Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_BWin.h @ 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 | 0620847bf1a8 |
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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 */ #ifndef _SDL_BWin_h #define _SDL_BWin_h #include "SDL_config.h" #include <stdio.h> #include <AppKit.h> #include <InterfaceKit.h> #include <be/game/DirectWindow.h> #if SDL_VIDEO_OPENGL #include <be/opengl/GLView.h> #endif #include <support/UTF8.h> #include "../../main/beos/SDL_BeApp.h" #include "SDL_events.h" #include "SDL_BView.h" extern "C" { #include "../../events/SDL_events_c.h" extern int mouse_relative; }; class SDL_BWin : public BDirectWindow { public: SDL_BWin(BRect bounds) : BDirectWindow(bounds, "Untitled", B_TITLED_WINDOW, 0) { last_buttons = 0; the_view = NULL; #if SDL_VIDEO_OPENGL SDL_GLView = NULL; #endif SDL_View = NULL; Unlock(); shown = false; inhibit_resize = false; } virtual ~SDL_BWin() { Lock(); if ( the_view ) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { SDL_GLView->UnlockGL(); } #endif RemoveChild(the_view); the_view = NULL; } Unlock(); #if SDL_VIDEO_OPENGL if ( SDL_GLView ) { delete SDL_GLView; } #endif if ( SDL_View ) { delete SDL_View; } } /* Override the Show() method so we can tell when we've been shown */ virtual void Show(void) { BWindow::Show(); shown = true; } virtual bool Shown(void) { return (shown); } /* If called, the next resize event will not be forwarded to SDL. */ virtual void InhibitResize(void) { inhibit_resize=true; } /* Handle resizing of the window */ virtual void FrameResized(float width, float height) { if(inhibit_resize) inhibit_resize = false; else SDL_PrivateResize((int)width, (int)height); } virtual int CreateView(Uint32 flags, Uint32 gl_flags) { int retval; retval = 0; Lock(); if ( flags & SDL_OPENGL ) { #if SDL_VIDEO_OPENGL if ( SDL_GLView == NULL ) { SDL_GLView = new BGLView(Bounds(), "SDL GLView", B_FOLLOW_ALL_SIDES, (B_WILL_DRAW|B_FRAME_EVENTS), gl_flags); SDL_GLView->EnableDirectMode(true); } if ( the_view != SDL_GLView ) { if ( the_view ) { RemoveChild(the_view); } AddChild(SDL_GLView); SDL_GLView->LockGL(); the_view = SDL_GLView; } #else SDL_SetError("OpenGL support not enabled"); retval = -1; #endif } else { if ( SDL_View == NULL ) { SDL_View = new SDL_BView(Bounds()); } if ( the_view != SDL_View ) { if ( the_view ) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { SDL_GLView->UnlockGL(); } #endif RemoveChild(the_view); } AddChild(SDL_View); the_view = SDL_View; } } Unlock(); return(retval); } virtual void SetBitmap(BBitmap *bitmap) { SDL_View->SetBitmap(bitmap); } virtual void SetXYOffset(int x, int y) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { return; } #endif SDL_View->SetXYOffset(x, y); } virtual void GetXYOffset(int &x, int &y) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { x = 0; y = 0; return; } #endif SDL_View->GetXYOffset(x, y); } virtual void GetXYOffset(float &x, float &y) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { x = 0.0f; y = 0.0f; return; } #endif SDL_View->GetXYOffset(x, y); } virtual bool BeginDraw(void) { return(Lock()); } virtual void DrawAsync(BRect updateRect) { SDL_View->DrawAsync(updateRect); } virtual void EndDraw(void) { SDL_View->Sync(); Unlock(); } #if SDL_VIDEO_OPENGL virtual void SwapBuffers(void) { SDL_GLView->UnlockGL(); SDL_GLView->LockGL(); SDL_GLView->SwapBuffers(); } #endif virtual BView *View(void) { return(the_view); } /* Hook functions -- overridden */ virtual void Minimize(bool minimize) { /* This is only called when mimimized, not when restored */ //SDL_PrivateAppActive(minimize, SDL_APPACTIVE); BWindow::Minimize(minimize); } virtual void WindowActivated(bool active) { SDL_PrivateAppActive(active, SDL_APPINPUTFOCUS); } virtual bool QuitRequested(void) { if ( SDL_BeAppActive > 0 ) { SDL_PrivateQuit(); /* We don't ever actually close the window here because the application should respond to the quit request, or ignore it as desired. */ return(false); } return(true); /* Close the app window */ } virtual void Quit() { if (!IsLocked()) Lock(); BDirectWindow::Quit(); } virtual int16 Translate2Unicode(const char *buf) { int32 state, srclen, dstlen; unsigned char destbuf[2]; Uint16 unicode = 0; if ((uchar)buf[0] > 127) { state = 0; srclen = SDL_strlen(buf); dstlen = sizeof(destbuf); convert_from_utf8(B_UNICODE_CONVERSION, buf, &srclen, (char *)destbuf, &dstlen, &state); unicode = destbuf[0]; unicode <<= 8; unicode |= destbuf[1]; } else unicode = buf[0]; /* For some reason function keys map to control characters */ # define CTRL(X) ((X)-'@') switch (unicode) { case CTRL('A'): case CTRL('B'): case CTRL('C'): case CTRL('D'): case CTRL('E'): case CTRL('K'): case CTRL('L'): case CTRL('P'): if ( ! (SDL_GetModState() & KMOD_CTRL) ) unicode = 0; break; /* Keyboard input maps newline to carriage return */ case '\n': unicode = '\r'; break; default: break; } return unicode; } virtual void DispatchMessage(BMessage *msg, BHandler *target); private: #if SDL_VIDEO_OPENGL BGLView *SDL_GLView; #endif SDL_BView *SDL_View; BView *the_view; bool shown; bool inhibit_resize; int32 last_buttons; }; #endif /* _SDL_BWin_h */