Mercurial > sdl-ios-xcode
view src/video/ggi/SDL_ggivideo.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" /* GGI-based SDL video driver implementation. */ #include <fcntl.h> #include <unistd.h> #include <sys/mman.h> #include <ggi/ggi.h> #include <ggi/gii.h> #include "SDL_video.h" #include "SDL_mouse.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "../../events/SDL_events_c.h" #include "SDL_ggivideo.h" #include "SDL_ggimouse_c.h" #include "SDL_ggievents_c.h" struct private_hwdata { ggi_visual_t vis; }; ggi_visual_t VIS; /* Initialization/Query functions */ static int GGI_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **GGI_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *GGI_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int GGI_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void GGI_VideoQuit(_THIS); /* Hardware surface functions */ static int GGI_AllocHWSurface(_THIS, SDL_Surface *surface); static int GGI_LockHWSurface(_THIS, SDL_Surface *surface); static void GGI_UnlockHWSurface(_THIS, SDL_Surface *surface); static void GGI_FreeHWSurface(_THIS, SDL_Surface *surface); /* GGI driver bootstrap functions */ static int GGI_Available(void) { ggi_visual_t *vis; vis = NULL; if (ggiInit() == 0) { vis = ggiOpen(NULL); if (vis != NULL) { ggiClose(vis); } } return (vis != NULL); } static void GGI_DeleteDevice(SDL_VideoDevice *device) { SDL_free(device->hidden); SDL_free(device); } static SDL_VideoDevice *GGI_CreateDevice(int devindex) { SDL_VideoDevice *device; /* Initialize all variables that we clean on shutdown */ device = (SDL_VideoDevice *)SDL_malloc(sizeof(SDL_VideoDevice)); if ( device ) { SDL_memset(device, 0, (sizeof *device)); device->hidden = (struct SDL_PrivateVideoData *) SDL_malloc((sizeof *device->hidden)); } if ( (device == NULL) || (device->hidden == NULL) ) { SDL_OutOfMemory(); if ( device ) { SDL_free(device); } return(0); } SDL_memset(device->hidden, 0, (sizeof *device->hidden)); /* Set the function pointers */ device->VideoInit = GGI_VideoInit; device->ListModes = GGI_ListModes; device->SetVideoMode = GGI_SetVideoMode; device->SetColors = GGI_SetColors; device->UpdateRects = NULL; device->VideoQuit = GGI_VideoQuit; device->AllocHWSurface = GGI_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = GGI_LockHWSurface; device->UnlockHWSurface = GGI_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = GGI_FreeHWSurface; device->SetCaption = NULL; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->GetWMInfo = NULL; device->InitOSKeymap = GGI_InitOSKeymap; device->PumpEvents = GGI_PumpEvents; device->free = GGI_DeleteDevice; return device; } VideoBootStrap GGI_bootstrap = { "ggi", "General Graphics Interface (GGI)", GGI_Available, GGI_CreateDevice }; static SDL_Rect video_mode; static SDL_Rect *SDL_modelist[4] = { NULL, NULL, NULL, NULL }; int GGI_VideoInit(_THIS, SDL_PixelFormat *vformat) { ggi_mode mode = { 1, { GGI_AUTO, GGI_AUTO }, { GGI_AUTO, GGI_AUTO }, { 0, 0 }, GT_AUTO, { GGI_AUTO, GGI_AUTO } }; struct private_hwdata *priv; ggi_color pal[256], map[256]; const ggi_directbuffer *db; int err, num_bufs; ggi_pixel white, black; priv = SDL_malloc(sizeof(struct private_hwdata)); if (priv == NULL) { SDL_SetError("Unhandled GGI mode type!\n"); GGI_VideoQuit(NULL); } if (ggiInit() != 0) { SDL_SetError("Unable to initialize GGI!\n"); GGI_VideoQuit(NULL); } VIS = ggiOpen(NULL); if (VIS == NULL) { SDL_SetError("Unable to open default GGI visual!\n"); ggiExit(); GGI_VideoQuit(NULL); } ggiSetFlags(VIS, GGIFLAG_ASYNC); /* Validate mode, autodetecting any GGI_AUTO or GT_AUTO fields */ ggiCheckMode(VIS, &mode); /* At this point we should have a valid mode - try to set it */ err = ggiSetMode(VIS, &mode); /* If we couldn't set _any_ modes, something is very wrong */ if (err) { SDL_SetError("Can't set a mode!