Mercurial > sdl-ios-xcode
view src/events/SDL_mouse.c @ 2359:b70b96e615d2 gsoc2008_iphone
These files are the OpenGL ES render driver. You should be able to use them on any platform that supports OpenGL ES -- not just iPhone. The driver is based off the OpenGL render driver.
There are a few differences between OpenGL and OpenGL ES that present difficulties for this driver:
- OpenGL ES does NOT support many pixel formats (for example, no GL_BGR). Also, when using texture functions format and internalFormat must be the same -- this means 32 bit packed formats like SDL_PIXELFORMAT_BGR888 cannot be automatically converted to GL_RGB (which is 24bpp).
- OpenGL ES doesn't have GL_PACK_ROW_LENGTH, which means data must be reformatted before uploading changes to dirty rects. This change has been added.
- OpenGL ES doesn't support paletted textures, though there is an extension. I'm looking into this.
Some other notable differences:
- OpenGL ES has an extension called GL_OES_draw_texture which allows for quicker 2D sprite-type drawing. I use this in GL_RenderCopy when it is available. The iPhone supports the extension, but the iPhone Simulator does not (presently).
- No glBegin() / glEnd() and no GL_QUADS! I'm using glDrawArrays with GL_TRIANGLE_STRIP instead!
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
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date | Thu, 17 Jul 2008 23:31:42 +0000 |
parents | 003c1b5b07da |
children | 44e49d3fa6cf 64f346a83ed3 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 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" /* General mouse handling code for SDL */ #include "SDL_events.h" #include "SDL_events_c.h" #include "default_cursor.h" static int SDL_num_mice; static int SDL_current_mouse; static SDL_Mouse **SDL_mice; /* Public functions */ int SDL_MouseInit(void) { return (0); } SDL_Mouse * SDL_GetMouse(int index) { if (index < 0 || index >= SDL_num_mice) { return NULL; } return SDL_mice[index]; } int SDL_AddMouse(const SDL_Mouse * mouse, int index) { SDL_Mouse **mice; int selected_mouse; /* Add the mouse to the list of mice */ if (index < 0 || index >= SDL_num_mice || SDL_mice[index]) { mice = (SDL_Mouse **) SDL_realloc(SDL_mice, (SDL_num_mice + 1) * sizeof(*mice)); if (!mice) { SDL_OutOfMemory(); return -1; } SDL_mice = mice; index = SDL_num_mice++; } SDL_mice[index] = (SDL_Mouse *) SDL_malloc(sizeof(*SDL_mice[index])); if (!SDL_mice[index]) { SDL_OutOfMemory(); return -1; } *SDL_mice[index] = *mouse; /* Create the default cursor for the mouse */ SDL_mice[index]->cursor_shown = SDL_TRUE; selected_mouse = SDL_SelectMouse(index); SDL_mice[index]->cur_cursor = NULL; SDL_mice[index]->def_cursor = SDL_CreateCursor(default_cdata, default_cmask, DEFAULT_CWIDTH, DEFAULT_CHEIGHT, DEFAULT_CHOTX, DEFAULT_CHOTY); SDL_SetCursor(SDL_mice[index]->def_cursor); SDL_SelectMouse(selected_mouse); return index; } void SDL_DelMouse(int index) { SDL_Mouse *mouse = SDL_GetMouse(index); if (!mouse) { return; } mouse->def_cursor = NULL; while (mouse->cursors) { SDL_FreeCursor(mouse->cursors); } if (mouse->FreeMouse) { mouse->FreeMouse(mouse); } SDL_free(mouse); SDL_mice[index] = NULL; } void SDL_ResetMouse(int index) { SDL_Mouse *mouse = SDL_GetMouse(index); if (!mouse) { return; } /* FIXME */ } void SDL_MouseQuit(void) { int i; for (i = 0; i < SDL_num_mice; ++i) { SDL_DelMouse(i); } SDL_num_mice = 0; SDL_current_mouse = 0; if (SDL_mice) { SDL_free(SDL_mice); SDL_mice = NULL; } } int SDL_GetNumMice(void) { return SDL_num_mice; } int SDL_SelectMouse(int index) { if (index >= 0 && index < SDL_num_mice) { SDL_current_mouse = index; } return SDL_current_mouse; } SDL_WindowID SDL_GetMouseFocusWindow() { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { return 0; } return mouse->focus; } static int SDLCALL FlushMouseMotion(void *param, SDL_Event * event) { if (event->type == SDL_MOUSEMOTION && event->motion.which == (Uint8) SDL_current_mouse) { return 0; } else { return 1; } } int SDL_SetRelativeMouseMode(SDL_bool