view src/video/qtopia/SDL_QWin.cc @ 1629:ef4a796e7f24

Fixed bug #55 From Christian Walther: When writing my patch for #12, I ended up doing all sorts of changes to the way application/window activating/deactivating is handled in the Quartz backend, resulting in the attached patch. It does make the code a bit cleaner IMHO, but as it might be regarded as a case of "if it ain't broken, don't fix it" I'd like to hear other people's opinion about it. Please shout if some change strikes you as unnecessary or wrong, and I'll explain the reasons behind it. As far as I tested it, it does not introduce any new bugs, but I may well have missed some. - The most fundamental change (that triggered most of the others) is irrelevant for the usual single-window SDL applications, it only affects the people who are crazy enough to display other Cocoa windows alongside the SDL window (I'm actually doing this currently, although the additional window only displays debugging info and won't be present in the final product): Before, some things were done on the application becoming active, some on the window becoming key, and some on the window becoming main. Conceptually, all these actions belong to the window becoming key, so that's what I implemented. However, since in a single-window application these three events always happen together, the previous implementation "ain't broken". - This slightly changed the meaning of the SDL_APPMOUSEFOCUS flag from SDL_GetAppState(): Before, it meant "window is main and mouse is inside window (or mode is fullscreen)". Now, it means "window is key and mouse is inside window (or mode is fullscreen)". It makes more sense to me that way. (See http://developer.apple.com/documentation/Cocoa/Conceptual/WinPanel/Concepts/ChangingMainKeyWindow.html for a discussion of what key and main windows are.) The other two flags are unchanged: SDL_APPACTIVE = application is not hidden and window is not minimized, SDL_APPINPUTFOCUS = window is key (or mode is fullscreen). - As a side effect, the reorganization fixes the following two issues (and maybe others) (but they could also be fixed in less invasive ways): * A regression that was introduced in revision 1.42 of SDL_QuartzVideo.m (http://libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/quartz/SDL_QuartzVideo.m.diff?r1=1.41&r2=1.42) (from half-desirable to undesirable behavior): Situation: While in windowed mode, hide the cursor using SDL_ShowCursor(SDL_DISABLE), move the mouse outside of the window so that the cursor becomes visible again, and SDL_SetVideoMode() to a fullscreen mode. What happened before revision 1.42: The cursor is visible, but becomes invisible as soon as the mouse is moved (half-desirable). What happens in revision 1.42 and after (including current CVS): The cursor is visible and stays visible (undesirable). What happens after my patch: The cursor is invisible from the beginning (desirable). * When the cursor is hidden and grabbed, switch away from the application using cmd-tab (which ungrabs and makes the cursor visible), move the cursor outside of the SDL window, then cmd-tab back to the application. In 1.2.8 and in the current CVS, the cursor is re-grabbed, but it stays visible (immovable in the middle of the window). With my patch, the cursor is correctly re-grabbed and hidden. (For some reason, it still doesn't work correctly if you switch back to the application using the dock instead of cmd-tab. I haven't been able to figure out why. I can step over [NSCursor hide] being called in the debugger, but it seems to have no effect.) - The patch includes my patch for #12 (it was easier to obtain using cvs diff that way). If you apply both of them, you will end up with 6 duplicate lines in SDL_QuartzEvents.m.
author Sam Lantinga <slouken@libsdl.org>
date Thu, 13 Apr 2006 14:17:48 +0000
parents 376665398b25
children 782fd950bd46 c121d94672cb 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"

#include "SDL_QWin.h"
#include <qapplication.h>
#include <qdirectpainter_qws.h>

screenRotationT screenRotation = SDL_QT_NO_ROTATION;

SDL_QWin::SDL_QWin(const QSize& size)
  : QWidget(0, "SDL_main"), my_painter(0), my_image(0),
    my_inhibit_resize(false), my_mouse_pos(-1,-1), my_flags(0),
    my_has_fullscreen(false), my_locked(0)
{
  setBackgroundMode(NoBackground);
}

