Modify framebuffer and NGA framebuffer to read screen size from board model dtb file. Optimise memory usuage of frame buffer
Add example minigui application with hooks to profiler (which writes results to S:\). Modified NGA framebuffer to run its own dfc queue at high priority
/*
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"
/* General mouse handling code for SDL */
#include "SDL_events.h"
#include "SDL_events_c.h"
#include "../video/SDL_cursor_c.h"
#include "../video/SDL_sysvideo.h"
/* These are static for our mouse handling code */
static Sint16 SDL_MouseX = 0;
static Sint16 SDL_MouseY = 0;
static Sint16 SDL_DeltaX = 0;
static Sint16 SDL_DeltaY = 0;
static Uint8 SDL_ButtonState = 0;
/* Public functions */
int SDL_MouseInit(void)
{
/* The mouse is at (0,0) */
SDL_MouseX = 0;
SDL_MouseY = 0;
SDL_DeltaX = 0;
SDL_DeltaY = 0;
SDL_ButtonState = 0;
/* That's it! */
return(0);
}
void SDL_MouseQuit(void)
{
}
/* We lost the mouse, so post button up messages for all pressed buttons */
void SDL_ResetMouse(void)
{
Uint8 i;
for ( i = 0; i < sizeof(SDL_ButtonState)*8; ++i ) {
if ( SDL_ButtonState & SDL_BUTTON(i) ) {
SDL_PrivateMouseButton(SDL_RELEASED, i, 0, 0);
}
}
}
Uint8 SDL_GetMouseState (int *x, int *y)
{
if ( x ) {
*x = SDL_MouseX;
}
if ( y ) {
*y = SDL_MouseY;
}
return(SDL_ButtonState);
}
Uint8 SDL_GetRelativeMouseState (int *x, int *y)
{
if ( x )
*x = SDL_DeltaX;
if ( y )
*y = SDL_DeltaY;
SDL_DeltaX = 0;
SDL_DeltaY = 0;
return(SDL_ButtonState);
}
static void ClipOffset(Sint16 *x, Sint16 *y)
{
/* This clips absolute mouse coordinates when the apparent
display surface is smaller than the real display surface.
*/
if ( SDL_VideoSurface->offset ) {
*y -= SDL_VideoSurface->offset/SDL_VideoSurface->pitch;
*x -= (SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
SDL_VideoSurface->format->BytesPerPixel;
}
}
/* These are global for SDL_eventloop.c */
int SDL_PrivateMouseMotion(Uint8 buttonstate, int relative, Sint16 x, Sint16 y)
{
int posted;
Uint16 X, Y;
Sint16 Xrel;
Sint16 Yrel;
/* Don't handle mouse motion if there's no cursor surface */
if ( SDL_VideoSurface == NULL ) {
return(0);
}
/* Default buttonstate is the current one */
if ( ! buttonstate ) {
buttonstate = SDL_ButtonState;
}
Xrel = x;
Yrel = y;
if ( relative ) {
/* Push the cursor around */
x = (SDL_MouseX+x);
y = (SDL_MouseY+y);
} else {
/* Do we need to clip {x,y} ? */
ClipOffset(&x, &y);
}
/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
if ( x < 0 )
X = 0;
else
if ( x >= SDL_VideoSurface->w )
X = SDL_VideoSurface->w-1;
else
X = (Uint16)x;
if ( y < 0 )
Y = 0;
else
if ( y >= SDL_VideoSurface->h )
Y = SDL_VideoSurface->h-1;
else
Y = (Uint16)y;
/* If not relative mode, generate relative motion from clamped X/Y.
This prevents lots of extraneous large delta relative motion when
the screen is windowed mode and the mouse is outside the window.
*/
if ( ! relative ) {
Xrel = X-SDL_MouseX;
Yrel = Y-SDL_MouseY;
}
/* Drop events that don't change state */
if ( ! Xrel && ! Yrel ) {
#if 0
printf("Mouse event didn't change state - dropped!\n");
#endif
return(0);
}
/* Update internal mouse state */
SDL_ButtonState = buttonstate;
SDL_MouseX = X;
SDL_MouseY = Y;
SDL_DeltaX += Xrel;
SDL_DeltaY += Yrel;
SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
/* Post the event, if desired */
posted = 0;
if ( SDL_ProcessEvents[SDL_MOUSEMOTION] == SDL_ENABLE ) {
SDL_Event event;
SDL_memset(&event, 0, sizeof(event));
event.type = SDL_MOUSEMOTION;
event.motion.state = buttonstate;
event.motion.x = X;
event.motion.y = Y;
event.motion.xrel = Xrel;
event.motion.yrel = Yrel;
if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
posted = 1;
SDL_PushEvent(&event);
}
}
return(posted);
}
int SDL_PrivateMouseButton(Uint8 state, Uint8 button, Sint16 x, Sint16 y)
{
SDL_Event event;
int posted;
int move_mouse;
Uint8 buttonstate;
SDL_memset(&event, 0, sizeof(event));
/* Check parameters */
if ( x || y ) {
ClipOffset(&x, &y);
move_mouse = 1;
/* Mouse coordinates range from 0 - width-1 and 0 - height-1 */
if ( x < 0 )
x = 0;
else
if ( x >= SDL_VideoSurface->w )
x = SDL_VideoSurface->w-1;
if ( y < 0 )
y = 0;
else
if ( y >= SDL_VideoSurface->h )
y = SDL_VideoSurface->h-1;
} else {
move_mouse = 0;
}
if ( ! x )
x = SDL_MouseX;
if ( ! y )
y = SDL_MouseY;
/* Figure out which event to perform */
buttonstate = SDL_ButtonState;
switch ( state ) {
case SDL_PRESSED:
event.type = SDL_MOUSEBUTTONDOWN;
buttonstate |= SDL_BUTTON(button);
break;
case SDL_RELEASED:
event.type = SDL_MOUSEBUTTONUP;
buttonstate &= ~SDL_BUTTON(button);
break;
default:
/* Invalid state -- bail */
return(0);
}
/* Update internal mouse state */
SDL_ButtonState = buttonstate;
if ( move_mouse ) {
SDL_MouseX = x;
SDL_MouseY = y;
SDL_MoveCursor(SDL_MouseX, SDL_MouseY);
}
/* Post the event, if desired */
posted = 0;
if ( SDL_ProcessEvents[event.type] == SDL_ENABLE ) {
event.button.state = state;
event.button.button = button;
event.button.x = x;
event.button.y = y;
if ( (SDL_EventOK == NULL) || (*SDL_EventOK)(&event) ) {
posted = 1;
SDL_PushEvent(&event);
}
}
return(posted);
}