enabled) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { return -1; } /* Flush pending mouse motion */ mouse->flush_motion = SDL_TRUE; SDL_PumpEvents(); mouse->flush_motion = SDL_FALSE; SDL_FilterEvents(FlushMouseMotion, mouse); /* Set the relative mode */ mouse->relative_mode = enabled; /* Update cursor visibility */ SDL_SetCursor(NULL); if (!enabled) { /* Restore the expected mouse position */ SDL_WarpMouseInWindow(mouse->focus, mouse->x, mouse->y); } return 0; } SDL_bool SDL_GetRelativeMouseMode() { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { return SDL_FALSE; } return mouse->relative_mode; } Uint8 SDL_GetMouseState(int *x, int *y) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { if (x) { *x = 0; } if (y) { *y = 0; } return 0; } if (x) { *x = mouse->x; } if (y) { *y = mouse->y; } return mouse->buttonstate; } Uint8 SDL_GetRelativeMouseState(int *x, int *y) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { if (x) { *x = 0; } if (y) { *y = 0; } return 0; } if (x) { *x = mouse->xdelta; } if (y) { *y = mouse->ydelta; } mouse->xdelta = 0; mouse->ydelta = 0; return mouse->buttonstate; } void SDL_SetMouseFocus(int index, SDL_WindowID windowID) { SDL_Mouse *mouse = SDL_GetMouse(index); int i; SDL_bool focus; if (!mouse || (mouse->focus == windowID)) { return; } /* See if the current window has lost focus */ if (mouse->focus) { focus = SDL_FALSE; for (i = 0; i < SDL_num_mice; ++i) { SDL_Mouse *check; if (i != index) { check = SDL_GetMouse(i); if (check && check->focus == mouse->focus) { focus = SDL_TRUE; break; } } } if (!focus) { SDL_SendWindowEvent(mouse->focus, SDL_WINDOWEVENT_LEAVE, 0, 0); } } mouse->focus = windowID; if (mouse->focus) { focus = SDL_FALSE; for (i = 0; i < SDL_num_mice; ++i) { SDL_Mouse *check; if (i != index) { check = SDL_GetMouse(i); if (check && check->focus == mouse->focus) { focus = SDL_TRUE; break; } } } if (!focus) { SDL_SendWindowEvent(mouse->focus, SDL_WINDOWEVENT_ENTER, 0, 0); } } } int SDL_SendMouseMotion(int index, int relative, int x, int y) { SDL_Mouse *mouse = SDL_GetMouse(index); int posted; int xrel; int yrel; if (!mouse || mouse->flush_motion) { return 0; } if (relative) { /* Push the cursor around */ xrel = x; yrel = y; x = (mouse->x + xrel); y = (mouse->y + yrel); } else { xrel = x - mouse->x; yrel = y - mouse->y; } /* Drop events that don't change state */ if (!xrel && !yrel) { #if 0 printf("Mouse event didn't change state - dropped!\n"); #endif return 0; } /* Update internal mouse state */ if (!mouse->relative_mode) { mouse->x = x; mouse->y = y; } mouse->xdelta += xrel; mouse->ydelta += yrel; /* Move the mouse cursor, if needed */ if (mouse->cursor_shown && !mouse->relative_mode && mouse->MoveCursor && mouse->cur_cursor) { mouse->MoveCursor(mouse->cur_cursor); } /* Post the event, if desired */ posted = 0; if (SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE) { SDL_Event event; event.motion.type = SDL_MOUSEMOTION; event.motion.which = (Uint8) index; event.motion.state = mouse->buttonstate; event.motion.x = mouse->x; event.motion.y = mouse->y; event.motion.xrel = xrel; event.motion.yrel = yrel; event.motion.windowID = mouse->focus; posted = (SDL_PushEvent(&event) > 0); } return posted; } int SDL_SendMouseButton(int index, Uint8 state, Uint8 button) { SDL_Mouse *mouse = SDL_GetMouse(index); int posted; Uint8 type; if (!mouse) { return 0; } /* Figure out which event to perform */ switch (state) { case SDL_PRESSED: if (mouse->buttonstate & SDL_BUTTON(button)) { /* Ignore this event, no state change */ return 0; } type = SDL_MOUSEBUTTONDOWN; mouse->buttonstate |= SDL_BUTTON(button); break; case SDL_RELEASED: if (!