SDL_QWin::~SDL_QWin() {
  // Nothing to do yet.
  if(my_image) {
    delete my_image;
  }
}

void SDL_QWin::setImage(QImage *image) {
  if ( my_image ) {
    delete my_image;
  }
  my_image = image;
  //  setFixedSize(image->size());
}

void SDL_QWin::resizeEvent(QResizeEvent *e) {
  if(size() != qApp->desktop()->size()) {
    // Widget is not the correct size, so do the fullscreen magic
    my_has_fullscreen = false;
    enableFullscreen();
  }
  if(my_inhibit_resize) {
    my_inhibit_resize = false;
  } else {
    SDL_PrivateResize(e->size().width(), e->size().height());
  }
}

void SDL_QWin::focusInEvent(QFocusEvent *) {
  // Always do it here, no matter the size.
  enableFullscreen();
  SDL_PrivateAppActive(true, SDL_APPINPUTFOCUS);
}

void SDL_QWin::focusOutEvent(QFocusEvent *) {
  my_has_fullscreen = false;
  SDL_PrivateAppActive(false, SDL_APPINPUTFOCUS);
}

void SDL_QWin::closeEvent(QCloseEvent *e) {
  SDL_PrivateQuit();
  e->ignore();
}

void SDL_QWin::setMousePos(const QPoint &pos) {
  if(my_image->width() == height()) {
    if (screenRotation == SDL_QT_ROTATION_90)
      my_mouse_pos = QPoint(height()-pos.y(), pos.x());
    else if (screenRotation == SDL_QT_ROTATION_270)
      my_mouse_pos = QPoint(pos.y(), width()-pos.x());
  } else {
    my_mouse_pos = pos;
  }
}

void SDL_QWin::mouseMoveEvent(QMouseEvent *e) {
  Qt::ButtonState button = e->button();
  int sdlstate = 0;
  if( (button & Qt::LeftButton)) {
    sdlstate |= SDL_BUTTON_LMASK;
  }
  if( (button & Qt::RightButton)) {
    sdlstate |= SDL_BUTTON_RMASK;
  }
  if( (button & Qt::MidButton)) {
    sdlstate |= SDL_BUTTON_MMASK;
  }
  setMousePos(e->pos());
  SDL_PrivateMouseMotion(sdlstate, 0, my_mouse_pos.x(), my_mouse_pos.y());
}

void SDL_QWin::mousePressEvent(QMouseEvent *e) {
  mouseMoveEvent(e);
  Qt::ButtonState button = e->button();
  SDL_PrivateMouseButton(SDL_PRESSED,
			 (button & Qt::LeftButton) ? 1 :
			 ((button & Qt::RightButton) ? 2 : 3),
			 my_mouse_pos.x(), my_mouse_pos.y());
}

void SDL_QWin::mouseReleaseEvent(QMouseEvent *e) {
  setMousePos(e->pos());
  Qt::ButtonState button = e->button();
  SDL_PrivateMouseButton(SDL_RELEASED,
			 (button & Qt::LeftButton) ? 1 :
			 ((button & Qt::RightButton) ? 2 : 3),
			 my_mouse_pos.x(), my_mouse_pos.y());
  my_mouse_pos = QPoint(-1, -1);
}

static inline void
gs_fastRotateBlit_3 ( unsigned short *fb,
		      unsigned short *bits,
		      const QRect& rect )
{
  // FIXME: this only works correctly for 240x320 displays
  int startx, starty;
  int width, height;
  
  startx = rect.left() >> 1;
  starty = rect.top() >> 1;
  width  = ((rect.right() - rect.left()) >> 1) + 2;
  height = ((rect.bottom() - rect.top()) >> 1) + 2;

  if((startx+width) > 120) {
    width = 120 - startx; // avoid horizontal overflow
  }
  if((starty+height) > 160) { 
    height = 160 - starty; // avoid vertical overflow
  }

  ulong *sp1, *sp2, *dp1, *dp2;
  ulong stop, sbot, dtop, dbot;    
  
  sp1 = (ulong*)bits + startx + starty*240;
  sp2 = sp1 + 120;
  dp1 = (ulong *)fb + (159 - starty) + startx*320;
  dp2 = dp1 + 160;
  int rowadd = (-320*width) - 1;
  int rowadd2 = 240 - width;
  // transfer in cells of 2x2 pixels in words
  for (int y=0; y<height; y++) {
    for (int x=0; x<width; x++) {
      // read source pixels
      stop = *sp1;
      sbot = *sp2;
      // rotate pixels
      dtop = (sbot & 0xffff) + ((stop & 0xffff)<<16);
      dbot = ((sbot & 0xffff0000)>>16) + (stop & 0xffff0000);
      // write to framebuffer
      *dp1 = dtop;
      *dp2 = dbot;
      // update source ptrs
      sp1++; sp2++;
      // update dest ptrs - 2 pix at a time
      dp1 += 320;
      dp2 += 320;
    }
    // adjust src ptrs - skip a row as we work in pairs
    sp1 += rowadd2;
    sp2 += rowadd2;
    // adjust dest ptrs for rotation
    dp1 += rowadd;
    dp2 += rowadd;
  }
}

