Mercurial > sdl-ios-xcode
view test/threadwin.c @ 3335:b8d313de8a65
Adam Strzelecki to SDL
Since current DirectFB implementation is incomplete for YUV surfaces (actually causes segmentation faults when trying Lock and use YUV planar textures) I decided to fix it a bit.
Here's a patch that should make DirectFB properly support YUV both packed and planar (3 planes).
(1) Removed SDL_BYTESPERPIXEL at all in favor of DFB_BYTES_PER_PIXEL(SDLToDFBPixelFormat(fmt)) which does return always proper BPP for YUVs too, coz SDL_BYTESPERPIXEL returns incorrect values for FOURCCs
(2) Fixed data->pixels allocation for planar YUVs in CreateTexture, it should allocate 150% more space
(3) Copy other planes for planar YUVs in UpdateTexture
(4) Moved checking if format is supported at all with DirectFB on CreateTexture at the beginning of the code
Waiting for comments,
--
Adam Strzelecki | nanoant.com
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 04 Oct 2009 04:03:37 +0000 |
parents | 40888832d785 |
children | faa9fc8e7f67 |
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/* Test out the multi-threaded event handling functions */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include "SDL.h" #include "SDL_thread.h" /* Are we done yet? */ static int done = 0; /* Is the cursor visible? */ static int visible = 1; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } SDL_Surface * LoadIconSurface(char *file, Uint8 ** maskp) { SDL_Surface *icon; Uint8 *pixels; Uint8 *mask; int mlen, i; *maskp = NULL; /* Load the icon surface */ icon = SDL_LoadBMP(file); if (icon == NULL) { fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError()); return (NULL); } /* Check width and height */ if ((icon->w % 8) != 0) { fprintf(stderr, "Icon width must be a multiple of 8!\n"); SDL_FreeSurface(icon); return (NULL); } if (icon->format->palette == NULL) { fprintf(stderr, "Icon must have a palette!\n"); SDL_FreeSurface(icon); return (NULL); } /* Set the colorkey */ SDL_SetColorKey(icon, SDL_SRCCOLORKEY, *((Uint8 *) icon->pixels)); /* Create the mask */ pixels = (Uint8 *) icon->pixels; printf("Transparent pixel: (%d,%d,%d)\n", icon->format->palette->colors[*pixels].r, icon->format->palette->colors[*pixels].g, icon->format->palette->colors[*pixels].b); mlen = icon->w * icon->h; mask = (Uint8 *) malloc(mlen / 8); if (mask == NULL) { fprintf(stderr, "Out of memory!\n"); SDL_FreeSurface(icon); return (NULL); } memset(mask, 0, mlen / 8); for (i = 0; i < mlen;) { if (pixels[i] != *pixels) mask[i / 8] |= 0x01; ++i; if ((i % 8) != 0) mask[i / 8] <<= 1; } *maskp = mask; return (icon); } int SDLCALL FilterEvents(void *userdata, SDL_Event * event) { static int reallyquit = 0; switch (event->type) { case SDL_ACTIVEEVENT: /* See what happened */ printf("App %s ", event->active.gain ? "gained" : "lost"); if (event->active.state & SDL_APPACTIVE) printf("active "); if (event->active.state & SDL_APPMOUSEFOCUS) printf("mouse "); if (event->active.state & SDL_APPINPUTFOCUS) printf("input "); printf("focus\n"); /* See if we are iconified or restored */ if (event->active.state & SDL_APPACTIVE) { printf("App has been %s\n", event->active.gain ? "restored" : "iconified"); } return (0); /* This is important! Queue it if we want to quit. */ case SDL_QUIT: if (!reallyquit) { reallyquit = 1; printf("Quit requested\n"); return (0); } printf("Quit demanded\n"); return (1); /* Mouse and keyboard events go to threads */ case SDL_MOUSEMOTION: case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: case SDL_KEYDOWN: case SDL_KEYUP: return (1); /* Drop all other events */ default: return (0); } } int SDLCALL HandleMouse(void *unused) { SDL_Event events[10]; int i, found; Uint32 mask; /* Handle mouse events here */ mask = (SDL_MOUSEMOTIONMASK | SDL_MOUSEBUTTONDOWNMASK | SDL_MOUSEBUTTONUPMASK); while (!done) { found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask); for (i = 0; i < found; ++i) { switch (events[i].type) { /* We want to toggle visibility on buttonpress */ case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: if (events[i].button.state == SDL_PRESSED) { visible = !visible; SDL_ShowCursor(visible); } printf("Mouse button %d has been %s\n", events[i].button.button, (events[i].button.state == SDL_PRESSED) ? "pressed" : "released"); break; /* Show relative mouse motion */ case SDL_MOUSEMOTION: printf("Mouse relative