick state change */ if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) { SDL_JoystickUpdate(); } #endif /* Give up the CPU for the rest of our timeslice */ SDL_EventLock.safe = 1; if ( SDL_timer_running ) { SDL_ThreadedTimerCheck(); } SDL_Delay(1); /* Check for event locking. On the P of the lock mutex, if the lock is held, this thread will wait until the lock is released before continuing. The safe flag will be set, meaning that the other thread can go about it's business. The safe flag is reset before the V, so as soon as the mutex is free, other threads can see that it's not safe to interfere with the event thread. */ SDL_mutexP(SDL_EventLock.lock); SDL_EventLock.safe = 0; SDL_mutexV(SDL_EventLock.lock); } SDL_SetTimerThreaded(0); event_thread = 0; return(0); } static int SDL_StartEventThread(Uint32 flags) { /* Reset everything to zero */ SDL_EventThread = NULL; SDL_memset(&SDL_EventLock, 0, sizeof(SDL_EventLock)); /* Create the lock and set ourselves active */ #if !SDL_THREADS_DISABLED SDL_EventQ.lock = SDL_CreateMutex(); if ( SDL_EventQ.lock == NULL ) { #ifdef __MACOS__ /* MacOS classic you can't multithread, so no lock needed */ ; #else return(-1); #endif } #endif /* !SDL_THREADS_DISABLED */ SDL_EventQ.active = 1; if ( (flags&SDL_INIT_EVENTTHREAD) == SDL_INIT_EVENTTHREAD ) { SDL_EventLock.lock = SDL_CreateMutex(); if ( SDL_EventLock.lock == NULL ) { return(-1); } SDL_EventLock.safe = 0; /* The event thread will handle timers too */ SDL_SetTimerThreaded(2); #if (defined(__WIN32__) && !defined(_WIN32_WCE)) && !defined(HAVE_LIBC) && !defined(__SYMBIAN32__) #undef SDL_CreateThread SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL, NULL, NULL); #else SDL_EventThread = SDL_CreateThread(SDL_GobbleEvents, NULL); #endif if ( SDL_EventThread == NULL ) { return(-1); } } else { event_thread = 0; } return(0); } static void SDL_StopEventThread(void) { SDL_EventQ.active = 0; if ( SDL_EventThread ) { SDL_WaitThread(SDL_EventThread, NULL); SDL_EventThread = NULL; SDL_DestroyMutex(SDL_EventLock.lock); SDL_EventLock.lock = NULL; } #ifndef IPOD SDL_DestroyMutex(SDL_EventQ.lock); SDL_EventQ.lock = NULL; #endif } Uint32 SDL_EventThreadID(void) { return(event_thread); } /* Public functions */ void SDL_StopEventLoop(void) { /* Halt the event thread, if running */ SDL_StopEventThread(); /* Shutdown event handlers */ SDL_AppActiveQuit(); SDL_KeyboardQuit(); SDL_MouseQuit(); SDL_QuitQuit(); /* Clean out EventQ */ SDL_EventQ.head = 0; SDL_EventQ.tail = 0; SDL_EventQ.wmmsg_next = 0; } /* This function (and associated calls) may be called more than once */ int SDL_StartEventLoop(Uint32 flags) { int retcode; /* Clean out the event queue */ SDL_EventThread = NULL; SDL_EventQ.lock = NULL; SDL_StopEventLoop(); /* No filter to start with, process most event types */ SDL_EventOK = NULL; SDL_memset(SDL_ProcessEvents,SDL_ENABLE,sizeof(SDL_ProcessEvents)); SDL_eventstate = ~0; /* It's not save to call SDL_EventState() yet */ SDL_eventstate &= ~(0x00000001 << SDL_SYSWMEVENT); SDL_ProcessEvents[SDL_SYSWMEVENT] = SDL_IGNORE; /* Initialize event handlers */ retcode = 0; retcode += SDL_AppActiveInit(); retcode += SDL_KeyboardInit(); retcode += SDL_MouseInit(); retcode += SDL_QuitInit(); if ( retcode < 0 ) { /* We don't expect them to fail, but... */ return(-1); } /* Create the lock and event thread */ if ( SDL_StartEventThread(flags) < 0 ) { SDL_StopEventLoop(); return(-1); } return(0); } /* Add an event to the event queue -- called with the queue locked */ static int SDL_AddEvent(SDL_Event *event) { int tail, added; tail = (SDL_EventQ.tail+1)%MAXEVENTS; if ( tail == SDL_EventQ.head ) { /* Overflow, drop event */ added = 0; } else { SDL_EventQ.event[SDL_EventQ.tail] = *event; if (event->type == SDL_SYSWMEVENT) { /* Note that it's possible to lose an event */ int next = SDL_EventQ.wmmsg_next; SDL_EventQ.wmmsg[next] = *event->syswm.msg; SDL_EventQ.event[SDL_EventQ.tail].syswm.msg = &SDL_EventQ.wmmsg[next]; SDL_EventQ.wmmsg_next = (next+1)%MAXEVENTS; } SDL_EventQ.tail = tail; added = 1; } return(added); } /* Cut an event, and return the next valid spot, or the tail */ /* -- called with the queue locked */ static int SDL_CutEvent(int spot) { if ( spot == SDL_EventQ.head ) { SDL_EventQ.head = (SDL_EventQ.head+1)%MAXEVENTS; return(SDL_EventQ.head); } else if ( (spot+1)%MAXEVENTS == SDL_EventQ.tail ) { SDL_EventQ.tail = spot; return(SDL_EventQ.tail); } else /* We cut the middle -- shift everything over */ { int here, next; /* This can probably be optimized with SDL_memcpy() -- careful! */ if ( --SDL_EventQ.tail < 0 ) { SDL_EventQ.tail = MAXEVENTS-1; } for ( here=spot; here != SDL_EventQ.tail; here = next ) { next = (here+1)%MAXEVENTS; SDL_EventQ.event[here] = SDL_EventQ.event[next]; } return(spot); } /* NOTREACHED */ } /* Lock the event queue, take a peep at it, and unlock it */ int SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 mask) { int i, used; /* Don't look after we've quit */ if ( ! SDL_EventQ.active ) { return(-1); } /* Lock the event queue */ used = 0; if ( SDL_mutexP(SDL_EventQ.lock) == 0 ) { if ( action == SDL_ADDEVENT ) { for ( i=0; i<numevents; ++i ) { used += SDL_AddEvent(&events[i]); } } else { SDL_Event tmpevent; int spot; /* If 'events' is NULL, just see if they exist */ if ( events == NULL ) { action = SDL_PEEKEVENT; numevents = 1; events = &tmpevent; } spot = SDL_EventQ.head; while ((used < numevents)&&(spot != SDL_EventQ.tail)) { if ( mask & SDL_EVENTMASK(SDL_EventQ.event[spot].type) ) { events[used++] = SDL_EventQ.event[spot]; if ( action == SDL_GETEVENT ) { spot = SDL_CutEvent(spot); } else { spot = (spot+1)%MAXEVENTS; } } else { spot = (spot+1)%MAXEVENTS; } } } SDL_mutexV(SDL_EventQ.lock); } else { SDL_SetError("Couldn't lock event queue"); used = -1; } return(used); } /* Run the system dependent event loops */ void SDL_PumpEvents(void) { if ( !SDL_EventThread ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; /* Get events from the video subsystem */ if ( video ) { video->PumpEvents(this); } /* Queue pending key-repeat events */ SDL_CheckKeyRepeat(); #if !SDL_JOYSTICK_DISABLED /* Check for joystick state change */ if ( SDL_numjoysticks && (SDL_eventstate & SDL_JOYEVENTMASK) ) { SDL_JoystickUpdate(); } #endif } } /* Public functions */ int SDL_PollEvent (SDL_Event *event) { SDL_PumpEvents(); /* We can't return -1, just return 0 (no event) on error */ if ( SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS) <= 0 ) return 0; return 1; } int SDL_WaitEvent (SDL_Event *event) { while ( 1 ) { SDL_PumpEvents(); switch(SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) { case -1: return 0; case 1: return 1; case 0: SDL_Delay(10); } } } int SDL_PushEvent(SDL_Event *event) { if ( SDL_PeepEvents(event, 1, SDL_ADDEVENT, 0) <= 0 ) return -1; return 0; } void SDL_SetEventFilter (SDL_EventFilter filter) { SDL_Event bitbucket; /* Set filter and discard pending events */ SDL_EventOK = filter; while ( SDL_PollEvent(&bitbucket) > 0 ) ; } SDL_EventFilter SDL_GetEventFilter(void) { return(SDL_EventOK); } Uint8 SDL_EventState (Uint8 type, int state) { SDL_Event bitbucket; Uint8 current_state; /* If SDL_ALLEVENTS was specified... */ if ( type == 0xFF ) { current_state = SDL_IGNORE; for ( type=0; type<SDL_NUMEVENTS; ++type ) { if ( SDL_ProcessEvents[type] != SDL_IGNORE ) { current_state = SDL_ENABLE; } SDL_ProcessEvents[type] = state; if ( state == SDL_ENABLE ) { SDL_eventstate |= (0x00000001 << (type)); } else { SDL_eventstate &= ~(0x00000001 << (type)); } } while ( SDL_PollEvent(&bitbucket) > 0 ) ; return(current_state); } /* Just set the state for one event type */ current_state = SDL_ProcessEvents[type]; switch (state) { case SDL_IGNORE: case SDL_ENABLE: /* Set state and discard pending events */ SDL_ProcessEvents[type] = state; if ( state == SDL_ENABLE ) { SDL_eventstate |= (0x00000001 << (type)); } else { SDL_eventstate &= ~(0x00000001 << (type)); } while ( SDL_PollEvent(&bitbucket) > 0 ) ; break; default: /* Querying state? */ break; } return(current_state); } /* This is a generic event handler. */ int SDL_PrivateSysWMEvent(SDL_SysWMmsg *message) { int posted; posted = 0; if ( SDL_ProcessEvents[SDL_SYSWMEVENT] == SDL_ENABLE ) { SDL_Event event; SDL_memset(&event, 0, sizeof(event)); event.type = SDL_SYSWMEVENT; event.syswm.msg = message; if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) { posted = 1; SDL_PushEvent(&event); } } /* Update internal event state */ return(posted); }