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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2012 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 <sys/ioctl.h>
#include "SDL_mouse.h"
#include "../../events/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);
}
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