Mercurial > sdl-ios-xcode
view src/video/SDL_cursor.c @ 934:af585d6efec8
Date: Thu, 17 Jun 2004 11:38:51 -0700 (PDT)
From: Eric Wing <ewing2121@yahoo.com>
Subject: New OS X patch (was Re: [SDL] Bug with inverted mouse coordinates in
I have a new patch for OS X I would like to submit.
First, it appears no further action has been taken on
my fix from Apple on the OpenGL windowed mode mouse
inversion problem. The fix would reunify the code, and
no longer require case checking for which version of
the OS you are running. This is probably a good fix
because the behavior with the old code could change
again with future versions of the OS, so those fixes
are included in this new patch.
But in addition, when I was at Apple, I asked them
about the ability to distinguish between the modifier
keys on the left and right sides of the keyboard (e.g.
Left Shift, Right Shift, Left/Right Alt, L/R Cmd, L/R
Ctrl). They told me that starting with Panther, the OS
began supporting this feature. This has always been a
source of annoyance for me when bringing a program
that comes from Windows or Linux to OS X when the
keybindings happened to need distinguishable left-side
and right-side keys. So the rest of the patch I am
submitting contains new code to support this feature
on Panther (and presumably later versions of the OS).
So after removing the OS version checks for the mouse
inversion problem, I reused the OS version checks to
activate the Left/Right detection of modifier keys. If
you are running Panther (or above), the new code will
attempt to distinguish between sides. For the older
OS's, the code path reverts to the original code.
I've tested with Panther on a G4 Cube, G5 dual
processor, and Powerbook Rev C. The Cube and G5
keyboards demonstrated the ability to distinguish
between sides. The Powerbook seems to only have
left-side keys, but the patch was still able to handle
it by producing the same results as before the patch.
I also wanted to test a non-Apple keyboard.
Unfortunately, I don't have any PC USB keyboards.
However, I was able to borrow a Sun Microsystems USB
keyboard, so I tried that out on the G5, and I got the
correct behavior for left and right sides. I'm
expecting that if it worked with a Sun keyboard, most
other keyboards should work with no problems.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 20 Aug 2004 22:35:23 +0000 |
parents | b8d311d90021 |
children | af8b0f9ac2f4 |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif /* General cursor handling code for SDL */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include "SDL_mutex.h" #include "SDL_error.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "SDL_blit.h" #include "SDL_events_c.h" #include "SDL_sysvideo.h" #include "SDL_sysevents.h" #include "SDL_cursor_c.h" #include "SDL_pixels_c.h" #include "default_cursor.h" /* These are static for our cursor handling code */ volatile int SDL_cursorstate = CURSOR_VISIBLE; SDL_Cursor *SDL_cursor = NULL; static SDL_Cursor *SDL_defcursor = NULL; SDL_mutex *SDL_cursorlock = NULL; /* Public functions */ void SDL_CursorQuit(void) { if ( SDL_cursor != NULL ) { SDL_Cursor *cursor; SDL_cursorstate &= ~CURSOR_VISIBLE; if ( SDL_cursor != SDL_defcursor ) { SDL_FreeCursor(SDL_cursor); } SDL_cursor = NULL; if ( SDL_defcursor != NULL ) { cursor = SDL_defcursor; SDL_defcursor = NULL; SDL_FreeCursor(cursor); } } if ( SDL_cursorlock != NULL ) { SDL_DestroyMutex(SDL_cursorlock); SDL_cursorlock = NULL; } } int SDL_CursorInit(Uint32 multithreaded) { /* We don't have mouse