ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
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|
|
/*
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* QEMU SDL display driver
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*
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* Copyright (c) 2003 Fabrice Bellard
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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/* Ported SDL 1.2 code to 2.0 by Dave Airlie. */
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/* Avoid compiler warning because macro is redefined in SDL_syswm.h. */
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#undef WIN32_LEAN_AND_MEAN
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#include <SDL.h>
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#if SDL_MAJOR_VERSION == 2
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#include <SDL_syswm.h>
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#include "qemu-common.h"
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#include "ui/console.h"
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#include "ui/input.h"
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#include "sysemu/sysemu.h"
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#include "sdl_zoom.h"
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#include "sdl2-keymap.h"
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static int sdl2_num_outputs;
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static struct sdl2_state {
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DisplayChangeListener dcl;
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DisplaySurface *surface;
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SDL_Texture *texture;
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SDL_Window *real_window;
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SDL_Renderer *real_renderer;
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int idx;
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int last_vm_running; /* per console for caption reasons */
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int x, y;
|
2014-05-27 07:44:39 +00:00
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int hidden;
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
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} *sdl2_console;
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static SDL_Surface *guest_sprite_surface;
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static int gui_grab; /* if true, all keyboard/mouse events are grabbed */
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static bool gui_saved_scaling;
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static int gui_saved_width;
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static int gui_saved_height;
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static int gui_saved_grab;
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static int gui_fullscreen;
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static int gui_noframe;
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static int gui_key_modifier_pressed;
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static int gui_keysym;
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static int gui_grab_code = KMOD_LALT | KMOD_LCTRL;
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static uint8_t modifiers_state[SDL_NUM_SCANCODES];
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static SDL_Cursor *sdl_cursor_normal;
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static SDL_Cursor *sdl_cursor_hidden;
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static int absolute_enabled;
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static int guest_cursor;
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static int guest_x, guest_y;
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static SDL_Cursor *guest_sprite;
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static int scaling_active;
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static Notifier mouse_mode_notifier;
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static void sdl_update_caption(struct sdl2_state *scon);
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static struct sdl2_state *get_scon_from_window(uint32_t window_id)
|
|
|
|
{
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|
|
|
int i;
|
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|
|
for (i = 0; i < sdl2_num_outputs; i++) {
|
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|
|
if (sdl2_console[i].real_window == SDL_GetWindowFromID(window_id)) {
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|
return &sdl2_console[i];
|
|
|
|
}
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|
|
}
|