static inline void
gs_fastRotateBlit_1 ( unsigned short *fb,
		      unsigned short *bits,
		      const QRect& rect ) {
  // FIXME: this only works correctly for 240x320 displays
  int startx, starty;
  int width, height;

  startx = rect.left() >> 1;
  starty = rect.top() >> 1;
  width  = ((rect.right() - rect.left()) >> 1) + 2;
  height = ((rect.bottom() - rect.top()) >> 1) + 2;

  if((startx+width) > 120) {
    width = 120 - startx; // avoid horizontal overflow
  }
  if((starty+height) > 160) { 
    height = 160 - starty; // avoid vertical overflow
  }

  ulong *sp1, *sp2, *dp1, *dp2;
  ulong stop, sbot, dtop, dbot;    
  fb += 320*239; // Move "fb" to top left corner
  sp1 = (ulong*)bits + startx + starty*240;
  sp2 = sp1 + 120;
  dp1 = (ulong*)fb - startx * 320 - starty;
  dp2 = dp1 - 160;
  int rowadd = (320*width) + 1;
  int rowadd2 = 240 - width;
  // transfer in cells of 2x2 pixels in words
  for (int y=0; y<height; y++) {
    for (int x=0; x<width; x++) {
      // read
      stop = *sp1;
      sbot = *sp2;
      // rotate
      dtop = (stop & 0xffff) + ((sbot & 0xffff)<<16);
      dbot = ((stop & 0xffff0000)>>16) + (sbot & 0xffff0000);
      // write
      *dp1 = dtop;
      *dp2 = dbot;
      // update source ptrs
      sp1++; sp2++;
      // update dest ptrs - 2 pix at a time
      dp1 -= 320;
      dp2 -= 320;
    }
    // adjust src ptrs - skip a row as we work in pairs
    sp1 += rowadd2;
    sp2 += rowadd2;
    // adjust dest ptrs for rotation
    dp1 += rowadd;
    dp2 += rowadd;
  }
}

// desktop, SL-A300 etc
bool SDL_QWin::repaintRotation0(const QRect& rect) {
  if(my_image->width() == width()) {
    uchar *fb = (uchar*)my_painter->frameBuffer();
    uchar *buf = (uchar*)my_image->bits();
    if(rect == my_image->rect()) {
      SDL_memcpy(fb, buf, width()*height()*2);
    } else {
      int h = rect.height();
      int wd = rect.width()<<1;
      int fblineadd = my_painter->lineStep();
      int buflineadd = my_image->bytesPerLine();
      fb  += (rect.left()<<1) + rect.top() * my_painter->lineStep();
      buf += (rect.left()<<1) + rect.top() * my_image->bytesPerLine();
      while(h--) {
	SDL_memcpy(fb, buf, wd);
	fb += fblineadd;
	buf += buflineadd;
      }
    }
  } else {
    return false; // FIXME: Landscape
  }
#ifdef __i386__
  my_painter->fillRect( rect, QBrush( Qt::NoBrush ) );
#endif
  return true;
}

  
// Sharp Zaurus SL-5500 etc 
bool SDL_QWin::repaintRotation3(const QRect& rect) {
  if(my_image->width() == width()) {
    ushort *fb = (ushort*)my_painter->frameBuffer();
    ushort *buf = (ushort*)my_image->bits();
    gs_fastRotateBlit_3(fb, buf, rect);
  } else {
    // landscape mode
    if (screenRotation == SDL_QT_ROTATION_90) {
      uchar *fb = (uchar*)my_painter->frameBuffer();
      uchar *buf = (uchar*)my_image->bits();
      if(rect == my_image->rect()) {
	SDL_memcpy(fb, buf, width()*height()*2);
      } else {
	int h = rect.height();
	int wd = rect.width()<<1;
	int fblineadd = my_painter->lineStep();
	int buflineadd = my_image->bytesPerLine();
	fb  += (rect.left()<<1) + rect.top() * my_painter->lineStep();
	buf += (rect.left()<<1) + rect.top() * my_image->bytesPerLine();
	while(h--) {
	  SDL_memcpy(fb, buf, wd);
	  fb += fblineadd;
	  buf += buflineadd;
	}
      }
    } else if (screenRotation == SDL_QT_ROTATION_270) {
      int h = rect.height();
      int wd = rect.width();
      int fblineadd = my_painter->lineStep() - (rect.width() << 1);
      int buflineadd = my_image->bytesPerLine() - (rect.width() << 1);
      int w;