(mouse->buttonstate & SDL_BUTTON(button))) { /* Ignore this event, no state change */ return 0; } type = SDL_MOUSEBUTTONUP; mouse->buttonstate &= ~SDL_BUTTON(button); break; default: /* Invalid state -- bail */ return 0; } /* Post the event, if desired */ posted = 0; if (SDL_ProcessEvents[type] == SDL_ENABLE) { SDL_Event event; event.type = type; event.button.which = (Uint8) index; event.button.state = state; event.button.button = button; event.button.x = mouse->x; event.button.y = mouse->y; event.button.windowID = mouse->focus; posted = (SDL_PushEvent(&event) > 0); } return posted; } int SDL_SendMouseWheel(int index, int x, int y) { SDL_Mouse *mouse = SDL_GetMouse(index); int posted; if (!mouse || (!x && !y)) { return 0; } /* Post the event, if desired */ posted = 0; if (SDL_ProcessEvents[SDL_MOUSEWHEEL] == SDL_ENABLE) { SDL_Event event; event.type = SDL_MOUSEWHEEL; event.wheel.which = (Uint8) index; event.wheel.x = x; event.wheel.y = y; event.wheel.windowID = mouse->focus; posted = (SDL_PushEvent(&event) > 0); } return posted; } void SDL_WarpMouseInWindow(SDL_WindowID windowID, int x, int y) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { return; } if (mouse->WarpMouse) { mouse->WarpMouse(mouse, windowID, x, y); } else { SDL_SetMouseFocus(SDL_current_mouse, windowID); SDL_SendMouseMotion(SDL_current_mouse, 0, x, y); } } SDL_Cursor * SDL_CreateCursor(const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_y) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); SDL_Surface *surface; SDL_Cursor *cursor; int x, y; Uint32 *pixel; Uint8 datab, maskb; const Uint32 black = 0xFF000000; const Uint32 white = 0xFFFFFFFF; const Uint32 transparent = 0x00000000; if (!mouse) { SDL_SetError("No mice are initialized"); return NULL; } if (!mouse->CreateCursor) { SDL_SetError("Current mouse doesn't have cursor support"); return NULL; } /* 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; } /* Make sure the width is a multiple of 8 */ w = ((w + 7) & ~7); /* Create the surface from a bitmap */ surface = SDL_CreateRGBSurface(0, w, h, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000); if (!surface) { return NULL; } for (y = 0; y < h; ++y) { pixel = (Uint32 *) ((Uint8 *) surface->pixels + y * surface->pitch); for (x = 0; x < w; ++x) { if ((x % 8) == 0) { datab = *data++; maskb = *mask++; } if (maskb & 0x80) { *pixel++ = (datab & 0x80) ? black : white; } else { *pixel++ = (datab & 0x80) ? black : transparent; } datab <<= 1; maskb <<= 1; } } cursor = mouse->CreateCursor(surface, hot_x, hot_y); if (cursor) { cursor->mouse = mouse; cursor->next = mouse->cursors; mouse->cursors = cursor; } SDL_FreeSurface(surface); 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_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { SDL_SetError("No mice are initialized"); return; } /* Set the new cursor */ if (cursor) { /* Make sure the cursor is still valid for this mouse */ SDL_Cursor *found; for (found = mouse->cursors; found; found = found->next) { if (found == cursor) { break; } } if (!found) { SDL_SetError("Cursor not associated with the current mouse"); return; } mouse->cur_cursor = cursor; } else { cursor = mouse->cur_cursor; } if (cursor && mouse->cursor_shown && !mouse->relative_mode) { if (mouse->ShowCursor) { mouse->ShowCursor(cursor); } } else { if (mouse->ShowCursor) { mouse->ShowCursor(NULL); } } } SDL_Cursor * SDL_GetCursor(void) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); if (!mouse) { return NULL; } return mouse->cur_cursor; } void SDL_FreeCursor(SDL_Cursor * cursor) { SDL_Mouse *mouse; SDL_Cursor *curr, *prev; if (!cursor) { return; } mouse = cursor->mouse; if (cursor == mouse->def_cursor) { return; } if (cursor == mouse->cur_cursor) { SDL_SetCursor(mouse->def_cursor); } for (prev = NULL, curr = mouse->cursors; curr; prev = curr, curr = curr->next) { if (curr == cursor) { if (prev) { prev->next = curr->next; } else { mouse->cursors = curr->next; } if (mouse->FreeCursor) { mouse->FreeCursor(curr); } return; } } } int SDL_ShowCursor(int toggle) { SDL_Mouse *mouse = SDL_GetMouse(SDL_current_mouse); SDL_bool shown; if (!mouse) { return 0; } shown = mouse->cursor_shown; if (toggle >= 0) { if (toggle) { mouse->cursor_shown = SDL_TRUE; } else { mouse->cursor_shown = SDL_FALSE; } if (mouse->cursor_shown != shown) { SDL_SetCursor(NULL); } } return shown; } /* vi: set ts=4 sw=4 expandtab: */