view src/video/vgl/SDL_vglevents_c.h @ 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 d910939febfa
children 782fd950bd46 c121d94672cb a1b03ba2fcd0
line wrap: on
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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"

#include "SDL_vglvideo.h"

/* Variables and functions exported by SDL_sysevents.c to other parts 
   of the native video subsystem (SDL_sysvideo.c)
*/
extern int VGL_initkeymaps(int fd);
extern int VGL_initmouse(int fd);
extern void VGL_keyboardcallback(int scancode, int pressed);

extern void VGL_InitOSKeymap(_THIS);
extern void VGL_PumpEvents(_THIS);

/* Mouse buttons */
#define MOUSE_LEFTBUTTON        0x01
#define MOUSE_MIDDLEBUTTON      0x02
#define MOUSE_RIGHTBUTTON       0x04

/* Scancodes */
#define SCANCODE_ESCAPE			1
#define SCANCODE_1			2
#define SCANCODE_2			3
#define SCANCODE_3			4
#define SCANCODE_4			5
#define SCANCODE_5			6
#define SCANCODE_6			7
#define SCANCODE_7			8
#define SCANCODE_8			9
#define SCANCODE_9			10
#define SCANCODE_0			11
#define SCANCODE_MINUS			12
#define SCANCODE_EQUAL			13
#define SCANCODE_BACKSPACE		14
#define SCANCODE_TAB			15
#define SCANCODE_Q			16
#define SCANCODE_W			17
#define SCANCODE_E			18
#define SCANCODE_R			19
#define SCANCODE_T			20
#define SCANCODE_Y			21
#define SCANCODE_U			22
#define SCANCODE_I			23
#define SCANCODE_O			24
#define SCANCODE_P			25
#define SCANCODE_BRACKET_LEFT		26
#define SCANCODE_BRACKET_RIGHT		27
#define SCANCODE_ENTER			28
#define SCANCODE_LEFTCONTROL		29
#define SCANCODE_A			30
#define SCANCODE_S			31
#define SCANCODE_D			32
#define SCANCODE_F			33
#define SCANCODE_G			34
#define SCANCODE_H			35
#define SCANCODE_J			36
#define SCANCODE_K			37
#define SCANCODE_L			38
#define SCANCODE_SEMICOLON		39
#define SCANCODE_APOSTROPHE		40
#define SCANCODE_GRAVE			41
#define SCANCODE_LEFTSHIFT		42
#define SCANCODE_BACKSLASH		43
#define SCANCODE_Z			44
#define SCANCODE_X			45
#define SCANCODE_C			46
#define SCANCODE_V			47
#define SCANCODE_B			48
#define SCANCODE_N			49
#define SCANCODE_M			50
#define SCANCODE_COMMA			51
#define SCANCODE_PERIOD			52
#define SCANCODE_SLASH			53
#define SCANCODE_RIGHTSHIFT		54
#define SCANCODE_KEYPADMULTIPLY		55
#define SCANCODE_LEFTALT		56
#define SCANCODE_SPACE			57
#define SCANCODE_CAPSLOCK		58
#define SCANCODE_F1			59
#define SCANCODE_F2			60
#define SCANCODE_F3			61
#define SCANCODE_F4			62
#define SCANCODE_F5			63
#define SCANCODE_F6			64
#define SCANCODE_F7			65
#define SCANCODE_F8			66
#define SCANCODE_F9			67
#define SCANCODE_F10			68
#define SCANCODE_NUMLOCK		69
#define SCANCODE_SCROLLLOCK		70
#define SCANCODE_KEYPAD7		71
#define SCANCODE_CURSORUPLEFT		71
#define SCANCODE_KEYPAD8		72
#define SCANCODE_CURSORUP		72
#define SCANCODE_KEYPAD9		73
#define SCANCODE_CURSORUPRIGHT		73
#define SCANCODE_KEYPADMINUS		74
#define SCANCODE_KEYPAD4		75
#define SCANCODE_CURSORLEFT		75
#define SCANCODE_KEYPAD5		76
#define SCANCODE_KEYPAD6		77
#define SCANCODE_CURSORRIGHT		77
#define SCANCODE_KEYPADPLUS		78
#define SCANCODE_KEYPAD1		79
#define SCANCODE_CURSORDOWNLEFT		79
#define SCANCODE_KEYPAD2		80
#define SCANCODE_CURSORDOWN		80
#define SCANCODE_KEYPAD3		81
#define SCANCODE_CURSORDOWNRIGHT	81
#define SCANCODE_KEYPAD0		82
#define SCANCODE_KEYPADPERIOD		83
#define SCANCODE_LESS			86
#define SCANCODE_F11			87
#define SCANCODE_F12			88
#define SCANCODE_KEYPADENTER		89
#define SCANCODE_RIGHTCONTROL		90
#define SCANCODE_CONTROL		107
#define SCANCODE_KEYPADDIVIDE		91
#define SCANCODE_PRINTSCREEN		92
#define SCANCODE_RIGHTALT		93
#define SCANCODE_BREAK			104	/* Beware: is 119     */
#define SCANCODE_BREAK_ALTERNATIVE	104	/* on some keyboards! */
#define SCANCODE_HOME			94
#define SCANCODE_CURSORBLOCKUP		95	/* Cursor key block */
#define SCANCODE_PAGEUP			96
#define SCANCODE_CURSORBLOCKLEFT	97	/* Cursor key block */
#define SCANCODE_CURSORBLOCKRIGHT	98	/* Cursor key block */
#define SCANCODE_END			99
#define SCANCODE_CURSORBLOCKDOWN	100	/* Cursor key block */
#define SCANCODE_PAGEDOWN		101
#define SCANCODE_INSERT			102
#define SCANCODE_REMOVE			103
#define SCANCODE_RIGHTWIN		106
#define SCANCODE_LEFTWIN		105