view src/video/SDL_cursor.c @ 4157:baf615f9f2a0 SDL-1.2

Date: Thu, 16 Oct 2008 20:27:34 +0400 From: "Ilya Kasnacheev" <ilya.kasnacheev@gmail.com> To: sdl@lists.libsdl.org Subject: [SDL] SDL for Windows CE: a few GAPI patches Hi *! I've just ported a POWDER roguelike ( http://www.zincland.com/powder/ ) to Windows CE (PDAs, Windows Mobile/Pocket PC). To do that, I had to get libsdl working. Thanks for the awesome project files, it built without a hitch. Nevertheless, I've found quite a few bugs in Windows CE (GAPI) SDL implementation, which I've solved and now present as a serie of patches. I'll try carefully annotate them. Please annotate them so I can work toward accepting them into the main source tree since without them SDL isn't really working on Windows CE (I wonder why nobody fixed them before, btw: why isn't SDL popular as a way to develop Windows CE games? Where are no ports?) These changes can't be considered flawless, but they can be considered working because I've yet to hear complains about things I fixed and POWDER build for Windows CE is now considered stable. Note: my comments start with !!, delete them before applying. diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.c SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c --- SDL-1.2.13/src/video/gapi/SDL_gapivideo.c 2007-12-31 07:48:00.000000000 +0300 +++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c 2008-10-16 20:02:11.000000000 +0400 @@ -643,6 +643,7 @@ } gapi->userOrientation = SDL_ORIENTATION_UP; + gapi->systemOrientation = SDL_ORIENTATION_UP; video->flags = SDL_FULLSCREEN; /* Clear flags, GAPI supports fullscreen only */ /* GAPI or VGA? */ @@ -661,18 +662,21 @@ } /* detect user landscape mode */ - if( (width > height) && (GetSystemMetrics(SM_CXSCREEN) < GetSystemMetrics(SM_CYSCREEN))) + if( (width > height) && (gapi->gxProperties.cxWidth < gapi->gxProperties.cyHeight)) gapi->userOrientation = SDL_ORIENTATION_RIGHT; + if(GetSystemMetrics(SM_CYSCREEN) < GetSystemMetrics(SM_CXSCREEN)) + gapi->systemOrientation = SDL_ORIENTATION_RIGHT; + /* shall we apply hires fix? for example when we do not use hires resource */ gapi->hiresFix = 0; - if( gapi->userOrientation == SDL_ORIENTATION_RIGHT ) + if( gapi->systemOrientation == gapi->userOrientation ) { - if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height > GetSystemMetrics(SM_CXSCREEN))) + if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height > GetSystemMetrics(SM_CYSCREEN))) gapi->hiresFix = 1; } else - if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height > GetSystemMetrics(SM_CYSCREEN))) - if( !((width == GetSystemMetrics(SM_CYSCREEN)) && (height == GetSystemMetrics(SM_CXSCREEN)))) // user portrait, device landscape + if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height > GetSystemMetrics(SM_CXSCREEN))) +// if( !((width == gapi->gxProperties.cyHeight) && (height == gapi->gxProperties.cxWidth))) // user portrait, device landscape gapi->hiresFix = 1; switch( gapi->userOrientation ) !! It used to query system metrics which return dimensions according to screen !! orientation, which can really be portrait, left landscape or right landscape. !! This is presumably incorrect because we couldn't care less about user mode !! dimensions - all we want are the GAPI framebuffer dimensions, which only match !! user dimensions in one of possible orientations. !! There's a fair dose of cargo cult programming involved in this fix, but it !! used to work only in one orientation (portrait for PDAs, where frame-buffer !! have same orientation as user screen), and now it works on all orientations. @@ -742,21 +746,30 @@ WIN_FlushMessageQueue(); /* Open GAPI display */ - if( !gapi->useVga && this->hidden->useGXOpenDisplay ) + if( !gapi->useVga && this->hidden->useGXOpenDisplay && !this->hidden->alreadyGXOpened ) + { + this->hidden->alreadyGXOpened = 1; if( !gapi->gxFunc.GXOpenDisplay(SDL_Window, GX_FULLSCREEN) ) { SDL_SetError("Couldn't initialize GAPI"); return(NULL); } + } #if REPORT_VIDEO_INFO printf("Video properties:\n"); printf("display bpp: %d\n", gapi->gxProperties.cBPP); printf("display width: %d\n", gapi->gxProperties.cxWidth); printf("display height: %d\n", gapi->gxProperties.cyHeight); + printf("system display width: %d\n", GetSystemMetrics(SM_CXSCREEN)); + printf("system display height: %d\n", GetSystemMetrics(SM_CYSCREEN)); printf("x pitch: %d\n", gapi->gxProperties.cbxPitch); printf("y pitch: %d\n", gapi->gxProperties.cbyPitch); printf("gapi flags: 0x%x\n", gapi->gxProperties.ffFormat); + printf("user orientation: %d\n", gapi->userOrientation); + printf("system orientation: %d\n", gapi->userOrientation); + printf("gapi orientation: %d\n", gapi->gapiOrientation); + if( !gapi->useVga && this->hidden->useGXOpenDisplay && gapi->needUpdate) { !! Previous version used to call gapi->gxFunc.GXOpenDisplay each time the video !! mode would be changed. You shouldn't, because this call has a meaning "Lock the !! GAPI framebuffer, designate it as busy", so the second call will fail (it is !! already locked/busy). !! Testing might not find that because most programs set up the video mode only !! once, but POWDER does this once in a while, so it crashed when in 320x240 mode !! (640x480 mode doesn't use that code, it worked fine). diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.h SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h --- SDL-1.2.13/src/video/gapi/SDL_gapivideo.h 2007-12-31 07:48:00.000000000 +0300 +++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h 2008-10-16 20:02:11.000000000 +0400 @@ -132,12 +132,17 @@ #define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */ int SDL_nummodes[NUM_MODELISTS]; SDL_Rect **SDL_modelist[NUM_MODELISTS]; + // The orientation of the video mode user wants to get + // Probably restricted to UP and RIGHT enum SDL_ScreenOrientation userOrientation; int invert; char hiresFix; // using hires mode without defining hires resource // -------------- int useGXOpenDisplay; /* use GXOpenDispplay */ + int alreadyGXOpened; int w, h; + // The orientation of GAPI framebuffer. + // Never changes on the same device. enum SDL_ScreenOrientation gapiOrientation; void *buffer; // may be 8, 16, 24, 32 bpp @@ -153,6 +158,10 @@ int startOffset; // in bytes int useVga; int suspended; // do not pu anything into video memory + // The orientation of the system, as defined by SM_CXSCREEN and SM_CYSCREEN + // User can change it by using 'screen layout' in system options + // Restricted to UP or RIGHT + enum SDL_ScreenOrientation systemOrientation; }; !! This is a flag variable, see the previous comment !! And yet another orientation: now we have to keep three of them in mind. diff -bru SDL-1.2.13/src/video/wincommon/SDL_sysevents.c SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c --- SDL-1.2.13/src/video/wincommon/SDL_sysevents.c 2007-12-31 07:48:02.000000000 +0300 +++ SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c 2008-10-16 20:02:12.000000000 +0400 @@ -160,10 +160,22 @@ #endif */ } break; + // FIXME: Older version used just SDL_VideoSurface->(w, h) + // w and h are "clipped" while x and y are "raw", which caused + // x in former and y in latter case to be clipped in a wrong direction, + // thus offsetting the coordinate on 2 x clip pixels + // (like, 128 for 640 -> 512 clipping). + // We will now try to extract and use raw values. + // The way to do that RIGHT is do (orientation-dependent) clipping before + // doing this transform, but it's hardly possible. + + // SEE SDL_mouse.c /ClipOffset to understand these calculations. case SDL_ORIENTATION_RIGHT: if (!SDL_VideoSurface) break; - rotatedX = SDL_VideoSurface->w - *y; + rotatedX = (2 * ((SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/ + SDL_VideoSurface->format->BytesPerPixel)) + + SDL_VideoSurface->w - *y; rotatedY = *x; *x = rotatedX; *y = rotatedY; @@ -172,7 +184,8 @@ if (!SDL_VideoSurface) break; rotatedX = *y; - rotatedY = SDL_VideoSurface->h - *x; + rotatedY = (2 * (SDL_VideoSurface->offset/SDL_VideoSurface->pitch)) + + SDL_VideoSurface->h - *x; *x = rotatedX; *y = rotatedY; break; !! That's the trickest part, hence the long comment. !! GAPI would really support only 320x240 or 640x480 mode, if application !! requested the different screen size (as POWDER did, wishing 256x192), then SDL !! is going to grab the first mode that fits the requested, and pad the screen !! with black bars (as they do with wide-screen films). !! It would also get, say, 240x320 mode, and to turn it into 256x192 it would !! need to rotate mouse clicks. !! It worked, but one bug slipped through: it would receive mouse clicks !! unpadded, then rotate them, and then pad the