\n"); ggiClose(VIS); ggiExit(); GGI_VideoQuit(NULL); } /* Determine the current screen size */ this->info.current_w = mode.virt.x; this->info.current_h = mode.virt.y; /* Set a palette for palletized modes */ if (GT_SCHEME(mode.graphtype) == GT_PALETTE) { ggiSetColorfulPalette(VIS); ggiGetPalette(VIS, 0, 1 << vformat->BitsPerPixel, pal); } /* Now we try to get the DirectBuffer info, which determines whether * SDL can access hardware surfaces directly. */ num_bufs = ggiDBGetNumBuffers(VIS); if (num_bufs > 0) { db = ggiDBGetBuffer(VIS, 0); /* Only handle one DB for now */ vformat->BitsPerPixel = db->buffer.plb.pixelformat->depth; vformat->Rmask = db->buffer.plb.pixelformat->red_mask; vformat->Gmask = db->buffer.plb.pixelformat->green_mask; vformat->Bmask = db->buffer.plb.pixelformat->blue_mask; /* Fill in our hardware acceleration capabilities */ this->info.wm_available = 0; this->info.hw_available = 1; this->info.video_mem = db->buffer.plb.stride * mode.virt.y; } video_mode.x = 0; video_mode.y = 0; video_mode.w = mode.virt.x; video_mode.h = mode.virt.y; SDL_modelist[((vformat->BitsPerPixel + 7) / 8) - 1] = &video_mode; /* We're done! */ return(0); } static SDL_Rect **GGI_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { return(&SDL_modelist[((format->BitsPerPixel + 7) / 8) - 1]); } /* Various screen update functions available */ static void GGI_DirectUpdate(_THIS, int numrects, SDL_Rect *rects); SDL_Surface *GGI_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { ggi_mode mode = { 1, { GGI_AUTO, GGI_AUTO }, { GGI_AUTO, GGI_AUTO }, { 0, 0 }, GT_AUTO, { GGI_AUTO, GGI_AUTO } }; const ggi_directbuffer *db; ggi_color pal[256]; int err; fprintf(stderr, "GGI_SetVideoMode()\n"); mode.visible.x = mode.virt.x = width; mode.visible.y = mode.virt.y = height; /* Translate requested SDL bit depth into a GGI mode */ switch (bpp) { case 1: mode.graphtype = GT_1BIT; break; case 2: mode.graphtype = GT_2BIT; break; case 4: mode.graphtype = GT_4BIT; break; case 8: mode.graphtype = GT_8BIT; break; case 15: mode.graphtype = GT_15BIT; break; case 16: mode.graphtype = GT_16BIT; break; case 24: mode.graphtype = GT_24BIT; break; case 32: mode.graphtype = GT_32BIT; break; default: SDL_SetError("Unknown SDL bit depth, using GT_AUTO....\n"); mode.graphtype = GT_AUTO; } /* Validate mode, autodetecting any GGI_AUTO or GT_AUTO fields */ ggiCheckMode(VIS, &mode); /* At this point we should have a valid mode - try to set it */ err = ggiSetMode(VIS, &mode); /* If we couldn't set _any_ modes, something is very wrong */ if (err) { SDL_SetError("Can't set a mode!\n"); ggiClose(VIS); ggiExit(); GGI_VideoQuit(NULL); } /* Set a palette for palletized modes */ if (GT_SCHEME(mode.graphtype) == GT_PALETTE) { ggiSetColorfulPalette(VIS); ggiGetPalette(VIS, 0, 1 << bpp, pal); } db = ggiDBGetBuffer(VIS, 0); /* Set up the new mode framebuffer */ current->flags = (SDL_FULLSCREEN | SDL_HWSURFACE); current->w = mode.virt.x; current->h = mode.virt.y; current->pitch = db->buffer.plb.stride; current->pixels = db->read; /* Set the blit function */ this->UpdateRects = GGI_DirectUpdate; /* We're done */ return(current); } static int GGI_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void GGI_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } static int GGI_LockHWSurface(_THIS, SDL_Surface *surface) { return(0); } static void GGI_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } static void GGI_DirectUpdate(_THIS, int numrects, SDL_Rect *rects) { int i; /* ggiFlush(VIS); */ for (i = 0; i < numrects; i++) { ggiFlushRegion(VIS, rects[i].x, rects[i].y, rects[i].w, rects[i].h); } return; } int GGI_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { int i; ggi_color pal[256]; /* Set up the colormap */ for (i = 0; i < ncolors; i++) { pal[i].r = (colors[i].r << 8) | colors[i].r; pal[i].g = (colors[i].g << 8) | colors[i].g; pal[i].b = (colors[i].b << 8) | colors[i].b; } ggiSetPalette(VIS, firstcolor, ncolors, pal); return 1; } void GGI_VideoQuit(_THIS) { } void GGI_FinalQuit(void) { }