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|
|
return NULL;
|
|
|
|
}
|
|
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|
|
|
static void sdl_update(DisplayChangeListener *dcl,
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|
|
int x, int y, int w, int h)
|
|
|
|
{
|
|
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|
struct sdl2_state *scon = container_of(dcl, struct sdl2_state, dcl);
|
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|
|
SDL_Rect rect;
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DisplaySurface *surf = qemu_console_surface(dcl->con);
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|
|
|
|
if (!surf) {
|
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|
return;
|
|
|
|
}
|
|
|
|
if (!scon->texture) {
|
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|
return;
|
|
|
|
}
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rect.x = x;
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|
rect.y = y;
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|
rect.w = w;
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|
rect.h = h;
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SDL_UpdateTexture(scon->texture, NULL, surface_data(surf),
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|
|
surface_stride(surf));
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SDL_RenderCopy(scon->real_renderer, scon->texture, &rect, &rect);
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|
SDL_RenderPresent(scon->real_renderer);
|
|
|
|
}
|
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|
static void do_sdl_resize(struct sdl2_state *scon, int width, int height,
|
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|
|
int bpp)
|
|
|
|
{
|
|
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|
int flags;
|
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|
|
if (scon->real_window && scon->real_renderer) {
|
|
|
|
if (width && height) {
|
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|
|
SDL_RenderSetLogicalSize(scon->real_renderer, width, height);
|
|
|
|
SDL_SetWindowSize(scon->real_window, width, height);
|
|
|
|
} else {
|
|
|
|
SDL_DestroyRenderer(scon->real_renderer);
|
|
|
|
SDL_DestroyWindow(scon->real_window);
|
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|
|
scon->real_renderer = NULL;
|
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|
|
scon->real_window = NULL;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (!width || !height) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
flags = 0;
|
|
|
|
if (gui_fullscreen) {
|
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|
flags |= SDL_WINDOW_FULLSCREEN;
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|
|
|
} else {
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|
|
flags |= SDL_WINDOW_RESIZABLE;
|
|
|
|
}
|
2014-05-27 07:44:39 +00:00
|
|
|
if (scon->hidden) {
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|
|
flags |= SDL_WINDOW_HIDDEN;
|
|
|
|
}
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
|
|
|
|
scon->real_window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED,
|
|
|
|
SDL_WINDOWPOS_UNDEFINED,
|
|
|
|
width, height, flags);
|
|
|
|
scon->real_renderer = SDL_CreateRenderer(scon->real_window, -1, 0);
|
|
|
|
sdl_update_caption(scon);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_switch(DisplayChangeListener *dcl,
|
|
|
|
DisplaySurface *new_surface)
|
|
|
|
{
|
|
|
|
struct sdl2_state *scon = container_of(dcl, struct sdl2_state, dcl);
|
|
|
|
int format = 0;
|
|
|
|
int idx = scon->idx;
|
|
|
|
DisplaySurface *old_surface = scon->surface;
|
|
|
|
|
|
|
|
/* temporary hack: allows to call sdl_switch to handle scaling changes */
|
|
|
|
if (new_surface) {
|
|
|
|
scon->surface = new_surface;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!new_surface && idx > 0) {
|
|
|
|
scon->surface = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (new_surface == NULL) {
|
|
|
|
do_sdl_resize(scon, 0, 0, 0);
|
|
|
|
} else {
|
|
|
|
do_sdl_resize(scon, surface_width(scon->surface),
|
|
|
|
surface_height(scon->surface), 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (old_surface && scon->texture) {
|
|
|
|
SDL_DestroyTexture(scon->texture);
|
|
|
|
scon->texture = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (new_surface) {
|
|
|
|
if (!scon->texture) {
|
|
|
|
if (surface_bits_per_pixel(scon->surface) == 16) {
|
|
|
|
format = SDL_PIXELFORMAT_RGB565;
|
|
|
|
} else if (surface_bits_per_pixel(scon->surface) == 32) {
|
|
|
|
format = SDL_PIXELFORMAT_ARGB8888;
|
|
|
|
}
|
|
|
|
|
|
|
|
scon->texture = SDL_CreateTexture(scon->real_renderer, format,
|
|
|
|
SDL_TEXTUREACCESS_STREAMING,
|
|
|
|
surface_width(new_surface),
|
|
|
|
surface_height(new_surface));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-05-20 06:11:25 +00:00
|
|
|
static void reset_keys(struct sdl2_state *scon)