motion: {%d,%d}\n", events[i].motion.xrel, events[i].motion.yrel); break; } } /* Give up some CPU to allow events to arrive */ SDL_Delay(20); } return (0); } int SDLCALL HandleKeyboard(void *unused) { SDL_Event events[10]; int i, found; Uint32 mask; /* Handle mouse events here */ mask = (SDL_KEYDOWNMASK | SDL_KEYUPMASK); while (!done) { found = SDL_PeepEvents(events, 10, SDL_GETEVENT, mask); for (i = 0; i < found; ++i) { switch (events[i].type) { /* We want to toggle visibility on buttonpress */ case SDL_KEYDOWN: case SDL_KEYUP: printf("Key '%c' (keysym==%d) has been %s\n", events[i].key.keysym.unicode, (int) events[i].key.keysym.sym, (events[i].key.state == SDL_PRESSED) ? "pressed" : "released"); /* Allow hitting <ESC> to quit the app */ if (events[i].key.keysym.sym == SDLK_ESCAPE) { done = 1; } /* skip events now that aren't KEYUPs... */ if (events[i].key.state == SDL_PRESSED) break; if (events[i].key.keysym.sym == SDLK_f) { int rc = 0; printf("attempting to toggle fullscreen...\n"); rc = SDL_WM_ToggleFullScreen(SDL_GetVideoSurface()); printf("SDL_WM_ToggleFullScreen returned %d.\n", rc); } if (events[i].key.keysym.sym == SDLK_g) { SDL_GrabMode m; m = SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON ? SDL_GRAB_OFF : SDL_GRAB_ON; printf ("attempting to toggle input grab to %s...\n", m == SDL_GRAB_ON ? "ON" : "OFF"); SDL_WM_GrabInput(m); printf("attempt finished.\n"); } break; } } /* Give up some CPU to allow events to arrive */ SDL_Delay(20); } return (0); } int main(int argc, char *argv[]) { SDL_Surface *screen; SDL_Surface *icon; Uint8 *icon_mask; int i, parsed; Uint8 *buffer; SDL_Color palette[256]; Uint32 init_flags; Uint8 video_bpp; Uint32 video_flags; SDL_Thread *mouse_thread; SDL_Thread *keybd_thread; /* Set the options, based on command line arguments */ init_flags = SDL_INIT_VIDEO; video_bpp = 8; video_flags = SDL_SWSURFACE; parsed = 1; while (parsed) { /* If the threaded option is enabled, and the SDL library hasn't been compiled with threaded events enabled, then the mouse and keyboard won't respond. */ if ((argc >= 2) && (strcmp(argv[1], "-threaded") == 0)) { init_flags |= SDL_INIT_EVENTTHREAD; argc -= 1; argv += 1; printf("Running with threaded events\n"); } else if ((argc >= 2) && (strcmp(argv[1], "-fullscreen") == 0)) { video_flags |= SDL_FULLSCREEN; argc -= 1; argv += 1; } else if ((argc >= 3) && (strcmp(argv[1], "-bpp") == 0)) { video_bpp = atoi(argv[2]); argc -= 2; argv += 2; } else { parsed = 0; } } /* Initialize SDL with the requested flags */ if (SDL_Init(init_flags) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); return (1); } /* Set the icon -- this must be done before the first mode set */ icon = LoadIconSurface("icon.bmp", &icon_mask); if (icon != NULL) { SDL_WM_SetIcon(icon, icon_mask); } if (icon_mask != NULL) free(icon_mask); /* Initialize the display */ screen = SDL_SetVideoMode(640, 480, video_bpp, video_flags); if (screen == NULL) { fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n", video_bpp, SDL_GetError()); quit(1); } printf("Running in %s mode\n", screen->flags & SDL_FULLSCREEN ? "fullscreen" : "windowed"); /* Enable printable characters */ SDL_EnableUNICODE(1); /* Set an event filter that discards everything but QUIT */ SDL_SetEventFilter(FilterEvents, NULL); /* Create the event handling threads */ mouse_thread = SDL_CreateThread(HandleMouse, NULL); keybd_thread = SDL_CreateThread(HandleKeyboard, NULL); /* Set the surface pixels and refresh! */ for (i = 0; i < 256; ++i) { palette[i].r = 255 - i; palette[i].g = 255 - i; palette[i].b = 255 - i; } SDL_SetColors(screen, palette, 0, 256); if (SDL_LockSurface(screen) < 0) { fprintf(stderr, "Couldn't lock display surface: %s\n", SDL_GetError()); quit(2); } buffer = (Uint8 *) screen->pixels; for (i = 0; i < screen->h; ++i) { memset(buffer, (i * 255) / screen->h, screen->w * screen->format->BytesPerPixel); buffer += screen->pitch; } SDL_UnlockSurface(screen); SDL_UpdateRect(screen, 0, 0, 0, 0); /* Loop, waiting for QUIT */ while (!done) { if (!(init_flags & SDL_INIT_EVENTTHREAD)) { SDL_PumpEvents(); /* Needed when event thread is off */ } if (SDL_PeepEvents(NULL, 0, SDL_PEEKEVENT, SDL_QUITMASK)) { done = 1; } /* Give up some CPU so the events can accumulate */ SDL_Delay(20); } SDL_WaitThread(mouse_thread, NULL); SDL_WaitThread(keybd_thread, NULL); SDL_Quit(); return (0); }