focus, and the cursor isn't drawn yet */ SDL_cursorstate = CURSOR_VISIBLE; /* Create the default cursor */ if ( SDL_defcursor == NULL ) { SDL_defcursor = SDL_CreateCursor(default_cdata, default_cmask, DEFAULT_CWIDTH, DEFAULT_CHEIGHT, DEFAULT_CHOTX, DEFAULT_CHOTY); SDL_SetCursor(SDL_defcursor); } /* Create a lock if necessary */ if ( multithreaded ) { SDL_cursorlock = SDL_CreateMutex(); } /* That's it! */ return(0); } /* Multi-thread support for cursors */ #ifndef SDL_LockCursor void SDL_LockCursor(void) { if ( SDL_cursorlock ) { SDL_mutexP(SDL_cursorlock); } } #endif #ifndef SDL_UnlockCursor void SDL_UnlockCursor(void) { if ( SDL_cursorlock ) { SDL_mutexV(SDL_cursorlock); } } #endif /* Software cursor drawing support */ SDL_Cursor * SDL_CreateCursor (Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) { SDL_VideoDevice *video = current_video; int savelen; int i; SDL_Cursor *cursor; /* Make sure the width is a multiple of 8 */ w = ((w+7)&~7); /* Sanity check the hot spot */ if ( (hot_x < 0) || (hot_y < 0) || (hot_x >= w) || (hot_y >= h) ) { SDL_SetError("Cursor hot spot doesn't lie within cursor"); return(NULL); } /* Allocate memory for the cursor */ cursor = (SDL_Cursor *)malloc(sizeof *cursor); if ( cursor == NULL ) { SDL_OutOfMemory(); return(NULL); } savelen = (w*4)*h; cursor->area.x = 0; cursor->area.y = 0; cursor->area.w = w; cursor->area.h = h; cursor->hot_x = hot_x; cursor->hot_y = hot_y; cursor->data = (Uint8 *)malloc((w/8)*h*2); cursor->mask = cursor->data+((w/8)*h); cursor->save[0] = (Uint8 *)malloc(savelen*2); cursor->save[1] = cursor->save[0] + savelen; cursor->wm_cursor = NULL; if ( ! cursor->data || ! cursor->save[0] ) { SDL_FreeCursor(cursor); SDL_OutOfMemory(); return(NULL); } for ( i=((w/8)*h)-1; i>=0; --i ) { cursor->data[i] = data[i]; cursor->mask[i] = mask[i] | data[i]; } memset(cursor->save[0], 0, savelen*2); /* If the window manager gives us a good cursor, we're done! */ if ( video->CreateWMCursor ) { cursor->wm_cursor = video->CreateWMCursor(video, data, mask, w, h, hot_x, hot_y); } else { cursor->wm_cursor = NULL; } return(cursor); } /* SDL_SetCursor(NULL) can be used to force the cursor redraw, if this is desired for any reason. This is used when setting the video mode and when the SDL window gains the mouse focus. */ void SDL_SetCursor (SDL_Cursor *cursor) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; /* Make sure that the video subsystem has been initialized */ if ( ! video ) { return; } /* Prevent the event thread from moving the mouse */ SDL_LockCursor(); /* Set the new cursor */ if ( cursor && (cursor != SDL_cursor) ) { /* Erase the current mouse position */ if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) { SDL_EraseCursor(SDL_VideoSurface); } else if ( video->MoveWMCursor ) { /* If the video driver is moving the cursor directly, it needs to hide the old cursor before (possibly) showing the new one. (But don't erase NULL cursor) */ if ( SDL_cursor ) { video->ShowWMCursor(this, NULL); } } SDL_cursor = cursor; } /* Draw the new mouse cursor */ if ( SDL_cursor && (SDL_cursorstate&CURSOR_VISIBLE) ) { /* Use window manager cursor if possible */ if ( SDL_cursor->wm_cursor && video->ShowWMCursor(this, SDL_cursor->wm_cursor) ) SDL_cursorstate &= ~CURSOR_USINGSW; else { SDL_cursorstate |= CURSOR_USINGSW; if ( video->ShowWMCursor ) { video->ShowWMCursor(this, NULL); } { int x, y; SDL_GetMouseState(&x, &y); SDL_cursor->area.x = (x - SDL_cursor->hot_x); SDL_cursor->area.y = (y - SDL_cursor->hot_y); } SDL_DrawCursor(SDL_VideoSurface); } } else { /* Erase window manager mouse (cursor not visible) */ if ( SDL_cursor && (SDL_cursorstate & CURSOR_USINGSW) ) { SDL_EraseCursor(SDL_VideoSurface); } else { if ( video ) { video->ShowWMCursor(this, NULL); } } } SDL_UnlockCursor(); } SDL_Cursor * SDL_GetCursor (void) { return(SDL_cursor); } void SDL_FreeCursor (SDL_Cursor *cursor) { if ( cursor ) { if ( cursor == SDL_cursor ) { SDL_SetCursor(SDL_defcursor); } if ( cursor != SDL_defcursor ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; if ( cursor->data ) { free(cursor->data); } if ( cursor->save[0] ) { free(cursor->save[0]); } if ( video && cursor->wm_cursor ) { video->FreeWMCursor(this, cursor->wm_cursor); } free(cursor); } } } int SDL_ShowCursor (int toggle) { int showing; showing = (SDL_cursorstate & CURSOR_VISIBLE); if ( toggle >= 0 ) { SDL_LockCursor(); if ( toggle ) { SDL_cursorstate |= CURSOR_VISIBLE; } else { SDL_cursorstate &= ~CURSOR_VISIBLE; } SDL_UnlockCursor(); if ( (SDL_cursorstate & CURSOR_VISIBLE) != showing ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; SDL_SetCursor(NULL); if ( video && video->CheckMouseMode ) { video->CheckMouseMode(this); } } } else { /* Query current state */ ; } return(showing ? 1 : 0); } void SDL_WarpMouse (Uint16 x, Uint16 y) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; if ( !video || !SDL_PublicSurface ) { SDL_SetError("A video mode must be set before warping mouse"); return; } /* If we have an offset video mode, offset the mouse coordinates */ x += (this->screen->offset % this->screen->pitch) / this->screen->format->BytesPerPixel; y += (this->screen->offset / this->screen->pitch); /* This generates a mouse motion event */ if ( video->WarpWMCursor ) { video->WarpWMCursor(this, x, y); } else { SDL_PrivateMouseMotion(0, 0, x, y); } } void SDL_MoveCursor(int x, int y) { SDL_VideoDevice *video = current_video; /* Erase and update the current mouse position */ if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) { /* Erase and redraw mouse cursor in new position */ SDL_LockCursor(); SDL_EraseCursor(SDL_VideoSurface); SDL_cursor->area.x = (x - SDL_cursor->hot_x); SDL_cursor->area.y = (y - SDL_cursor->hot_y); SDL_DrawCursor(SDL_VideoSurface); SDL_UnlockCursor(); } else if ( video->MoveWMCursor ) { video->MoveWMCursor(video, x, y); } } /* Keep track of the current cursor colors */ static int palette_changed = 1; static Uint32 pixels8[2]; void SDL_CursorPaletteChanged(void) { palette_changed = 1; } void SDL_MouseRect(SDL_Rect *area) { int clip_diff; *area = SDL_cursor->area; if ( area->x < 0 ) { area->w += area->x; area->x = 0; } if ( area->y < 0 ) { area->h += area->y; area->y = 0; } clip_diff = (area->x+area->w)-SDL_VideoSurface->w; if ( clip_diff > 0 ) { area->w = area->w < clip_diff ? 0 : area->w-clip_diff; } clip_diff = (area->y+area->h)-SDL_VideoSurface->h; if ( clip_diff > 0 ) { area->h = area->h < clip_diff ? 0 : area->h-clip_diff; } } static void SDL_DrawCursorFast(SDL_Surface *screen, SDL_Rect *area) { const Uint32 pixels[2] = { 0xFFFFFFFF, 0x00000000 }; int i, w, h; Uint8 *data, datab; Uint8 *mask, maskb; data = SDL_cursor->data + area->y * SDL_cursor->area.w/8; mask = SDL_cursor->mask + area->y * SDL_cursor->area.w/8; switch (screen->format->BytesPerPixel) { case 1: { Uint8 *dst; int dstskip; if ( palette_changed ) { pixels8[0] = SDL_MapRGB(screen->format, 255, 255, 255); pixels8[1] = SDL_MapRGB(screen->format, 0, 0, 0); palette_changed = 0; } dst = (Uint8 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch + SDL_cursor->area.x; dstskip = screen->pitch-area->w; for ( h=area->h; h; h-- ) { for ( w=area->w/8; w; w-- ) { maskb = *mask++; datab = *data++; for ( i=0; i<8; ++i ) { if ( maskb & 0x80 ) { *dst = pixels8[datab>>7]; } maskb <<= 1; datab <<= 1; dst++; } } dst += dstskip; } } break; case 2: { Uint16 *dst; int dstskip; dst = (Uint16 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch/2 + SDL_cursor->area.x; dstskip = (screen->pitch/2)-area->w; for ( h=area->h; h; h-- ) { for ( w=area->w/8; w; w-- ) { maskb = *mask++; datab = *data++; for ( i=0; i<8; ++i ) { if ( maskb & 0x80 ) { *dst = pixels[datab>>7]; } maskb <<= 1; datab <<= 1; dst++; } } dst += dstskip; } } break; case 3: { Uint8 *dst; int dstskip; dst = (Uint8 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch + SDL_cursor->area.x*3; dstskip = screen->pitch-area->w*3; for ( h=area->h; h; h-- ) { for ( w=area->w/8; w; w-- ) { maskb = *mask++; datab = *data++; for ( i=0; i<8; ++i ) { if ( maskb & 0x80 ) { memset(dst,pixels[datab>>7],3); } maskb <<= 1; datab <<= 1; dst += 3; } } dst += dstskip; } } break; case 4: { Uint32 *dst; int dstskip; dst = (Uint32 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch/4 + SDL_cursor->area.x; dstskip = (screen->pitch/4)-area->w; for ( h=area->h; h; h-- ) { for ( w=area->w/8; w; w-- ) { maskb = *mask++; datab = *data++; for ( i=0; i<8; ++i ) { if ( maskb & 0x80 ) { *dst = pixels[datab>>7]; } maskb <<= 1; datab <<= 1; dst++; } } dst += dstskip; } } break; } } static void SDL_DrawCursorSlow(SDL_Surface *screen, SDL_Rect *area) { const Uint32 pixels[2] = { 0xFFFFFF, 0x000000 }; int h; int x, minx, maxx; Uint8 *data, datab = 0; Uint8 *mask, maskb = 0; Uint8 *dst; int dstbpp, dstskip; data = SDL_cursor->data + area->y * SDL_cursor->area.w/8; mask = SDL_cursor->mask + area->y * SDL_cursor->area.w/8; dstbpp = screen->format->BytesPerPixel; dst = (Uint8 *)screen->pixels + (SDL_cursor->area.y+area->y)*screen->pitch + SDL_cursor->area.x*dstbpp; dstskip = screen->pitch-SDL_cursor->area.w*dstbpp; minx = area->x; maxx = area->x+area->w; if ( screen->format->BytesPerPixel == 1 ) { if ( palette_changed ) { pixels8[0] = SDL_MapRGB(screen->format, 255, 255, 255); pixels8[1] = SDL_MapRGB(screen->format, 0, 0, 0); palette_changed = 0; } for ( h=area->h; h; h-- ) { for ( x=0; x<SDL_cursor->area.w; ++x ) { if ( (x%8) == 0 ) { maskb = *mask++; datab = *data++; } if ( (x >= minx) && (x < maxx) ) { if ( maskb & 0x80 ) { memset(dst, pixels8[datab>>7], dstbpp); } } maskb <<= 1; datab <<= 1; dst += dstbpp; } dst += dstskip; } } else { for ( h=area->h; h; h-- ) { for ( x=0; x<SDL_cursor->area.w; ++x ) { if ( (x%8) == 0 ) { maskb = *mask++; datab = *data++; } if ( (x >= minx) && (x < maxx) ) { if ( maskb & 0x80 ) { memset(dst, pixels[datab>>7], dstbpp); } } maskb <<= 1; datab <<= 1; dst += dstbpp; } dst += dstskip; } } } /* This handles the ugly work of converting the saved cursor background from the pixel format of the shadow surface to that of the video surface. This is only necessary when blitting from a shadow surface of a different pixel format than the video surface, and using a software rendered cursor. */ static void SDL_ConvertCursorSave(SDL_Surface *screen, int w, int h) { SDL_BlitInfo info; SDL_loblit RunBlit; /* Make sure we can steal the blit mapping */ if ( screen->map->dst != SDL_VideoSurface ) { return; } /* Set up the blit information */ info.s_pixels = SDL_cursor->save[1]; info.s_width = w; info.s_height = h; info.s_skip = 0; info.d_pixels = SDL_cursor->save[0]; info.d_width = w; info.d_height = h; info.d_skip = 0; info.aux_data = screen->map->sw_data->aux_data; info.src = screen->format; info.table = screen->map->table; info.dst = SDL_VideoSurface->format; RunBlit = screen->map->sw_data->blit; /* Run the actual software blit */ RunBlit(&info); } void SDL_DrawCursorNoLock(SDL_Surface *screen) { SDL_Rect area; /* Get the mouse rectangle, clipped to the screen */ SDL_MouseRect(&area); if ( (area.w == 0) || (area.h == 0) ) { return; } /* Copy mouse background */ { int w, h, screenbpp; Uint8 *src, *dst; /* Set up the copy pointers */ screenbpp = screen->format->BytesPerPixel; if ( (screen == SDL_VideoSurface) || FORMAT_EQUAL(screen->format, SDL_VideoSurface->format) ) { dst = SDL_cursor->save[0]; } else { dst = SDL_cursor->save[1]; } src = (Uint8 *)screen->pixels + area.y * screen->pitch + area.x * screenbpp; /* Perform the copy */ w = area.w*screenbpp; h = area.h; while ( h-- ) { memcpy(dst, src, w); dst += w; src += screen->pitch; } } /* Draw the mouse cursor */ area.x -= SDL_cursor->area.x; area.y -= SDL_cursor->area.y; if ( (area.x == 0) && (area.w == SDL_cursor->area.w) ) { SDL_DrawCursorFast(screen, &area); } else { SDL_DrawCursorSlow(screen, &area); } } void SDL_DrawCursor(SDL_Surface *screen) { /* Lock the screen if necessary */ if ( screen == NULL ) { return; } if ( SDL_MUSTLOCK(screen) ) { if ( SDL_LockSurface(screen) < 0 ) { return; } } SDL_DrawCursorNoLock(screen); /* Unlock the screen and update if necessary */ if ( SDL_MUSTLOCK(screen) ) { SDL_UnlockSurface(screen); } if ( (screen == SDL_VideoSurface) && ((screen->flags & SDL_HWSURFACE) != SDL_HWSURFACE) ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; SDL_Rect area; SDL_MouseRect(&area); /* This can be called before a video mode is set */ if ( video->UpdateRects ) { video->UpdateRects(this, 1, &area); } } } void SDL_EraseCursorNoLock(SDL_Surface *screen) { SDL_Rect area; /* Get the mouse rectangle, clipped to the screen */ SDL_MouseRect(&area); if ( (area.w == 0) || (area.h == 0) ) { return; } /* Copy mouse background */ { int w, h, screenbpp; Uint8 *src, *dst; /* Set up the copy pointers */ screenbpp = screen->format->BytesPerPixel; if ( (screen == SDL_VideoSurface) || FORMAT_EQUAL(screen->format, SDL_VideoSurface->format) ) { src = SDL_cursor->save[0]; } else { src = SDL_cursor->save[1]; } dst = (Uint8 *)screen->pixels + area.y * screen->pitch + area.x * screenbpp; /* Perform the copy */ w = area.w*screenbpp; h = area.h; while ( h-- ) { memcpy(dst, src, w); src += w; dst += screen->pitch; } /* Perform pixel conversion on cursor background */ if ( src > SDL_cursor->save[1] ) { SDL_ConvertCursorSave(screen, area.w, area.h); } } } void SDL_EraseCursor(SDL_Surface *screen) { /* Lock the screen if necessary */ if ( screen == NULL ) { return; } if ( SDL_MUSTLOCK(screen) ) { if ( SDL_LockSurface(screen) < 0 ) { return; } } SDL_EraseCursorNoLock(screen); /* Unlock the screen and update if necessary */ if ( SDL_MUSTLOCK(screen) ) { SDL_UnlockSurface(screen); } if ( (screen == SDL_VideoSurface) && ((screen->flags & SDL_HWSURFACE) != SDL_HWSURFACE) ) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; SDL_Rect area; SDL_MouseRect(&area); if ( video->UpdateRects ) { video->UpdateRects(this, 1, &area); } } } /* Reset the cursor on video mode change FIXME: Keep track of all cursors, and reset them all. */ void SDL_ResetCursor(void) { int savelen; if ( SDL_cursor ) { savelen = SDL_cursor->area.w*4*SDL_cursor->area.h; SDL_cursor->area.x = 0; SDL_cursor->area.y = 0; memset(SDL_cursor->save[0], 0, savelen); } }