Mercurial > sdl-ios-xcode
view src/video/picogui/SDL_pgvideo.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 Micah Dowty micahjd@users.sourceforge.net */ #include "SDL_config.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_pgvideo.h" #include "SDL_pgevents_c.h" #define PGVID_DRIVER_NAME "picogui" /* Initialization/Query functions */ static int PG_VideoInit(_THIS, SDL_PixelFormat *vformat); static SDL_Rect **PG_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags); static SDL_Surface *PG_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags); static int PG_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors); static void PG_VideoQuit(_THIS); /* Hardware surface functions */ static int PG_AllocHWSurface(_THIS, SDL_Surface *surface); static int PG_LockHWSurface(_THIS, SDL_Surface *surface); static void PG_UnlockHWSurface(_THIS, SDL_Surface *surface); static void PG_FreeHWSurface(_THIS, SDL_Surface *surface); /* etc. */ static void PG_UpdateRects(_THIS, int numrects, SDL_Rect *rects); // The implementation dependent data for the window manager cursor struct WMcursor { /* Our cursor is a PicoGUI theme */ pghandle theme; } ; /* WM functions */ void PG_SetCaption(_THIS, const char *title, const char *icon); WMcursor * PG_CreateWMCursor (_THIS,Uint8 * data, Uint8 * mask, int w, int h, int hot_x, int hot_y); void PG_FreeWMCursor (_THIS, WMcursor * cursor); void PG_WarpWMCursor(_THIS, Uint16 x, Uint16 y); int PG_ShowWMCursor (_THIS, WMcursor * cursor); /* PicoGUI driver bootstrap functions */ static int PG_Available(void) { /* FIXME: The current client lib doesn't give a way to see if the picogui * server is reachable without causing a fatal error if it isn't. * This should be fixed in cli_c2, but until then assume we can * connect. Since more common drivers like X11 are probed first anyway, * this shouldn't be a huge problem. */ return(1); } static void PG_DeleteDevice(SDL_VideoDevice *device) { SDL_free(device->hidden); SDL_free(device); } static SDL_VideoDevice *PG_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 = PG_VideoInit; device->ListModes = PG_ListModes; device->SetVideoMode = PG_SetVideoMode; device->CreateYUVOverlay = NULL; device->SetColors = PG_SetColors; device->UpdateRects = PG_UpdateRects; device->VideoQuit = PG_VideoQuit; device->AllocHWSurface = PG_AllocHWSurface; device->CheckHWBlit = NULL; device->FillHWRect = NULL; device->SetHWColorKey = NULL; device->SetHWAlpha = NULL; device->LockHWSurface = PG_LockHWSurface; device->UnlockHWSurface = PG_UnlockHWSurface; device->FlipHWSurface = NULL; device->FreeHWSurface = PG_FreeHWSurface; device->SetCaption = PG_SetCaption; device->SetIcon = NULL; device->IconifyWindow = NULL; device->GrabInput = NULL; device->PumpEvents = PG_PumpEvents; device->InitOSKeymap = PG_InitOSKeymap; device->ShowWMCursor = PG_ShowWMCursor; device->CreateWMCursor = PG_CreateWMCursor; device->FreeWMCursor = PG_FreeWMCursor; device->WarpWMCursor = PG_WarpWMCursor; device->free = PG_DeleteDevice; return device; } VideoBootStrap PG_bootstrap = { PGVID_DRIVER_NAME, "PicoGUI SDL driver", PG_Available, PG_CreateDevice }; int PG_VideoInit(_THIS, SDL_PixelFormat *vformat) { /* Connect to the PicoGUI server. No way to process command line args yet, * but since this is based on SHM it's not important to be able to specify * a remote PicoGUI server. * * FIXME: Another nitpick about the current client lib is there's no * clean way to indicate that command line args are not available. */ pgInit(0,(char**)""); this->hidden->mi = *pgGetVideoMode(); /* Create a picogui application and canvas. We'll populate the canvas later. */ this->hidden->wApp = pgRegisterApp(PG_APP_NORMAL,"SDL",0); this->hidden->wCanvas = pgNewWidget(PG_WIDGET_CANVAS,0,0); pgSetWidget(PGDEFAULT, PG_WP_SIDE, PG_S_ALL, 0); PG_InitEvents(this); /* Determine the current screen size */ this->info.current_w = this->hidden->mi.lxres; this->info.current_h = this->hidden->mi.lyres; /* Determine the screen depth. * We change this during the SDL_SetVideoMode implementation... * Round up to the nearest Bytes per pixel */ vformat->BitsPerPixel = this->hidden->mi.bpp; vformat->BytesPerPixel = this->hidden->mi.bpp >> 3; if (this->hidden->mi.bpp & 7) vformat->BytesPerPixel++; /* We're done! */ return(0); } SDL_Rect **PG_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags) { return (SDL_Rect **) -1; } SDL_Surface *PG_SetVideoMode(_THIS, SDL_Surface *current, int width, int height, int bpp, Uint32 flags) { if ( this->hidden->bitmap ) { /* Free old bitmap */ if (current->pixels) { shmdt(current->pixels); current->pixels = NULL; } pgDelete(this->hidden->bitmap); } /* Allocate the new pixel format for the screen */ if ( ! SDL_ReallocFormat(current, bpp, 0, 0, 0, 0) ) { SDL_SetError("Couldn't allocate new pixel format for requested mode"); return(NULL); } /* Create a new picogui bitmap */ this->hidden->bitmap = pgCreateBitmap(width,height); this->hidden->shm = *pgMakeSHMBitmap(this->hidden->bitmap); current->pixels = shmat(shmget(this->hidden->shm.shm_key, this->hidden->shm.shm_length,0),NULL,0); /* Reset the canvas, and draw persistent and incremental grops. * Use mapping and offsets to center it. */ pgWriteCmd(this->hidden->wCanvas, PGCANVAS_NUKE, 0); /* 0. Set the source position during incremental rendering */ pgWriteCmd(this->hidden->wCanvas, PGCANVAS_GROP, 5, PG_GROP_SETSRC,0,0,0,0); pgWriteCmd(this->hidden->wCanvas, PGCANVAS_GROPFLAGS, 1, PG_GROPF_INCREMENTAL); /* 1. Incremental bitmap rendering */ pgWriteCmd(this->hidden->wCanvas, PGCANVAS_GROP, 6, PG_GROP_BITMAP, 0,0,0,0,this->hidden->bitmap); pgWriteCmd(this->hidden->wCanvas, PGCANVAS_GROPFLAGS, 1, PG_GROPF_INCREMENTAL); /* 2. Normal bitmap rendering */ pgWriteCmd(this->hidden->wCanvas, PGCANVAS_GROP, 6, PG_GROP_BITMAP, 0,0,this->hidden->shm.width,this->hidden->shm.height,this->hidden->bitmap); /* Set up the new mode framebuffer */ current->flags = 0; current->w = this->hidden->shm.width; current->h = this->hidden->shm.height; current->pitch = this->hidden->shm.pitch; /* Set up pixel format */ current->format->BitsPerPixel = this->hidden->shm.bpp; current->format->BytesPerPixel = this->hidden->shm.bpp >> 3; if (this->hidden->shm.bpp & 7) current->format->BytesPerPixel++; current->format->palette = NULL; current->format->Rmask = this->hidden->shm.red_mask; current->format->Gmask = this->hidden->shm.green_mask; current->format->Bmask = this->hidden->shm.blue_mask; current->format->Amask = this->hidden->shm.alpha_mask; current->format->Rshift = this->hidden->shm.red_shift; current->format->Gshift = this->hidden->shm.green_shift; current->format->Bshift = this->hidden->shm.blue_shift; current->format->Ashift = this->hidden->shm.alpha_shift; current->format->Rloss = 8 - this->hidden->shm.red_length; current->format->Gloss = 8 - this->hidden->shm.green_length; current->format->Bloss = 8 - this->hidden->shm.blue_length; current->format->Aloss = 8 - this->hidden->shm.alpha_length; /* Draw the app */ pgUpdate(); /* We're done */ return(current); } /* We don't actually allow hardware surfaces other than the main one */ static int PG_AllocHWSurface(_THIS, SDL_Surface *surface) { return(-1); } static void PG_FreeHWSurface(_THIS, SDL_Surface *surface) { return; } /* We need to wait for vertical retrace on page flipped displays */ static int PG_LockHWSurface(_THIS, SDL_Surface *surface) { return(0); } static void PG_UnlockHWSurface(_THIS, SDL_Surface *surface) { return; } static void PG_UpdateRects(_THIS, int numrects, SDL_Rect *rects) { int i; for (i = 0; i < numrects; i++) { if (rects[i].w <= 0 || rects[i].h <= 0) continue; /* Schedule an incremental update for this rectangle, using * the canvas gropnodes we've loaded beforehand. */ pgWriteCmd(this->hidden->wCanvas, PGCANVAS_FINDGROP, 1, 0); pgWriteCmd(this->hidden->wCanvas, PGCANVAS_MOVEGROP, 4, rects[i].x, rects[i].y, rects[i].w, rects[i].h); pgWriteCmd(this->hidden->wCanvas, PGCANVAS_FINDGROP, 1, 1); pgWriteCmd(this->hidden->wCanvas, PGCANVAS_MOVEGROP, 4, rects[i].x, rects[i].y, rects[i].w, rects[i].h); /* Go perform the update */ pgWriteCmd(this->hidden->wCanvas, PGCANVAS_INCREMENTAL, 0); pgSubUpdate(this->hidden->wCanvas); } } int PG_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors) { /* do nothing of note. */ return(1); } /* Note: If we are terminated, this could be called in the middle of another SDL video routine -- notably UpdateRects. */ void PG_VideoQuit(_THIS) { if (this->screen->pixels != NULL) { shmdt(this->screen->pixels); this->screen->pixels = NULL; pgDelete(this->hidden->bitmap); } pgDelete(this->hidden->wCanvas); pgDelete(this->hidden->wApp); } void PG_SetCaption(_THIS, const char *title, const char *icon) { if (title != NULL) pgReplaceText(this->hidden->wApp, title); pgUpdate(); } /* FIXME: The cursor stuff isn't implemented yet! */ WMcursor * PG_CreateWMCursor (_THIS,Uint8 * data, Uint8 * mask, int w, int h, int hot_x, int hot_y) { static WMcursor dummy; return &dummy; } void PG_FreeWMCursor (_THIS, WMcursor * cursor) { } void PG_WarpWMCursor(_THIS, Uint16 x, Uint16 y) { } int PG_ShowWMCursor (_THIS, WMcursor * cursor) { return 1; }