black bars. The problem is: rotate !! is done by GAPI driver while padding is done by SDL core. SDL core doesn't know !! anything about rotating, so it would pad one of dimensions incorrectly. I understand that some of my claims (or code) might seem unbacked, but you can always grab the POWDER binary, compile your own libsdl with one or more of those fixes turned off, and see how weird it would misbehave. I can even supply you with those custom builds of libsdl if you don't want to set up the build environment for windows ce, you'll just need a PDA or a smartphone with it. I plan to take care of SDL on Windows CE as long as I maintain the POWDER port. POWDER is good for that because it: Employs both padded (with centered image, black bars) and unpadded (image occupies full screen) graphics; initializes video more than once; uses both 320x240 and 640x480 video; uses both stylus and buttons. There's still a list of unresolved issues which I'm planning to fix: 1) Arrow buttons on PDA return weird scancodes compared to PC, this caused the game to misbehave before I've fixed that. You can see it on those diagrams: http://wrar.name/upload/powder-htc.png http://wrar.name/upload/powder-pda.png 2) SDL (or underlying windows) doesn't care to rotate arrow presses when we're in a low-res GAPI mode, but it will rotate them in VGA mode (because of different screen orientations, the same arrow buttons can suddently mean different directions). Solution: we should stick to GAPI user orientation (the orientation the program supposedly wants) and rotate the keys on our own. _______________________________________________ SDL mailing list SDL@lists.libsdl.org http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
author Sam Lantinga <slouken@libsdl.org>
date Fri, 07 Nov 2008 04:15:36 +0000
parents 37dab4a917c4
children a1b03ba2fcd0
line wrap: on
line source

/*
    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 cursor handling code for SDL */

#include "SDL_mutex.h"
#include "SDL_video.h"
#include "SDL_mouse.h"
#include "SDL_blit.h"
#include "SDL_sysvideo.h"
#include "SDL_cursor_c.h"
#include "SDL_pixels_c.h"
#include "default_cursor.h"
#include "../events/SDL_sysevents.h"
#include "../events/SDL_events_c.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 */
#ifndef IPOD
	SDL_cursorstate = CURSOR_VISIBLE;
#endif

	/* 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 *)SDL_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 *)SDL_malloc((w/8)*h*2);
	cursor->mask = cursor->data+((w/8)*h);
	cursor->save[0] = (Uint8 *)SDL_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];
	}
	SDL_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 ) {
				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 */
		int show_wm_cursor = 0;
		if ( SDL_cursor->wm_cursor && video->ShowWMCursor ) {
			show_wm_cursor = video->ShowWMCursor(this, SDL_cursor->wm_cursor);
		}
		if ( show_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 ) {
				if ( video->ShowWMCursor ) {
					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 ) {
				SDL_free(cursor->data);
			}
			if ( cursor->save[0] ) {
				SDL_free(cursor->save[0]);
			}
			if ( video && cursor->wm_cursor ) {
				if ( video->FreeWMCursor ) {
					video->FreeWMCursor(this, cursor->wm_cursor);
				}
			}
			SDL_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 */
	if (this->screen->pitch == 0) {
		x += this->screen->offset / this->screen->format->BytesPerPixel;
		y += this->screen->offset;
	} else {
		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 Uint8 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] = (Uint8)SDL_MapRGB(screen->format, 255, 255, 255);
			pixels8[1] = (Uint8)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 = (Uint16)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 ) {
						SDL_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] = (Uint8)SDL_MapRGB(screen->format, 255, 255, 255);
			pixels8[1] = (Uint8)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 ) {
						SDL_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 ) {
						SDL_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-- ) {
		  SDL_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-- ) {
		  SDL_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;
		SDL_memset(SDL_cursor->save[0], 0, savelen);
	}
}