Mercurial > sdl-ios-xcode
view src/video/SDL_cursor.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 |
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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" /* General cursor handling code for SDL */ #include "SDL_mutex.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "SDL_blit.h" #include "SDL_sysvideo.h" #include "SDL_cursor_c.h" #include "SDL_pixels_c.h" #include "default_cursor.h" #include "../events/SDL_sysevents.h" #include "../events/SDL_events_c.h" /* These are static for our cursor handling code */ volatile int SDL_cursorstate = CURSOR_VISIBLE; SDL_Cursor *SDL_cursor = NULL; static SDL_Cursor *SDL_defcursor = NULL; SDL_mutex *SDL_cursorlock = NULL; /* Public functions */ void SDL_CursorQuit(void) { if ( SDL_cursor != NULL ) { SDL_Cursor *cursor; SDL_cursorstate &= ~CURSOR_VISIBLE; if ( SDL_cursor != SDL_defcursor ) { SDL_FreeCursor(SDL_cursor); } SDL_cursor = NULL; if ( SDL_defcursor != NULL ) { cursor = SDL_defcursor; SDL_defcursor = NULL; SDL_FreeCursor(cursor); } } if ( SDL_cursorlock != NULL ) { SDL_DestroyMutex(SDL_cursorlock); SDL_cursorlock = NULL; } } int SDL_CursorInit(Uint32 multithreaded) { /* We don't have mouse focus, and the cursor isn't drawn yet */ #ifndef IPOD SDL_cursorstate = CURSOR_VISIBLE; #endif /* Create the default cursor */ if ( SDL_defcursor == NULL ) { SDL_defcursor = SDL_CreateCursor(default_cdata, default_cmask, DEFAULT_CWIDTH, DEFAULT_CHEIGHT, DEFAULT_CHOTX, DEFAULT_CHOTY); SDL_SetCursor(SDL_defcursor); } /* Create a lock if necessary */ if ( multithreaded ) { SDL_cursorlock = SDL_CreateMutex(); } /* That's it! */ return(0); } /* Multi-thread support for cursors */ #ifndef SDL_LockCursor void SDL_LockCursor(void) { if ( SDL_cursorlock ) { SDL_mutexP(SDL_cursorlock); } } #endif #ifndef SDL_UnlockCursor void SDL_UnlockCursor(void) { if ( SDL_cursorlock ) { SDL_mutexV(SDL_cursorlock); } } #endif /* Software cursor drawing support */ SDL_Cursor * SDL_CreateCursor (Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) { SDL_VideoDevice *video = current_video; int savelen; int i; SDL_Cursor *cursor; /* Make sure the width is a multiple of 8 */ w = ((w+7)&~7); /* Sanity check the hot spot */ if ( (hot_x < 0) || (hot_y < 0) || (hot_x >= w) || (hot_y >= h) ) { SDL_SetError("Cursor hot spot doesn't lie within cursor"); return(NULL); } /* Allocate memory for the cursor */ cursor = (SDL_Cursor *)SDL_malloc(sizeof *cursor); if ( cursor == NULL ) { SDL_OutOfMemory(); return(NULL); } savelen = (w*4)*h; cursor->area.x = 0; cursor->area.y = 0; cursor->area.w = w; cursor->area.h = h; cursor->hot_x = hot_x; cursor->hot_y = hot_y; cursor->data = (Uint8 *)SDL_malloc((w/8)*h*2); cursor->mask = cursor->data+((w/8)*h); cursor->save[0] = (Uint8 *)SDL_malloc(savelen*2); cursor->save[1] = cursor->save[0] + savelen; cursor->wm_cursor = NULL; if ( ! cursor->data || ! cursor->save[0] ) { SDL_FreeCursor(cursor); SDL_OutOfMemory(); return(NULL); } for ( i=((w/8)*h)-1; i>=0; --i ) { cursor->data[i] = data[i]; cursor->mask[i] = mask[i] | data[i]; } SDL_memset(cursor->save[0], 0, savelen*2); /* If the window manager gives us a