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
{
|
2014-05-20 06:11:25 +00:00
|
|
|
QemuConsole *con = scon ? scon->dcl.con : NULL;
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < 256; i++) {
|
|
|
|
if (modifiers_state[i]) {
|
|
|
|
int qcode = sdl2_scancode_to_qcode[i];
|
2014-05-20 06:11:25 +00:00
|
|
|
qemu_input_event_send_key_qcode(con, qcode, false);
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
modifiers_state[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-05-20 06:11:25 +00:00
|
|
|
static void sdl_process_key(struct sdl2_state *scon,
|
|
|
|
SDL_KeyboardEvent *ev)
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
{
|
|
|
|
int qcode = sdl2_scancode_to_qcode[ev->keysym.scancode];
|
2014-05-20 06:11:25 +00:00
|
|
|
QemuConsole *con = scon ? scon->dcl.con : NULL;
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
|
2014-05-26 12:05:51 +00:00
|
|
|
if (!qemu_console_is_graphic(con)) {
|
|
|
|
if (ev->type == SDL_KEYDOWN) {
|
|
|
|
switch (ev->keysym.scancode) {
|
|
|
|
case SDL_SCANCODE_RETURN:
|
|
|
|
kbd_put_keysym_console(con, '\n');
|
|
|
|
break;
|
|
|
|
case SDL_SCANCODE_BACKSPACE:
|
|
|
|
kbd_put_keysym_console(con, QEMU_KEY_BACKSPACE);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
kbd_put_qcode_console(con, qcode);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
switch (ev->keysym.scancode) {
|
|
|
|
#if 0
|
|
|
|
case SDL_SCANCODE_NUMLOCKCLEAR:
|
|
|
|
case SDL_SCANCODE_CAPSLOCK:
|
|
|
|
/* SDL does not send the key up event, so we generate it */
|
2014-05-20 06:11:25 +00:00
|
|
|
qemu_input_event_send_key_qcode(con, qcode, true);
|
|
|
|
qemu_input_event_send_key_qcode(con, qcode, false);
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
return;
|
|
|
|
#endif
|
|
|
|
case SDL_SCANCODE_LCTRL:
|
|
|
|
case SDL_SCANCODE_LSHIFT:
|
|
|
|
case SDL_SCANCODE_LALT:
|
|
|
|
case SDL_SCANCODE_LGUI:
|
|
|
|
case SDL_SCANCODE_RCTRL:
|
|
|
|
case SDL_SCANCODE_RSHIFT:
|
|
|
|
case SDL_SCANCODE_RALT:
|
|
|
|
case SDL_SCANCODE_RGUI:
|
|
|
|
if (ev->type == SDL_KEYUP) {
|
|
|
|
modifiers_state[ev->keysym.scancode] = 0;
|
|
|
|
} else {
|
|
|
|
modifiers_state[ev->keysym.scancode] = 1;
|
|
|
|
}
|
|
|
|
/* fall though */
|
|
|
|
default:
|
2014-05-20 06:11:25 +00:00
|
|
|
qemu_input_event_send_key_qcode(con, qcode,
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
ev->type == SDL_KEYDOWN);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_update_caption(struct sdl2_state *scon)
|
|
|
|
{
|
|
|
|
char win_title[1024];
|
|
|
|
char icon_title[1024];
|
|
|
|
const char *status = "";
|
|
|
|
|
|
|
|
if (!runstate_is_running()) {
|
|
|
|
status = " [Stopped]";
|
|
|
|
} else if (gui_grab) {
|
|
|
|
if (alt_grab) {
|
|
|
|
status = " - Press Ctrl-Alt-Shift to exit mouse grab";
|
|
|
|
} else if (ctrl_grab) {
|
|
|
|
status = " - Press Right-Ctrl to exit mouse grab";
|
|
|
|
} else {
|
|
|
|
status = " - Press Ctrl-Alt to exit mouse grab";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (qemu_name) {
|
|
|
|
snprintf(win_title, sizeof(win_title), "QEMU (%s-%d)%s", qemu_name,
|
|
|
|
scon->idx, status);
|
|
|
|
snprintf(icon_title, sizeof(icon_title), "QEMU (%s)", qemu_name);
|
|
|
|
} else {
|
|
|
|
snprintf(win_title, sizeof(win_title), "QEMU%s", status);
|
|
|
|
snprintf(icon_title, sizeof(icon_title), "QEMU");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (scon->real_window) {
|
|
|
|
SDL_SetWindowTitle(scon->real_window, win_title);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_hide_cursor(void)
|
|
|
|
{
|
|
|
|
if (!cursor_hide) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (qemu_input_is_absolute()) {
|
|
|
|
SDL_ShowCursor(1);
|
|
|
|
SDL_SetCursor(sdl_cursor_hidden);
|
|
|
|
} else {
|
2014-04-01 20:37:11 +00:00
|
|
|
SDL_SetRelativeMouseMode(SDL_TRUE);
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_show_cursor(void)
|
|
|
|
{
|
|
|
|
if (!cursor_hide) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!qemu_input_is_absolute()) {
|
2014-04-01 20:37:11 +00:00
|
|
|
SDL_SetRelativeMouseMode(SDL_FALSE);
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
SDL_ShowCursor(1);
|
|
|
|
if (guest_cursor &&
|
|
|
|
(gui_grab || qemu_input_is_absolute() || absolute_enabled)) {
|
|
|
|
SDL_SetCursor(guest_sprite);
|
|
|
|
} else {
|
|
|
|
SDL_SetCursor(sdl_cursor_normal);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_grab_start(struct sdl2_state *scon)
|
|
|
|
{
|
2014-05-26 12:05:51 +00:00
|
|
|
QemuConsole *con = scon ? scon->dcl.con : NULL;
|
|
|
|
|
|
|
|
if (!con || !qemu_console_is_graphic(con)) {
|
|
|
|
return;
|
|
|
|
}
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
/*
|
|
|
|
* If the application is not active, do not try to enter grab state. This
|
|
|
|
* prevents 'SDL_WM_GrabInput(SDL_GRAB_ON)' from blocking all the
|
|
|
|
* application (SDL bug).
