Mercurial > sdl-ios-xcode
view src/video/gapi/SDL_gapivideo.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 | 3b7fc3416601 |
children | 9ea4413f0a9e |
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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" #ifndef _SDL_gapivideo_h #define _SDL_gapivideo_h #include "SDL_mouse.h" #include "SDL_mutex.h" #include "../SDL_sysvideo.h" #include "../windib/SDL_gapidibvideo.h" /* From gx.h, since it's not really C compliant */ struct GXDisplayProperties { DWORD cxWidth; DWORD cyHeight; // notice lack of 'th' in the word height. long cbxPitch; // number of bytes to move right one x pixel - can be negative. long cbyPitch; // number of bytes to move down one y pixel - can be negative. long cBPP; // # of bits in each pixel DWORD ffFormat; // format flags. }; struct GXKeyList { short vkUp; // key for up POINT ptUp; // x,y position of key/button. Not on screen but in screen coordinates. short vkDown; POINT ptDown; short vkLeft; POINT ptLeft; short vkRight; POINT ptRight; short vkA; POINT ptA; short vkB; POINT ptB; short vkC; POINT ptC; short vkStart; POINT ptStart; }; typedef int (*PFNGXOpenDisplay)(HWND hWnd, DWORD dwFlags); typedef int (*PFNGXCloseDisplay)(); typedef void* (*PFNGXBeginDraw)(); typedef int (*PFNGXEndDraw)(); typedef int (*PFNGXOpenInput)(); typedef int (*PFNGXCloseInput)(); typedef struct GXDisplayProperties (*PFNGXGetDisplayProperties)(); typedef struct GXKeyList (*PFNGXGetDefaultKeys)(int iOptions); typedef int (*PFNGXSuspend)(); typedef int (*PFNGXResume)(); typedef int (*PFNGXSetViewport)( DWORD dwTop, DWORD dwHeight, DWORD dwReserved1, DWORD dwReserved2 ); typedef BOOL (*PFNGXIsDisplayDRAMBuffer)(); struct GapiFunc { PFNGXOpenDisplay GXOpenDisplay; PFNGXCloseDisplay GXCloseDisplay; PFNGXBeginDraw GXBeginDraw; PFNGXEndDraw GXEndDraw; PFNGXOpenInput GXOpenInput; PFNGXCloseInput GXCloseInput; PFNGXGetDisplayProperties GXGetDisplayProperties; PFNGXGetDefaultKeys GXGetDefaultKeys; PFNGXSuspend GXSuspend; PFNGXResume GXResume; PFNGXSetViewport GXSetViewport; PFNGXIsDisplayDRAMBuffer GXIsDisplayDRAMBuffer; }; #define kfLandscape 0x8 // Screen is rotated 270 degrees #define kfPalette 0x10 // Pixel values are indexes into a palette #define kfDirect 0x20 // Pixel values contain actual level information #define kfDirect555 0x40 // 5 bits each for red, green and blue values in a pixel. #define kfDirect565 0x80 // 5 red bits, 6 green bits and 5 blue bits per pixel #define kfDirect888 0x100 // 8 bits each for red, green and blue values in a pixel. #define kfDirect444 0x200 // 4 red, 4 green, 4 blue #define kfDirectInverted 0x400 #define GX_FULLSCREEN 0x01 // for OpenDisplay() #define GX_NORMALKEYS 0x02 #define GX_LANDSCAPEKEYS 0x03 /* GAPI video mode */ typedef enum { GAPI_NONE = 0, GAPI_DIRECT_565, GAPI_DIRECT_555, GAPI_MONO, GAPI_PALETTE } GAPIVideoMode; typedef unsigned short PIXEL; /* Private display data begin with DIB private structure to allow DIB events code sharing */ struct GapiInfo { /* Rotation which has to be applied to the key (arrow keys) and mouse events measured in quarters of a circle * counter clockwise */ int coordinateTransform; char hiresFix; /* using hires mode without defining hires resource */ int invert; //TODO this is only written but never read, so it should be removed #define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */ int SDL_nummodes[NUM_MODELISTS]; SDL_Rect **SDL_modelist[NUM_MODELISTS]; // The orientation of the video mode user wants to get // Probably restricted to UP and RIGHT SDL_ScreenOrientation userOrientation; // -------------- int useGXOpenDisplay; /* use GXOpenDispplay */ int alreadyGXOpened; int w, h; // The orientation of GAPI framebuffer. // Never changes on the same device. SDL_ScreenOrientation gapiOrientation; void *buffer; // may be 8, 16, 24, 32 bpp PIXEL *videoMem; BOOL needUpdate; struct GXKeyList keyList; struct GapiFunc gxFunc; struct GXDisplayProperties gxProperties; GAPIVideoMode videoMode; int colorscale; int dstLineStep; // in bytes int dstPixelStep; // in bytes int startOffset; // in bytes int useVga; int suspended; // do not pu anything into video memory }; #endif /* _SDL_gapivideo_h */