good cursor, we're done! */ if ( video->CreateWMCursor ) { cursor->wm_cursor = video->CreateWMCursor(video, data, mask, w, h, hot_x, hot_y); } else { cursor->wm_cursor = NULL; } return(cursor); } /* SDL_SetCursor(NULL) can be used to force the cursor redraw, if this is desired for any reason. This is used when setting the video mode and when the SDL window gains the mouse focus. */ void SDL_SetCursor (SDL_Cursor *cursor) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; /* Make sure that the video subsystem has been initialized */ if ( ! video ) { return; } /* Prevent the event thread from moving the mouse */ SDL_LockCursor(); /* Set the new cursor */ if ( cursor && (cursor != SDL_cursor) ) { /* Erase the current mouse position */ if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) { SDL_EraseCursor(SDL_VideoSurface); } else if ( video->MoveWMCursor ) { /* If the video driver is moving the cursor directly, it needs to hide the old cursor before (possibly) showing the new one. (But don't erase NULL cursor) */ if ( SDL_cursor && video->ShowWMCursor ) { video->ShowWMCursor(this, NULL); } } SDL_cursor = cursor; } /* Draw the new mouse cursor */ if ( SDL_cursor && (SDL_cursorstate&CURSOR_VISIBLE) ) { /* Use window manager cursor if possible */ int show_wm_cursor = 0; if ( SDL_cursor->wm_cursor && video->ShowWMCursor ) { show_wm_cursor = video->ShowWMCursor(this, SDL_cursor->wm_cursor); } if ( show_wm_cursor ) { SDL_cursorstate &= ~CURSOR_USINGSW; } else { SDL_cursorstate |= CURSOR_USINGSW; if ( video->ShowWMCursor ) { video->ShowWMCursor(this, NULL); } { int x, y; SDL_GetMouseState(&x, &y); SDL_cursor->area.x = (x - SDL_cursor->hot_x); SDL_cursor->area.y = (y - SDL_cursor->hot_y); } SDL_DrawCursor(SDL_VideoSurface); } } else { /* Erase window manager mouse (cursor not visible) */ if ( SDL_cursor && (SDL_cursorstate & CURSOR_USINGSW) ) { SDL_EraseCursor(SDL_VideoSurface); } else { if ( video ) { if ( video->ShowWMCursor ) { video->ShowWMCursor(this, NULL); } } } } SDL_UnlockCursor(); } SDL_Cursor * SDL_GetCursor (void) { return(SDL_cursor); } void SDL_FreeCursor (SDL_Cursor *cursor) { if ( cursor ) { if ( cursor == SDL_cursor ) { SDL_SetCursor(SDL_defcursor); } if ( cursor != SDL_defcursor ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; if ( cursor->data ) { SDL_free(cursor->data); } if ( cursor->save[0] ) { SDL_free(cursor->save[0]); } if ( video && cursor->wm_cursor ) { if ( video->FreeWMCursor ) { video->FreeWMCursor(this, cursor->wm_cursor); } } SDL_free(cursor); } } } int SDL_ShowCursor (int toggle) { int showing; showing = (SDL_cursorstate & CURSOR_VISIBLE); if ( toggle >= 0 ) { SDL_LockCursor(); if ( toggle ) { SDL_cursorstate |= CURSOR_VISIBLE; } else { SDL_cursorstate &= ~CURSOR_VISIBLE; } SDL_UnlockCursor(); if ( (SDL_cursorstate & CURSOR_VISIBLE) != showing ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; SDL_SetCursor(NULL); if ( video && video->CheckMouseMode ) { video->CheckMouseMode(this); } } } else { /* Query current state */ ; } return(showing ? 