|
|
|
|
*/
|
|
|
|
if (!(SDL_GetWindowFlags(scon->real_window) & SDL_WINDOW_INPUT_FOCUS)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (guest_cursor) {
|
|
|
|
SDL_SetCursor(guest_sprite);
|
|
|
|
if (!qemu_input_is_absolute() && !absolute_enabled) {
|
|
|
|
SDL_WarpMouseInWindow(scon->real_window, guest_x, guest_y);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
sdl_hide_cursor();
|
|
|
|
}
|
|
|
|
SDL_SetWindowGrab(scon->real_window, SDL_TRUE);
|
|
|
|
gui_grab = 1;
|
|
|
|
sdl_update_caption(scon);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_grab_end(struct sdl2_state *scon)
|
|
|
|
{
|
|
|
|
SDL_SetWindowGrab(scon->real_window, SDL_FALSE);
|
|
|
|
gui_grab = 0;
|
|
|
|
sdl_show_cursor();
|
|
|
|
sdl_update_caption(scon);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void absolute_mouse_grab(struct sdl2_state *scon)
|
|
|
|
{
|
|
|
|
int mouse_x, mouse_y;
|
|
|
|
int scr_w, scr_h;
|
|
|
|
SDL_GetMouseState(&mouse_x, &mouse_y);
|
|
|
|
SDL_GetWindowSize(scon->real_window, &scr_w, &scr_h);
|
|
|
|
if (mouse_x > 0 && mouse_x < scr_w - 1 &&
|
|
|
|
mouse_y > 0 && mouse_y < scr_h - 1) {
|
|
|
|
sdl_grab_start(scon);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_mouse_mode_change(Notifier *notify, void *data)
|
|
|
|
{
|
|
|
|
if (qemu_input_is_absolute()) {
|
|
|
|
if (!absolute_enabled) {
|
|
|
|
absolute_enabled = 1;
|
|
|
|
absolute_mouse_grab(&sdl2_console[0]);
|
|
|
|
}
|
|
|
|
} else if (absolute_enabled) {
|
|
|
|
if (!gui_fullscreen) {
|
|
|
|
sdl_grab_end(&sdl2_console[0]);
|
|
|
|
}
|
|
|
|
absolute_enabled = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_send_mouse_event(struct sdl2_state *scon, int dx, int dy,
|
2014-04-21 22:58:50 +00:00
|
|
|
int x, int y, int state)
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
{
|
|
|
|
static uint32_t bmap[INPUT_BUTTON_MAX] = {
|
|
|
|
[INPUT_BUTTON_LEFT] = SDL_BUTTON(SDL_BUTTON_LEFT),
|
|
|
|
[INPUT_BUTTON_MIDDLE] = SDL_BUTTON(SDL_BUTTON_MIDDLE),
|
|
|
|
[INPUT_BUTTON_RIGHT] = SDL_BUTTON(SDL_BUTTON_RIGHT),
|
|
|
|
};
|
|
|
|
static uint32_t prev_state;
|
|
|
|
|
|
|
|
if (prev_state != state) {
|
|
|
|
qemu_input_update_buttons(scon->dcl.con, bmap, prev_state, state);
|
|
|
|
prev_state = state;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (qemu_input_is_absolute()) {
|
|
|
|
int scr_w, scr_h;
|
|
|
|
int max_w = 0, max_h = 0;
|
|
|
|
int off_x = 0, off_y = 0;
|
|
|
|
int cur_off_x = 0, cur_off_y = 0;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < sdl2_num_outputs; i++) {
|
|
|
|
struct sdl2_state *thiscon = &sdl2_console[i];
|
|
|
|
if (thiscon->real_window && thiscon->surface) {
|
|
|
|
SDL_GetWindowSize(thiscon->real_window, &scr_w, &scr_h);
|
|
|
|
cur_off_x = thiscon->x;
|
|
|
|
cur_off_y = thiscon->y;
|
|
|
|
if (scr_w + cur_off_x > max_w) {
|
|
|
|
max_w = scr_w + cur_off_x;
|
|
|
|
}
|
|
|
|
if (scr_h + cur_off_y > max_h) {
|
|
|
|
max_h = scr_h + cur_off_y;
|
|
|
|
}
|
|
|
|
if (i == scon->idx) {
|
|
|
|
off_x = cur_off_x;
|
|
|
|
off_y = cur_off_y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
qemu_input_queue_abs(scon->dcl.con, INPUT_AXIS_X, off_x + x, max_w);
|
|
|
|
qemu_input_queue_abs(scon->dcl.con, INPUT_AXIS_Y, off_y + y, max_h);
|
2014-04-01 20:37:10 +00:00
|
|
|
} else {
|
|
|
|
if (guest_cursor) {
|
|
|
|
x -= guest_x;
|
|
|
|
y -= guest_y;
|
|
|
|
guest_x += x;
|
|
|
|
guest_y += y;
|
|
|
|
dx = x;
|
|
|
|
dy = y;
|
|
|
|
}
|
|
|
|
qemu_input_queue_rel(scon->dcl.con, INPUT_AXIS_X, dx);
