Mercurial > sdl-ios-xcode
view src/video/directfb/SDL_DirectFB_mouse.c @ 2835:f38257b5d936
Initial pixel shader support for YUV textures in the GL renderer.
This work is not complete yet!
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sat, 06 Dec 2008 00:56:47 +0000 |
parents | 140a7edcf2bd |
children | 483f85e35a1a |
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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_DirectFB_video.h" #include "../SDL_sysvideo.h" #include "../../events/SDL_mouse_c.h" static SDL_Cursor *DirectFB_CreateCursor(SDL_Surface * surface, int hot_x, int hot_y); static int DirectFB_ShowCursor(SDL_Cursor * cursor); static void DirectFB_MoveCursor(SDL_Cursor * cursor); static void DirectFB_FreeCursor(SDL_Cursor * cursor); static void DirectFB_WarpMouse(SDL_Mouse * mouse, SDL_WindowID windowID, int x, int y); static void DirectFB_FreeMouse(SDL_Mouse * mouse); void DirectFB_InitMouse(_THIS) { SDL_DFB_DEVICEDATA(_this); SDL_Mouse mouse; SDL_zero(mouse); mouse.CreateCursor = DirectFB_CreateCursor; mouse.ShowCursor = DirectFB_ShowCursor; mouse.MoveCursor = DirectFB_MoveCursor; mouse.FreeCursor = DirectFB_FreeCursor; mouse.WarpMouse = DirectFB_WarpMouse; mouse.FreeMouse = DirectFB_FreeMouse; mouse.cursor_shown = 1; devdata->mouse = SDL_AddMouse(&mouse, -1, "Mouse", 0, 0, 1); } void DirectFB_QuitMouse(_THIS) { SDL_DFB_DEVICEDATA(_this); SDL_DelMouse(devdata->mouse); } /* Create a cursor from a surface */ static SDL_Cursor * DirectFB_CreateCursor(SDL_Surface * surface, int hot_x, int hot_y) { SDL_VideoDevice *dev = SDL_GetVideoDevice(); SDL_DFB_DEVICEDATA(dev); DFB_CursorData *curdata; DFBResult ret; DFBSurfaceDescription dsc; SDL_Cursor *cursor; Uint32 *dest; Uint32 *p; int pitch, i; SDL_DFB_CALLOC(cursor, 1, sizeof(*cursor)); SDL_DFB_CALLOC(curdata, 1, sizeof(*curdata)); dsc.flags = DSDESC_WIDTH | DSDESC_HEIGHT | DSDESC_PIXELFORMAT | DSDESC_CAPS; dsc.caps = DSCAPS_VIDEOONLY; dsc.width = surface->w; dsc.height = surface->h; dsc.pixelformat = DSPF_ARGB; SDL_DFB_CHECKERR(devdata->dfb-> CreateSurface(devdata->dfb, &dsc, &curdata->surf)); curdata->hotx = hot_x; curdata->hoty = hot_y; cursor->driverdata = curdata; SDL_DFB_CHECKERR(curdata->surf-> Lock(curdata->surf, DSLF_WRITE, (void *) &dest, &pitch)); /* Relies on the fact that this is only called with ARGB surface. */ p = surface->pixels; for (i = 0; i < surface->h; i++) memcpy((char *) dest + i * pitch, (char *) p + i * surface->pitch, 4 * surface->w); curdata->surf->Unlock(curdata->surf); return cursor; error: return NULL; } /* Show the specified cursor, or hide if cursor is NULL */ static int DirectFB_ShowCursor(SDL_Cursor * cursor) { SDL_DFB_CURSORDATA(cursor); DFBResult ret; SDL_WindowID wid; wid = SDL_GetFocusWindow(); if (wid < 0) return -1; else { SDL_Window *window = SDL_GetWindowFromID(wid); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); if (display) { DFB_DisplayData *dispdata = (DFB_DisplayData *) display->driverdata; DFB_WindowData *windata = (DFB_WindowData *) window->driverdata; if (cursor) SDL_DFB_CHECKERR(windata->window-> SetCursorShape(windata->window, curdata->surf, curdata->hotx, curdata->hoty)); /* fprintf(stdout, "Cursor is %s\n", cursor ? "on" : "off"); */ SDL_DFB_CHECKERR(dispdata->layer-> SetCooperativeLevel(dispdata->layer, DLSCL_ADMINISTRATIVE)); SDL_DFB_CHECKERR(dispdata->layer-> SetCursorOpacity(dispdata->layer, cursor ? 0xC0 : 0x00)); SDL_DFB_CHECKERR(dispdata->layer-> SetCooperativeLevel(dispdata->layer, DLSCL_SHARED)); } } return 0; error: return -1; } /* This is called when a mouse motion event occurs */ static void DirectFB_MoveCursor(SDL_Cursor * cursor) { } /* Free a window manager cursor */ static void DirectFB_FreeCursor(SDL_Cursor * cursor) { SDL_DFB_CURSORDATA(cursor); SDL_DFB_RELEASE(curdata->surf); SDL_DFB_FREE(cursor->driverdata); SDL_DFB_FREE(cursor); } /* Warp the mouse to (x,y) */ static void DirectFB_WarpMouse(SDL_Mouse * mouse, SDL_WindowID windowID, int x, int y) { SDL_Window *window = SDL_GetWindowFromID(windowID); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); DFB_DisplayData *dispdata = (DFB_DisplayData *) display->driverdata; DFB_WindowData *windata = (DFB_WindowData *) window->driverdata; DFBResult ret; int cx, cy; SDL_DFB_CHECKERR(windata->window->GetPosition(windata->window, &cx, &cy)); SDL_DFB_CHECKERR(dispdata->layer-> WarpCursor(dispdata->layer, cx + x, cy + y)); error: return; } /* Free the mouse when it's time */ static void DirectFB_FreeMouse(SDL_Mouse * mouse) { /* nothing yet */ } /* vi: set ts=4 sw=4 expandtab: */