Mercurial > sdl-ios-xcode
view src/video/x11/SDL_x11wm.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 | ee58103d5354 |
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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" #include <X11/Xlib.h> #include <X11/Xutil.h> #include "SDL_version.h" #include "SDL_timer.h" #include "SDL_video.h" #include "SDL_syswm.h" #include "../SDL_pixels_c.h" #include "../../events/SDL_events_c.h" #include "SDL_x11modes_c.h" #include "SDL_x11wm_c.h" static Uint8 reverse_byte(Uint8 x) { x = (x & 0xaa) >> 1 | (x & 0x55) << 1; x = (x & 0xcc) >> 2 | (x & 0x33) << 2; x = (x & 0xf0) >> 4 | (x & 0x0f) << 4; return x; } void X11_SetIcon(_THIS, SDL_Surface *icon, Uint8 *mask) { SDL_Surface *sicon; XWMHints *wmhints; XImage *icon_image; Pixmap icon_pixmap; Pixmap mask_pixmap; Window icon_window = None; GC gc; XGCValues GCvalues; int i, dbpp; SDL_Rect bounds; Uint8 *LSBmask; Visual *dvis; char *p; int masksize; SDL_Lock_EventThread(); /* The icon must use the default visual, depth and colormap of the screen, so it might need a conversion */ dvis = DefaultVisual(SDL_Display, SDL_Screen); dbpp = DefaultDepth(SDL_Display, SDL_Screen); for(i = 0; i < this->hidden->nvisuals; i++) { if(this->hidden->visuals[i].visual == dvis) { dbpp = this->hidden->visuals[i].bpp; break; } } /* The Visual struct is supposed to be opaque but we cheat a little */ sicon = SDL_CreateRGBSurface(SDL_SWSURFACE, icon->w, icon->h, dbpp, dvis->red_mask, dvis->green_mask, dvis->blue_mask, 0); if ( sicon == NULL ) goto done; if(dbpp == 8) { /* Default visual is 8bit; we need to allocate colours from the default colormap */ SDL_Color want[256], got[256]; int nwant; Colormap dcmap; int missing; dcmap = DefaultColormap(SDL_Display, SDL_Screen); if(icon->format->palette) { /* The icon has a palette as well - we just have to find those colours */ nwant = icon->format->palette->ncolors; SDL_memcpy(want, icon->format->palette->colors, nwant * sizeof want[0]); } else { /* try the standard 6x6x6 cube for lack of better ideas */ int r, g, b, i; for(r = i = 0; r < 256; r += 0x33) for(g = 0; g < 256; g += 0x33) for(b = 0; b < 256; b += 0x33, i++) { want[i].r = r; want[i].g = g; want[i].b = b; } nwant = 216; } if(SDL_iconcolors) { /* free already allocated colours first */ unsigned long freelist[512]; int nfree = 0; for(i = 0; i < 256; i++) { while(SDL_iconcolors[i]) { freelist[nfree++] = i; SDL_iconcolors[i]--; } } XFreeColors(GFX_Display, dcmap, freelist, nfree, 0); } if(!SDL_iconcolors) SDL_iconcolors = SDL_malloc(256 * sizeof *SDL_iconcolors); SDL_memset(SDL_iconcolors, 0, 256 * sizeof *SDL_iconcolors); /* try to allocate the colours */ SDL_memset(got, 0, sizeof got); missing = 0; for(i = 0; i < nwant; i++) { XColor c; c.red = want[i].r << 8; c.green = want[i].g << 8; c.blue = want[i].b << 8; c.flags = DoRed | DoGreen | DoBlue; if(XAllocColor(GFX_Display, dcmap, &c)) { /* got the colour */ SDL_iconcolors[c.pixel]++; got[c.pixel] = want[i]; } else { missing = 1; } } if(missing) { /* Some colours were apparently missing, so we just allocate all the rest as well */ XColor cols[256]; for(i = 0; i < 256; i++) cols[i].pixel = i; XQueryColors(GFX_Display, dcmap, cols, 256); for(i = 0; i < 256; i++) { got[i].r = cols[i].red >> 8; got[i].g = cols[i].green >> 8; got[i].b = cols[i].blue >> 8; if(!SDL_iconcolors[i]) { if(XAllocColor(GFX_Display, dcmap, cols + i)) { SDL_iconcolors[i] = 1; } else { /* index not