      uchar *fb = (uchar*)my_painter->frameBuffer();
      uchar *buf = (uchar*)my_image->bits();
        
      fb += ((my_painter->width() - (rect.top() + rect.height())) * 
	     my_painter->lineStep()) + ((my_painter->height() - ((rect.left() + 
								  rect.width()))) << 1);

      buf += my_image->bytesPerLine() * (rect.top() + rect.height()) -
	(((my_image->width() - (rect.left() + rect.width())) << 1) + 2);

      while(h--) {
	w = wd;
	while(w--) *((unsigned short*)fb)++ = *((unsigned short*)buf)--;
	fb += fblineadd;
	buf -= buflineadd;
      }
    }
  }
  return true;
}

// ipaq 3800...
bool SDL_QWin::repaintRotation1(const QRect& rect) {
  if(my_image->width() == width()) {
    ushort *fb = (ushort*)my_painter->frameBuffer();
    ushort *buf = (ushort*)my_image->bits();
    gs_fastRotateBlit_1(fb, buf, rect);
  } else {
    return false; // FIXME: landscape mode
  }
  return true;
}

void SDL_QWin::repaintRect(const QRect& rect) {
  if(!my_painter || !rect.width() || !rect.height()) {
    return;
  }
  
  if(QPixmap::defaultDepth() == 16) {
    switch(my_painter->transformOrientation()) {
    case 3:
      if(repaintRotation3(rect)) { return;  }
      break;
    case 1:
      if(repaintRotation1(rect)) { return;  }
      break;
    case 0:
      if(repaintRotation0(rect)) { return;  }
      break;
    }
  } 
  my_painter->drawImage(rect.topLeft(), *my_image, rect);
}

// This paints the current buffer to the screen, when desired. 
void SDL_QWin::paintEvent(QPaintEvent *ev) {  
  if(my_image) {
    lockScreen(true);
    repaintRect(ev->rect());
    unlockScreen();
  }
}  

/* Function to translate a keyboard transition and queue the key event
 * This should probably be a table although this method isn't exactly
 * slow.
 */
void SDL_QWin::QueueKey(QKeyEvent *e, int pressed)
{  
  SDL_keysym keysym;
  int scancode = e->key();
  /* Set the keysym information */
  if(scancode >= 'A' && scancode <= 'Z') {
    // Qt sends uppercase, SDL wants lowercase
    keysym.sym = static_cast<SDLKey>(scancode + 32);
  } else if(scancode  >= 0x1000) {
    // Special keys
    switch(scancode) {
    case Qt::Key_Escape: scancode = SDLK_ESCAPE; break;
    case Qt::Key_Tab: scancode = SDLK_TAB; break;
    case Qt::Key_Backspace: scancode = SDLK_BACKSPACE; break;
    case Qt::Key_Return: scancode = SDLK_RETURN; break;
    case Qt::Key_Enter: scancode = SDLK_KP_ENTER; break;
    case Qt::Key_Insert: scancode = SDLK_INSERT; break;
    case Qt::Key_Delete: scancode = SDLK_DELETE; break;
    case Qt::Key_Pause: scancode = SDLK_PAUSE; break;
    case Qt::Key_Print: scancode = SDLK_PRINT; break;
    case Qt::Key_SysReq: scancode = SDLK_SYSREQ; break;
    case Qt::Key_Home: scancode = SDLK_HOME; break;
    case Qt::Key_End: scancode = SDLK_END; break;
    // We want the control keys to rotate with the screen
    case Qt::Key_Left: 
        if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_UP;
        else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_DOWN;
        else scancode = SDLK_LEFT;
        break;
    case Qt::Key_Up: 
        if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_RIGHT;
        else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_LEFT;
        else scancode = SDLK_UP;
        break;
    case Qt::Key_Right: 
        if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_DOWN;
        else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_UP;
        else scancode = SDLK_RIGHT;
        break;
    case Qt::Key_Down:
        if (screenRotation == SDL_QT_ROTATION_90) scancode = SDLK_LEFT;
        else if (screenRotation == SDL_QT_ROTATION_270) scancode = SDLK_RIGHT;
        else scancode = SDLK_DOWN;
        break;
    case Qt::Key_Prior: scancode = SDLK_PAGEUP; break;
    case Qt::Key_Next: scancode = SDLK_PAGEDOWN; break;
    case Qt::Key_Shift: scancode = SDLK_LSHIFT; break;
    case Qt::Key_Control: scancode = SDLK_LCTRL; break;
    case Qt::Key_Meta: scancode = SDLK_LMETA; break;
    case Qt::Key_Alt: scancode = SDLK_LALT; break;
    case Qt::Key_CapsLock: scancode = SDLK_CAPSLOCK; break;
    case Qt::Key_NumLock: scancode = SDLK_NUMLOCK; break;
    case Qt::Key_ScrollLock: scancode = SDLK_SCROLLOCK; break;
    case Qt::Key_F1: scancode = SDLK_F1; break;
    case Qt::Key_F2: scancode = SDLK_F2; break;
    case Qt::Key_F3: scancode = SDLK_F3; break;
    case Qt::Key_F4: scancode = SDLK_F4; break;
    case Qt::Key_F5: scancode = SDLK_F5; break;
    case Qt::Key_F6: scancode = SDLK_F6; break;
    case Qt::Key_F7: scancode = SDLK_F7; break;
    case Qt::Key_F8: scancode = SDLK_F8; break;
    case Qt::Key_F9: scancode = SDLK_F9; break;
    case Qt::Key_F10: scancode = SDLK_F10; break;
    case Qt::Key_F11: scancode = SDLK_F11; break;
    case Qt::Key_F12: scancode = SDLK_F12; break;
    case Qt::Key_F13: scancode = SDLK_F13; break;
    case Qt::Key_F14: scancode = SDLK_F14; break;
    case Qt::Key_F15: scancode = SDLK_F15; break;
    case Qt::Key_Super_L: scancode = SDLK_LSUPER; break;
    case Qt::Key_Super_R: scancode = SDLK_RSUPER; break;
    case Qt::Key_Menu: scancode = SDLK_MENU; break;
    case Qt::Key_Help: scancode = SDLK_HELP; break;