|
|
|
|
qemu_input_queue_rel(scon->dcl.con, INPUT_AXIS_Y, dy);
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
}
|
|
|
|
qemu_input_event_sync();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_scale(struct sdl2_state *scon, int width, int height)
|
|
|
|
{
|
|
|
|
int bpp = 0;
|
|
|
|
do_sdl_resize(scon, width, height, bpp);
|
|
|
|
scaling_active = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void toggle_full_screen(struct sdl2_state *scon)
|
|
|
|
{
|
|
|
|
int width = surface_width(scon->surface);
|
|
|
|
int height = surface_height(scon->surface);
|
|
|
|
int bpp = surface_bits_per_pixel(scon->surface);
|
|
|
|
|
|
|
|
gui_fullscreen = !gui_fullscreen;
|
|
|
|
if (gui_fullscreen) {
|
|
|
|
SDL_GetWindowSize(scon->real_window,
|
|
|
|
&gui_saved_width, &gui_saved_height);
|
|
|
|
gui_saved_scaling = scaling_active;
|
|
|
|
|
|
|
|
do_sdl_resize(scon, width, height, bpp);
|
|
|
|
scaling_active = 0;
|
|
|
|
|
|
|
|
gui_saved_grab = gui_grab;
|
|
|
|
sdl_grab_start(scon);
|
|
|
|
} else {
|
|
|
|
if (gui_saved_scaling) {
|
|
|
|
sdl_scale(scon, gui_saved_width, gui_saved_height);
|
|
|
|
} else {
|
|
|
|
do_sdl_resize(scon, width, height, 0);
|
|
|
|
}
|
|
|
|
if (!gui_saved_grab) {
|
|
|
|
sdl_grab_end(scon);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
graphic_hw_invalidate(scon->dcl.con);
|
|
|
|
graphic_hw_update(scon->dcl.con);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void handle_keydown(SDL_Event *ev)
|
|
|
|
{
|
2014-05-27 07:44:39 +00:00
|
|
|
int mod_state, win;
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
struct sdl2_state *scon = get_scon_from_window(ev->key.windowID);
|
|
|
|
|
|
|
|
if (alt_grab) {
|
|
|
|
mod_state = (SDL_GetModState() & (gui_grab_code | KMOD_LSHIFT)) ==
|
|
|
|
(gui_grab_code | KMOD_LSHIFT);
|
|
|
|
} else if (ctrl_grab) {
|
|
|
|
mod_state = (SDL_GetModState() & KMOD_RCTRL) == KMOD_RCTRL;
|
|
|
|
} else {
|
|
|
|
mod_state = (SDL_GetModState() & gui_grab_code) == gui_grab_code;
|
|
|
|
}
|
|
|
|
gui_key_modifier_pressed = mod_state;
|
|
|
|
|
|
|
|
if (gui_key_modifier_pressed) {
|
|
|
|
switch (ev->key.keysym.scancode) {
|
2014-05-27 07:44:39 +00:00
|
|
|
case SDL_SCANCODE_2:
|
|
|
|
case SDL_SCANCODE_3:
|
|
|
|
case SDL_SCANCODE_4:
|
|
|
|
case SDL_SCANCODE_5:
|
|
|
|
case SDL_SCANCODE_6:
|
|
|
|
case SDL_SCANCODE_7:
|
|
|
|
case SDL_SCANCODE_8:
|
|
|
|
case SDL_SCANCODE_9:
|
|
|
|
win = ev->key.keysym.scancode - SDL_SCANCODE_1;
|
|
|
|
if (win < sdl2_num_outputs) {
|
|
|
|
sdl2_console[win].hidden = !sdl2_console[win].hidden;
|
|
|
|
if (sdl2_console[win].real_window) {
|
|
|
|
if (sdl2_console[win].hidden) {
|
|
|
|
SDL_HideWindow(sdl2_console[win].real_window);
|
|
|
|
} else {
|
|
|
|
SDL_ShowWindow(sdl2_console[win].real_window);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
gui_keysym = 1;
|
|
|
|
}
|
|
|
|
break;
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
case SDL_SCANCODE_F:
|
|
|
|
toggle_full_screen(scon);
|
|
|
|
gui_keysym = 1;
|
|
|
|
break;
|
|
|
|
case SDL_SCANCODE_U:
|
|
|
|
if (scaling_active) {
|
|
|
|
scaling_active = 0;
|
|
|
|
sdl_switch(&scon->dcl, NULL);
|
|
|
|
graphic_hw_invalidate(scon->dcl.con);
|
|
|
|
graphic_hw_update(scon->dcl.con);
|
|
|
|
}
|
|
|
|
gui_keysym = 1;
|
|
|
|
break;
|
|
|
|
case SDL_SCANCODE_KP_PLUS:
|
|
|
|
case SDL_SCANCODE_KP_MINUS:
|
|
|
|
if (!gui_fullscreen) {
|
|
|
|
int scr_w, scr_h;
|
|
|
|
int width, height;
|
|
|
