Mercurial > sdl-ios-xcode
view src/video/ps2gs/SDL_gsmouse.c @ 889:eac8c69b5706
ate: Fri, 09 Apr 2004 20:07:10 +0200
From: Hibernatus
Subject: [SDL] BUG: changing video mode in opengl + windows
In WIN_GL_SetupWindow (SDL12/src/video/wincommon/SDL_wingl.c) you call
WIN_GL_ResetWindow when SetPixelFormat fails.
WIN_GL_ResetWindow cannot properly work in its current state, because there
are several things to update once you've created a new window. At least
DirectInput doesn't work anymore here (which is somewhat annoying for the
player :).
I think you can simply remove that function. Many games don't try to
recover from that exception, that's why the newest ATI drivers emulate 16
bpp display in 32 bpp mode so the error never occurs (but the games may run
much slower).
Having SDL_SetVideoMode return NULL would be better than actually setting
the video mode and losing focus, directinput and maybe directsound too. It
also made my previous drivers crash (when switching from 32 bpp windowed to
16 bpp fullscreen).
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 16 May 2004 18:02:48 +0000 |
parents | e8157fcb3114 |
children | c9b51268668f |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997, 1998, 1999, 2000 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 #include <stdlib.h> #include <stdio.h> #include <sys/ioctl.h> #include "SDL_error.h" #include "SDL_mouse.h" #include "SDL_events_c.h" #include "SDL_cursor_c.h" #include "SDL_gsvideo.h" #include "SDL_gsmouse_c.h" /* The implementation dependent data for the window manager cursor */ struct WMcursor { int unused; }; /* There isn't any implementation dependent data */ void GS_FreeWMCursor(_THIS, WMcursor *cursor) { return; } /* There isn't any implementation dependent data */ WMcursor *GS_CreateWMCursor(_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) { return((WMcursor *)0x01); } static void GS_MoveCursor(_THIS, SDL_Cursor *cursor, int x, int y) { SDL_Surface *screen; struct ps2_image image; SDL_Rect area; int mouse_y1, mouse_y2; void *saved_pixels; int screen_updated; /* Lock so we don't interrupt an update with mouse motion */ SDL_LockCursor(); /* Make sure any pending DMA has completed */ if ( dma_pending ) { ioctl(console_fd, PS2IOC_SENDQCT, 1); dma_pending = 0; } /* Remove the cursor image from the DMA area */ screen = this->screen; saved_pixels = screen->pixels; screen->pixels = mapped_mem + screen->offset; screen_updated = 0; if ( cursor_drawn ) { SDL_EraseCursorNoLock(screen); cursor_drawn = 0; screen_updated = 1; } /* Save the current mouse area */ SDL_MouseRect(&area); mouse_y1 = area.y; mouse_y2 = area.y+area.h; /* Only draw the new cursor if there was one passed in */ if ( cursor ) { /* Set the new location */ cursor->area.x = (x - cursor->hot_x); cursor->area.y = (y - cursor->hot_y); /* Draw the cursor at the new location */ if ( (SDL_cursorstate & CURSOR_VISIBLE) && screen->pixels ) { SDL_DrawCursorNoLock(screen); cursor_drawn = 1; screen_updated = 1; } } screen->pixels = saved_pixels; /* Update the affected area of the screen */ if ( screen_updated ) { SDL_MouseRect(&area); if ( area.y < mouse_y1 ) { mouse_y1 = area.y; } if ( (area.y+area.h) > mouse_y2 ) { mouse_y2 = area.y+area.h; } image = screen_image; image.y += screen->offset / screen->pitch + mouse_y1; image.h = mouse_y2 - mouse_y1; image.ptr = mapped_mem + (image.y - screen_image.y) * screen->pitch; ioctl(console_fd, PS2IOC_LOADIMAGE, &image); /* Need to scale offscreen image to TV output */ if ( image.y > 0 ) { scaleimage_nonblock(console_fd, tex_tags_mem, scale_tags_mem); } } /* We're finished */ SDL_UnlockCursor(); } void GS_MoveWMCursor(_THIS, int x, int y) { GS_MoveCursor(this, SDL_cursor, x, y); } int GS_ShowWMCursor(_THIS, WMcursor *wmcursor) { SDL_Cursor *cursor; int x, y; /* Draw the cursor at the appropriate location */ SDL_GetMouseState(&x, &y); if ( wmcursor ) { cursor = SDL_cursor; } else { cursor = NULL; } GS_MoveCursor(this, cursor, x, y); return(1); }