    case Qt::Key_F33:
      // FIXME: This is a hack to enable the OK key on
      // Zaurii devices. SDLK_RETURN is a suitable key to use
      // since it often is used as such.
      //     david@hedbor.org
      scancode = SDLK_RETURN;
      break;
    default:
      scancode = SDLK_UNKNOWN;
      break;
    }
    keysym.sym = static_cast<SDLKey>(scancode);    
  } else {
    keysym.sym = static_cast<SDLKey>(scancode);    
  }
  keysym.scancode = scancode;
  keysym.mod = KMOD_NONE;
  ButtonState st = e->state();
  if( (st & ShiftButton) )   { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LSHIFT);  }
  if( (st & ControlButton) ) { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LCTRL);  }
  if( (st & AltButton) )     { keysym.mod = static_cast<SDLMod>(keysym.mod | KMOD_LALT);  }
  if ( SDL_TranslateUNICODE ) {
    QChar qchar = e->text()[0];
    keysym.unicode = qchar.unicode();
  } else {
    keysym.unicode = 0;
  }

  /* NUMLOCK and CAPSLOCK are implemented as double-presses in reality */
  //	if ( (keysym.sym == SDLK_NUMLOCK) || (keysym.sym == SDLK_CAPSLOCK) ) {
  //		pressed = 1;
  //	}

  /* Queue the key event */
  if ( pressed ) {
    SDL_PrivateKeyboard(SDL_PRESSED, &keysym);
  } else {
    SDL_PrivateKeyboard(SDL_RELEASED, &keysym);
  }
}

void SDL_QWin::setFullscreen(bool fs_on) {
  my_has_fullscreen = false;
  enableFullscreen();
}

void SDL_QWin::enableFullscreen() {
  // Make sure size is correct
  if(!my_has_fullscreen) {
    setFixedSize(qApp->desktop()->size());
    // This call is needed because showFullScreen won't work
    // correctly if the widget already considers itself to be fullscreen.
    showNormal();
    // This is needed because showNormal() forcefully changes the window
    // style to WSTyle_TopLevel.
    setWFlags(WStyle_Customize | WStyle_NoBorder);
    // Enable fullscreen.
    showFullScreen();
    my_has_fullscreen = true;
  }
}

bool SDL_QWin::lockScreen(bool force) {
  if(!my_painter) {
    if(force || (isVisible() && isActiveWindow())) {
      my_painter = new QDirectPainter(this);
    } else {
      return false;
    }
  }
  my_locked++; // Increate lock refcount
  return true;
}

void SDL_QWin::unlockScreen() {
  if(my_locked > 0) {
    my_locked--; // decrease lock refcount;
  }
  if(!my_locked && my_painter) {
    my_painter->end();
    delete my_painter;
    my_painter = 0;
  }
}