|
SDL_GetWindowSize(scon->real_window, &scr_w, &scr_h);
|
|
|
|
|
|
|
|
width = MAX(scr_w + (ev->key.keysym.scancode ==
|
|
|
|
SDL_SCANCODE_KP_PLUS ? 50 : -50),
|
|
|
|
160);
|
|
|
|
height = (surface_height(scon->surface) * width) /
|
|
|
|
surface_width(scon->surface);
|
|
|
|
|
|
|
|
sdl_scale(scon, width, height);
|
|
|
|
graphic_hw_invalidate(NULL);
|
|
|
|
graphic_hw_update(NULL);
|
|
|
|
gui_keysym = 1;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!gui_keysym) {
|
2014-05-20 06:11:25 +00:00
|
|
|
sdl_process_key(scon, &ev->key);
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void handle_keyup(SDL_Event *ev)
|
|
|
|
{
|
|
|
|
int mod_state;
|
|
|
|
struct sdl2_state *scon = get_scon_from_window(ev->key.windowID);
|
|
|
|
|
|
|
|
if (!alt_grab) {
|
|
|
|
mod_state = (ev->key.keysym.mod & gui_grab_code);
|
|
|
|
} else {
|
|
|
|
mod_state = (ev->key.keysym.mod & (gui_grab_code | KMOD_LSHIFT));
|
|
|
|
}
|
|
|
|
if (!mod_state && gui_key_modifier_pressed) {
|
|
|
|
gui_key_modifier_pressed = 0;
|
|
|
|
if (gui_keysym == 0) {
|
|
|
|
/* exit/enter grab if pressing Ctrl-Alt */
|
|
|
|
if (!gui_grab) {
|
|
|
|
sdl_grab_start(scon);
|
|
|
|
} else if (!gui_fullscreen) {
|
|
|
|
sdl_grab_end(scon);
|
|
|
|
}
|
|
|
|
/* SDL does not send back all the modifiers key, so we must
|
|
|
|
* correct it. */
|
2014-05-20 06:11:25 +00:00
|
|
|
reset_keys(scon);
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
gui_keysym = 0;
|
|
|
|
}
|
|
|
|
if (!gui_keysym) {
|
2014-05-20 06:11:25 +00:00
|
|
|
sdl_process_key(scon, &ev->key);
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-05-26 12:05:51 +00:00
|
|
|
static void handle_textinput(SDL_Event *ev)
|
|
|
|
{
|
|
|
|
struct sdl2_state *scon = get_scon_from_window(ev->key.windowID);
|
|
|
|
QemuConsole *con = scon ? scon->dcl.con : NULL;
|
|
|
|
|
|
|
|
if (qemu_console_is_graphic(con)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
kbd_put_string_console(con, ev->text.text, strlen(ev->text.text));
|
|
|
|
}
|
|
|
|
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
static void handle_mousemotion(SDL_Event *ev)
|
|
|
|
{
|
|
|
|
int max_x, max_y;
|
|
|
|
struct sdl2_state *scon = get_scon_from_window(ev->key.windowID);
|
|
|
|
|
|
|
|
if (qemu_input_is_absolute() || absolute_enabled) {
|
|
|
|
int scr_w, scr_h;
|
|
|
|
SDL_GetWindowSize(scon->real_window, &scr_w, &scr_h);
|
|
|
|
max_x = scr_w - 1;
|
|
|
|
max_y = scr_h - 1;
|
|
|
|
if (gui_grab && (ev->motion.x == 0 || ev->motion.y == 0 ||
|
|
|
|
ev->motion.x == max_x || ev->motion.y == max_y)) {
|
|
|
|
sdl_grab_end(scon);
|
|
|
|
}
|
|
|
|
if (!gui_grab &&
|
|
|
|
(ev->motion.x > 0 && ev->motion.x < max_x &&
|
|
|
|
ev->motion.y > 0 && ev->motion.y < max_y)) {
|
|
|
|
sdl_grab_start(scon);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (gui_grab || qemu_input_is_absolute() || absolute_enabled) {
|
2014-04-21 22:58:50 +00:00
|
|
|
sdl_send_mouse_event(scon, ev->motion.xrel, ev->motion.yrel,
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
ev->motion.x, ev->motion.y, ev->motion.state);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void handle_mousebutton(SDL_Event *ev)
|
|
|
|
{
|
|
|
|
int buttonstate = SDL_GetMouseState(NULL, NULL);
|
|
|
|
SDL_MouseButtonEvent *bev;
|
|
|
|
struct sdl2_state *scon = get_scon_from_window(ev->key.windowID);
|
|
|
|
|
|
|
|
bev = &ev->button;
|
|
|
|
if (!gui_grab && !qemu_input_is_absolute()) {
|
|
|
|