available */ got[i].r = 0; got[i].g = 0; got[i].b = 0; } } } } SDL_SetColors(sicon, got, 0, 256); } bounds.x = 0; bounds.y = 0; bounds.w = icon->w; bounds.h = icon->h; if ( SDL_LowerBlit(icon, &bounds, sicon, &bounds) < 0 ) goto done; /* We need the mask as given, except in LSBfirst format instead of MSBfirst. Reverse the bits in each byte. */ masksize = ((sicon->w + 7) >> 3) * sicon->h; LSBmask = SDL_malloc(masksize); if ( LSBmask == NULL ) { goto done; } SDL_memset(LSBmask, 0, masksize); for(i = 0; i < masksize; i++) LSBmask[i] = reverse_byte(mask[i]); mask_pixmap = XCreatePixmapFromBitmapData(SDL_Display, WMwindow, (char *)LSBmask, sicon->w, sicon->h, 1L, 0L, 1); /* Transfer the image to an X11 pixmap */ icon_image = XCreateImage(SDL_Display, DefaultVisual(SDL_Display, SDL_Screen), DefaultDepth(SDL_Display, SDL_Screen), ZPixmap, 0, sicon->pixels, sicon->w, sicon->h, 32, 0); icon_image->byte_order = (SDL_BYTEORDER == SDL_BIG_ENDIAN) ? MSBFirst : LSBFirst; icon_pixmap = XCreatePixmap(SDL_Display, SDL_Root, sicon->w, sicon->h, DefaultDepth(SDL_Display, SDL_Screen)); gc = XCreateGC(SDL_Display, icon_pixmap, 0, &GCvalues); XPutImage(SDL_Display, icon_pixmap, gc, icon_image, 0, 0, 0, 0, sicon->w, sicon->h); XFreeGC(SDL_Display, gc); XDestroyImage(icon_image); SDL_free(LSBmask); sicon->pixels = NULL; /* Some buggy window managers (some versions of Enlightenment, it seems) need an icon window *and* icon pixmap to work properly, while it screws up others. The default is only to use a pixmap. */ p = SDL_getenv("SDL_VIDEO_X11_ICONWIN"); if(p && *p) { icon_window = XCreateSimpleWindow(SDL_Display, SDL_Root, 0, 0, sicon->w, sicon->h, 0, CopyFromParent, CopyFromParent); XSetWindowBackgroundPixmap(SDL_Display, icon_window, icon_pixmap); XClearWindow(SDL_Display, icon_window); } /* Set the window icon to the icon pixmap (and icon window) */ wmhints = XAllocWMHints(); wmhints->flags = (IconPixmapHint | IconMaskHint); wmhints->icon_pixmap = icon_pixmap; wmhints->icon_mask = mask_pixmap; if(icon_window != None) { wmhints->flags |= IconWindowHint; wmhints->icon_window = icon_window; } XSetWMHints(SDL_Display, WMwindow, wmhints); XFree(wmhints); XSync(SDL_Display, False); done: SDL_Unlock_EventThread(); SDL_FreeSurface(sicon); } void X11_SetCaptionNoLock(_THIS, const char *title, const char *icon) { XTextProperty titleprop, iconprop; Status status; #ifdef X_HAVE_UTF8_STRING Atom _NET_WM_NAME = 0; Atom _NET_WM_ICON_NAME = 0; /* Look up some useful Atoms */ if (SDL_X11_HAVE_UTF8) { _NET_WM_NAME = XInternAtom(SDL_Display, "_NET_WM_NAME", False); _NET_WM_ICON_NAME = XInternAtom(SDL_Display, "_NET_WM_ICON_NAME", False); } #endif if ( title != NULL ) { char *title_locale = SDL_iconv_utf8_locale(title); if ( !title_locale ) { SDL_OutOfMemory(); return; } status = XStringListToTextProperty(&title_locale, 1, &titleprop); SDL_free(title_locale); if ( status ) { XSetTextProperty(SDL_Display, WMwindow, &titleprop, XA_WM_NAME); XFree(titleprop.value); } #ifdef X_HAVE_UTF8_STRING if (SDL_X11_HAVE_UTF8) { status = Xutf8TextListToTextProperty(SDL_Display, (char **)&title, 1, XUTF8StringStyle, &titleprop); if ( status == Success ) { XSetTextProperty(SDL_Display, WMwindow, &titleprop, _NET_WM_NAME); XFree(titleprop.value); } } #endif } if ( icon != NULL ) { char *icon_locale = SDL_iconv_utf8_locale(icon); if ( !icon_locale ) { SDL_OutOfMemory(); return; } status = XStringListToTextProperty(&icon_locale, 1, &iconprop); SDL_free(icon_locale); if ( status ) { XSetTextProperty(SDL_Display, WMwindow, &iconprop, XA_WM_ICON_NAME); XFree(iconprop.value); } #ifdef X_HAVE_UTF8_STRING if (SDL_X11_HAVE_UTF8) { status = Xutf8TextListToTextProperty(SDL_Display, (char **)&icon, 1, XUTF8StringStyle, &iconprop); if ( status == Success ) { XSetTextProperty(SDL_Display, WMwindow, &iconprop, _NET_WM_ICON_NAME); XFree(iconprop.value); } } #endif } XSync(SDL_Display, False); } void X11_SetCaption(_THIS, const char *title, const char *icon) { SDL_Lock_EventThread(); X11_SetCaptionNoLock(this, title, icon); SDL_Unlock_EventThread(); } /* Iconify the window */ int X11_IconifyWindow(_THIS) { int result; SDL_Lock_EventThread(); result = XIconifyWindow(SDL_Display, WMwindow, SDL_Screen); XSync(SDL_Display, False); SDL_Unlock_EventThread(); return(result); } SDL_GrabMode X11_GrabInputNoLock(_THIS, SDL_GrabMode mode) { int result; if ( this->screen == NULL ) { return(SDL_GRAB_OFF); } if ( ! SDL_Window ) { return(mode); /* Will be set later on mode switch */ } if ( mode == SDL_GRAB_OFF ) { XUngrabPointer(SDL_Display, CurrentTime); XUngrabKeyboard(SDL_Display, CurrentTime); } else { if ( this->screen->flags & SDL_FULLSCREEN ) { /* Unbind the mouse from the fullscreen window */ XUngrabPointer(SDL_Display, CurrentTime); } /* Try to grab the mouse */ #if 0 /* We'll wait here until we actually grab, otherwise behavior undefined */ for ( numtries = 0; numtries < 10; ++numtries ) { #else for ( ; ; ) { #endif result = XGrabPointer(SDL_Display, SDL_Window, True, 0, GrabModeAsync, GrabModeAsync, SDL_Window, None, CurrentTime); if ( result == GrabSuccess ) { break; } SDL_Delay(100); } if ( result != GrabSuccess ) { /* Uh, oh, what do we do here? */ ; } /* Now grab the keyboard */ XGrabKeyboard(SDL_Display, WMwindow, True, GrabModeAsync, GrabModeAsync, CurrentTime); /* Raise the window if we grab the mouse */ if ( !(this->screen->flags & SDL_FULLSCREEN) ) XRaiseWindow(SDL_Display, WMwindow); /* Make sure we register input focus */ SDL_PrivateAppActive(1, SDL_APPINPUTFOCUS); /* Since we grabbed the pointer, we have mouse focus, too. */ SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS); } XSync(SDL_Display, False); return(mode); } SDL_GrabMode X11_GrabInput(_THIS, SDL_GrabMode mode) { SDL_Lock_EventThread(); mode = X11_GrabInputNoLock(this, mode); SDL_Unlock_EventThread(); return(mode); } /* If 'info' is the right version, this function fills it and returns 1. Otherwise, in case of a version mismatch, it returns -1. */ static void lock_display(void) { SDL_Lock_EventThread(); } static void unlock_display(void) { /* Make sure any X11 transactions are completed */ SDL_VideoDevice *this = current_video; XSync(SDL_Display, False); SDL_Unlock_EventThread(); } #include <stdio.h> int X11_GetWMInfo(_THIS, SDL_SysWMinfo *info) { if ( info->version.major <= SDL_MAJOR_VERSION ) { info->subsystem = SDL_SYSWM_X11; info->info.x11.display = SDL_Display; info->info.x11.window = SDL_Window; if ( SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch) >= 1002 ) { info->info.x11.fswindow = FSwindow; info->info.x11.wmwindow = WMwindow; } if ( SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch) >= 1212 ) { info->info.x11.gfxdisplay = GFX_Display; } info->info.x11.lock_func = lock_display; info->info.x11.unlock_func = unlock_display; return(1); } else { SDL_SetError("Application not compiled with SDL %d.%d\n", SDL_MAJOR_VERSION, SDL_MINOR_VERSION); return(-1); } }