1 : 0); } void SDL_WarpMouse (Uint16 x, Uint16 y) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; if ( !video || !SDL_PublicSurface ) { SDL_SetError("A video mode must be set before warping mouse"); return; } /* If we have an offset video mode, offset the mouse coordinates */ if (this->screen->pitch == 0) { x += this->screen->offset / this->screen->format->BytesPerPixel; y += this->screen->offset; } else { x += (this->screen->offset % this->screen->pitch) / this->screen->format->BytesPerPixel; y += (this->screen->offset / this->screen->pitch); } /* This generates a mouse motion event */ if ( video->WarpWMCursor ) { video->WarpWMCursor(this, x, y); } else { SDL_PrivateMouseMotion(0, 0, x, y); } } void SDL_MoveCursor(int x, int y) { SDL_VideoDevice *video = current_video; /* Erase and update the current mouse position */ if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) { /* Erase and redraw mouse cursor in new position */ SDL_LockCursor(); SDL_EraseCursor(SDL_VideoSurface); SDL_cursor->area.x = (x - SDL_cursor->hot_x); SDL_cursor->area.y = (y - SDL_cursor->hot_y); SDL_DrawCursor(SDL_VideoSurface); SDL_UnlockCursor(); } else if ( video->MoveWMCursor ) { video->MoveWMCursor(video, x, y); } } /* Keep track of the current cursor colors */ static int palette_changed = 1; static Uint8 pixels8[2]; void SDL_CursorPaletteChanged(void) { palette_changed = 1; } void SDL_MouseRect(SDL_Rect *area) { int clip_diff; *area = SDL_cursor->area; if ( area->x < 0 ) { area->w += area->x; area->x = 0; } if ( area->y < 0 ) { area->h += area->y; area->y = 0; } clip_diff = (area->x+area->w)-SDL_VideoSurface->w; if ( clip_diff > 0 ) { area->w = area->w < clip_diff ? 0 : area->w-clip_diff; } clip_diff = (area->y+area->h)-SDL_VideoSurface->h; if ( clip_diff > 0 ) { area->h = area->h < clip_diff ? 0 : area->h-clip_diff; } } static void SDL_DrawCursorFast(SDL_Surface *screen, SDL_Rect *area) { const Uint32 pixels[2] = { 0xFFFFFFFF, 0x00000000 }; int i, w, h; Uint8 *data, datab; Uint8 *mask, maskb; data = SDL_cursor->data + area->y * SDL_cursor->area.w/8; mask = SDL_cursor->mask + area->y * SDL_cursor->area.w/8; switch (screen->format->BytesPerPixel) { case 1: { Uint8 *dst; int dstskip; if ( palette_changed ) { pixels8[0] = (Uint8)SDL_MapRGB(screen->format, 255, 255, 255); pixels8[1] = (Uint8)SDL_MapRGB(screen->format, 0, 0, 0); palette_changed = 0; } dst = (Uint8 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch + SDL_cursor->area.x; dstskip = screen->pitch-area->w; for ( h=area->h; h; h-- ) { for ( w=area->w/8; w; w-- ) { maskb = *mask++; datab = *data++; for ( i=0; i<8; ++i ) { if ( maskb & 0x80 ) { *dst = pixels8[datab>>7]; } maskb <<= 1; datab <<= 1; dst++; } } dst += dstskip; } } break; case 2: { Uint16 *dst; int dstskip; dst = (Uint16 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch/2 + SDL_cursor->area.x; dstskip = (screen->pitch/2)-area->w; for ( h=area->h; h; h-- ) { for ( w=area->w/8; w; w-- ) { maskb = *mask++; datab = *data++; for ( i=0; i<8; ++i ) { if ( maskb & 0x80 ) { *dst = (Uint16)pixels[datab>>7]; } maskb <<= 1; datab <<= 1; dst++; } } dst += dstskip; } } break; case 3: { Uint8 *dst; int dstskip; dst = (Uint8 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch + SDL_cursor->area.x*3; dstskip = screen->pitch-area->w*3; for ( h=area->h; h; h-- ) { for ( w=area->w/8; w; w-- ) { maskb = *mask++; datab = *data++; for ( i=0; i<8; ++i ) { if ( maskb & 0x80 ) { SDL_memset(dst,pixels[datab>>7],3); } maskb <<= 1; datab <<= 1; dst += 3; } } dst += dstskip; } } break; case 4: { Uint32 *dst; int dstskip; dst = (Uint32 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch/4 + SDL_cursor->area.x; dstskip = (screen->pitch/4)-area->w; for ( h=area->h; h; h-- ) { for ( w=area->w/8; w; w-- ) { maskb = *mask++; datab = *data++; for ( i=0; i<8; ++i ) { if ( maskb & 0x80 ) { *dst = pixels[datab>>7]; } maskb <<= 1; datab <<= 1; dst++; } } dst += dstskip; } } break; } } static void SDL_DrawCursorSlow(SDL_Surface *screen, SDL_Rect *area) { const Uint32 pixels[2] = { 0xFFFFFF, 0x000000 }; int h; int x, minx, maxx; Uint8 *data, datab = 0; Uint8 *mask, maskb = 0; Uint8 *dst; int dstbpp, dstskip; data = SDL_cursor->data + area->y * SDL_cursor->area.w/8; mask = SDL_cursor->mask + area->y * SDL_cursor->area.w/8; dstbpp = screen->format->BytesPerPixel; dst = (Uint8 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch + SDL_cursor->area.x*dstbpp; dstskip = screen->pitch-SDL_cursor->area.w*dstbpp; minx = area->x; maxx = area->x+area->w; if ( screen->format->BytesPerPixel == 1 ) { if ( palette_changed ) { pixels8[0] = (Uint8)SDL_MapRGB(screen->format, 255, 255, 255); pixels8[1] = (Uint8)SDL_MapRGB(screen->format, 0, 0, 0); palette_changed = 0; } for ( h=area->h; h; h-- ) { for ( x=0; x<SDL_cursor->area.w; ++x ) { if ( (x%8) == 0 ) { maskb = *mask++; datab = *data++; } if ( (x >= minx) && (x < maxx) ) { if ( maskb & 0x80 ) { SDL_memset(dst, pixels8[datab>>7], dstbpp); } } maskb <<= 1; datab <<= 1; dst += dstbpp; } dst += dstskip; } } else { for ( h=area->h; h; h-- ) { for ( x=0; x<SDL_cursor->area.w; ++x ) { if ( (x%8) == 0 ) { maskb = *mask++; datab = *data++; } if ( (x >= minx) && (x < maxx) ) { if ( maskb & 0x80 ) { SDL_memset(dst, pixels[datab>>7], dstbpp); } } maskb <<= 1; datab <<= 1; dst += dstbpp; } dst += dstskip; } } } /* This handles the ugly work of converting the saved cursor background from the pixel format of the shadow surface to that of the video surface. This is only necessary when blitting from a shadow surface of a different pixel format than the video surface, and using a software rendered cursor. */ static void SDL_ConvertCursorSave(SDL_Surface *screen, int w, int h) { SDL_BlitInfo info; SDL_loblit RunBlit; /* Make sure we can steal the blit mapping */ if ( screen->map->dst != SDL_VideoSurface ) { return; } /* Set up the blit information */ info.s_pixels = SDL_cursor->save[1]; info.s_width = w; info.s_height = h; info.s_skip = 0; info.d_pixels = SDL_cursor->save[0]; info.d_width = w; info.d_height = h; info.d_skip = 0; info.aux_data = screen->map->sw_data->aux_data; info.src = screen->format; info.table = screen->map->table; info.dst = SDL_VideoSurface->format; RunBlit = screen->map->sw_data->blit; /* Run the actual software blit */ RunBlit(&info); } void SDL_DrawCursorNoLock(SDL_Surface *screen) { SDL_Rect area; /* Get the mouse rectangle, clipped to the screen */ SDL_MouseRect(&area); if ( (area.w == 0) || (area.h == 0) ) { return; } /* Copy mouse background */ { int w, h, screenbpp; Uint8 *src, *dst; /* Set up the copy pointers */ screenbpp = screen->format->BytesPerPixel; if ( (screen == SDL_VideoSurface) || FORMAT_EQUAL(screen->format, SDL_VideoSurface->format) ) { dst = SDL_cursor->save[0]; } else { dst = SDL_cursor->save[1]; } src = (Uint8 *)screen->pixels + area.y * screen->pitch + area.x * screenbpp; /* Perform the copy */ w = area.w*screenbpp; h = area.h; while ( h-- ) { SDL_memcpy(dst, src, w); dst += w; src += screen->pitch; } } /* Draw the mouse cursor */ area.x -= SDL_cursor->area.x; area.y -= SDL_cursor->area.y; if ( (area.x == 0) && (area.w == SDL_cursor->area.w) ) { SDL_DrawCursorFast(screen, &area); } else { SDL_DrawCursorSlow(screen, &area); } } void SDL_DrawCursor(SDL_Surface *screen) { /* Lock the screen if necessary */ if ( screen == NULL ) { return; } if ( SDL_MUSTLOCK(screen) ) { if ( SDL_LockSurface(screen) < 0 ) { return; } } SDL_DrawCursorNoLock(screen); /* Unlock the screen and update if necessary */ if ( SDL_MUSTLOCK(screen) ) { SDL_UnlockSurface(screen); } if ( (screen == SDL_VideoSurface) && ((screen->flags & SDL_HWSURFACE) != SDL_HWSURFACE) ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; SDL_Rect area; SDL_MouseRect(&area); /* This can be called before a video mode is set */ if ( video->UpdateRects ) { video->UpdateRects(this, 1, &area); } } } void SDL_EraseCursorNoLock(SDL_Surface *screen) { SDL_Rect area; /* Get the mouse rectangle, clipped to the screen */ SDL_MouseRect(&area); if ( (area.w == 0) || (area.h == 0) ) { return; } /* Copy mouse background */ { int w, h, screenbpp; Uint8 *src, *dst; /* Set up the copy pointers */ screenbpp = screen->format->BytesPerPixel; if ( (screen == SDL_VideoSurface) || FORMAT_EQUAL(screen->format, SDL_VideoSurface->format) ) { src = SDL_cursor->save[0]; } else { src = SDL_cursor->save[1]; } dst = (Uint8 *)screen->pixels + area.y * screen->pitch + area.x * screenbpp; /* Perform the copy */ w = area.w*screenbpp; h = area.h; while ( h-- ) { SDL_memcpy(dst, src, w); src += w; dst += screen->pitch; } /* Perform pixel conversion on cursor background */ if ( src > SDL_cursor->save[1] ) { SDL_ConvertCursorSave(screen, area.w, area.h); } } } void SDL_EraseCursor(SDL_Surface *screen) { /* Lock the screen if necessary */ if ( screen == NULL ) { return; } if ( SDL_MUSTLOCK(screen) ) { if ( SDL_LockSurface(screen) < 0 ) { return; } } SDL_EraseCursorNoLock(screen); /* Unlock the screen and update if necessary */ if ( SDL_MUSTLOCK(screen) ) { SDL_UnlockSurface(screen); } if ( (screen == SDL_VideoSurface) && ((screen->flags & SDL_HWSURFACE) != SDL_HWSURFACE) ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; SDL_Rect area; SDL_MouseRect(&area); if ( video->UpdateRects ) { video->UpdateRects(this, 1, &area); } } } /* Reset the cursor on video mode change FIXME: Keep track of all cursors, and reset them all. */ void SDL_ResetCursor(void) { int savelen; if ( SDL_cursor ) { savelen = SDL_cursor->area.w*4*SDL_cursor->area.h; SDL_cursor->area.x = 0; SDL_cursor->area.y = 0; SDL_memset(SDL_cursor->save[0], 0, savelen); } }