if (ev->type == SDL_MOUSEBUTTONUP && bev->button == SDL_BUTTON_LEFT) {
|
|
|
|
/* start grabbing all events */
|
|
|
|
sdl_grab_start(scon);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (ev->type == SDL_MOUSEBUTTONDOWN) {
|
|
|
|
buttonstate |= SDL_BUTTON(bev->button);
|
|
|
|
} else {
|
|
|
|
buttonstate &= ~SDL_BUTTON(bev->button);
|
|
|
|
}
|
2014-04-21 22:58:50 +00:00
|
|
|
sdl_send_mouse_event(scon, 0, 0, bev->x, bev->y, buttonstate);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void handle_mousewheel(SDL_Event *ev)
|
|
|
|
{
|
|
|
|
struct sdl2_state *scon = get_scon_from_window(ev->key.windowID);
|
|
|
|
SDL_MouseWheelEvent *wev = &ev->wheel;
|
|
|
|
InputButton btn;
|
|
|
|
|
|
|
|
if (wev->y > 0) {
|
|
|
|
btn = INPUT_BUTTON_WHEEL_UP;
|
|
|
|
} else if (wev->y < 0) {
|
|
|
|
btn = INPUT_BUTTON_WHEEL_DOWN;
|
|
|
|
} else {
|
|
|
|
return;
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
}
|
2014-04-21 22:58:50 +00:00
|
|
|
|
|
|
|
qemu_input_queue_btn(scon->dcl.con, btn, true);
|
|
|
|
qemu_input_event_sync();
|
|
|
|
qemu_input_queue_btn(scon->dcl.con, btn, false);
|
|
|
|
qemu_input_event_sync();
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void handle_windowevent(DisplayChangeListener *dcl, SDL_Event *ev)
|
|
|
|
{
|
|
|
|
int w, h;
|
|
|
|
struct sdl2_state *scon = get_scon_from_window(ev->key.windowID);
|
|
|
|
|
|
|
|
switch (ev->window.event) {
|
|
|
|
case SDL_WINDOWEVENT_RESIZED:
|
|
|
|
sdl_scale(scon, ev->window.data1, ev->window.data2);
|
2014-03-25 06:50:36 +00:00
|
|
|
{
|
|
|
|
QemuUIInfo info;
|
|
|
|
memset(&info, 0, sizeof(info));
|
|
|
|
info.width = ev->window.data1;
|
|
|
|
info.height = ev->window.data2;
|
|
|
|
dpy_set_ui_info(scon->dcl.con, &info);
|
|
|
|
}
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
graphic_hw_invalidate(scon->dcl.con);
|
|
|
|
graphic_hw_update(scon->dcl.con);
|
|
|
|
break;
|
|
|
|
case SDL_WINDOWEVENT_EXPOSED:
|
|
|
|
SDL_GetWindowSize(SDL_GetWindowFromID(ev->window.windowID), &w, &h);
|
|
|
|
sdl_update(dcl, 0, 0, w, h);
|
|
|
|
break;
|
|
|
|
case SDL_WINDOWEVENT_FOCUS_GAINED:
|
|
|
|
case SDL_WINDOWEVENT_ENTER:
|
|
|
|
if (!gui_grab && (qemu_input_is_absolute() || absolute_enabled)) {
|
|
|
|
absolute_mouse_grab(scon);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SDL_WINDOWEVENT_FOCUS_LOST:
|
|
|
|
if (gui_grab && !gui_fullscreen) {
|
|
|
|
sdl_grab_end(scon);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SDL_WINDOWEVENT_RESTORED:
|
|
|
|
update_displaychangelistener(dcl, GUI_REFRESH_INTERVAL_DEFAULT);
|
|
|
|
break;
|
|
|
|
case SDL_WINDOWEVENT_MINIMIZED:
|
|
|
|
update_displaychangelistener(dcl, 500);
|
|
|
|
break;
|
|
|
|
case SDL_WINDOWEVENT_CLOSE:
|
|
|
|
if (!no_quit) {
|
|
|
|
no_shutdown = 0;
|
|
|
|
qemu_system_shutdown_request();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_refresh(DisplayChangeListener *dcl)
|
|
|
|
{
|
|
|
|
struct sdl2_state *scon = container_of(dcl, struct sdl2_state, dcl);
|
|
|
|
SDL_Event ev1, *ev = &ev1;
|
|
|
|
|
|
|
|
if (scon->last_vm_running != runstate_is_running()) {
|
|
|
|
scon->last_vm_running = runstate_is_running();
|
|
|
|
sdl_update_caption(scon);
|
|
|
|
}
|
|
|
|
|
|
|
|
graphic_hw_update(dcl->con);
|
|
|
|
|
|
|
|
while (SDL_PollEvent(ev)) {
|
|
|
|
switch (ev->type) {
|
|
|
|
case SDL_KEYDOWN:
|
|
|
|
handle_keydown(ev);
|
|
|
|
break;
|
|
|
|
case SDL_KEYUP:
|
|
|
|
handle_keyup(ev);
|
|
|
|
break;
|
2014-05-26 12:05:51 +00:00
|
|
|
case SDL_TEXTINPUT:
|
|
|
|
handle_textinput(ev);
|
|
|
|
break;
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
case SDL_QUIT:
|
|
|
|
if (!no_quit) {
|
|
|
|
no_shutdown = 0;
|
|
|
|
qemu_system_shutdown_request();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case SDL_MOUSEMOTION:
|
|
|
|
handle_mousemotion(ev);
|
|
|
|
break;
|
|
|
|
case SDL_MOUSEBUTTONDOWN:
|
|
|
|
case SDL_MOUSEBUTTONUP:
|
|
|
|
handle_mousebutton(ev);
|
|
|
|
break;
|
2014-04-21 22:58:50 +00:00
|
|
|
case SDL_MOUSEWHEEL:
|
|
|
|
handle_mousewheel(ev);
|
|
|
|
break;
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
case SDL_WINDOWEVENT:
|
|
|
|
handle_windowevent(dcl, ev);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_mouse_warp(DisplayChangeListener *dcl,
|
|
|
|
int x, int y, int on)
|
|
|
|
{
|
|
|
|
struct sdl2_state *scon = container_of(dcl, struct sdl2_state, dcl);
|
|
|
|
if (on) {
|
|
|
|
if (!guest_cursor) {
|
|
|
|
sdl_show_cursor();
|
|
|
|
}
|
|
|
|
if (gui_grab || qemu_input_is_absolute() || absolute_enabled) {
|
|
|
|
SDL_SetCursor(guest_sprite);
|
|
|
|
if (!qemu_input_is_absolute() && !absolute_enabled) {
|
|
|
|
SDL_WarpMouseInWindow(scon->real_window, x, y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if (gui_grab) {
|
|
|
|
sdl_hide_cursor();
|
|
|
|
}
|
|
|
|
guest_cursor = on;
|
|
|
|
guest_x = x, guest_y = y;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_mouse_define(DisplayChangeListener *dcl,
|
|
|
|
QEMUCursor *c)
|
|
|
|
{
|
|
|
|
|
|
|
|
if (guest_sprite) {
|
|
|
|
SDL_FreeCursor(guest_sprite);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (guest_sprite_surface) {
|
|
|
|
SDL_FreeSurface(guest_sprite_surface);
|
|
|
|
}
|
|
|
|
|
|
|
|
guest_sprite_surface =
|
|
|
|
SDL_CreateRGBSurfaceFrom(c->data, c->width, c->height, 32, c->width * 4,
|
|
|
|
0xff0000, 0x00ff00, 0xff, 0xff000000);
|
|
|
|
|
|
|
|
if (!guest_sprite_surface) {
|
|
|
|
fprintf(stderr, "Failed to make rgb surface from %p\n", c);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
guest_sprite = SDL_CreateColorCursor(guest_sprite_surface,
|
|
|
|
c->hot_x, c->hot_y);
|
|
|
|
if (!guest_sprite) {
|
|
|
|
fprintf(stderr, "Failed to make color cursor from %p\n", c);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (guest_cursor &&
|
|
|
|
(gui_grab || qemu_input_is_absolute() || absolute_enabled)) {
|
|
|
|
SDL_SetCursor(guest_sprite);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sdl_cleanup(void)
|
|
|
|
{
|
|
|
|
if (guest_sprite) {
|
|
|
|
SDL_FreeCursor(guest_sprite);
|
|
|
|
}
|
|
|
|
SDL_QuitSubSystem(SDL_INIT_VIDEO);
|
|
|
|
}
|
|
|
|
|
|
|
|
static const DisplayChangeListenerOps dcl_ops = {
|
|
|
|
.dpy_name = "sdl",
|
|
|
|
.dpy_gfx_update = sdl_update,
|
|
|
|
.dpy_gfx_switch = sdl_switch,
|
|
|
|
.dpy_refresh = sdl_refresh,
|
|
|
|
.dpy_mouse_set = sdl_mouse_warp,
|
|
|
|
.dpy_cursor_define = sdl_mouse_define,
|
|
|
|
};
|
|
|
|
|
|
|
|
void sdl_display_init(DisplayState *ds, int full_screen, int no_frame)
|
|
|
|
{
|
|
|
|
int flags;
|
|
|
|
uint8_t data = 0;
|
|
|
|
char *filename;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (no_frame) {
|
|
|
|
gui_noframe = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef __linux__
|
|
|
|
/* on Linux, SDL may use fbcon|directfb|svgalib when run without
|
|
|
|
* accessible $DISPLAY to open X11 window. This is often the case
|
|
|
|
* when qemu is run using sudo. But in this case, and when actually
|
|
|
|
* run in X11 environment, SDL fights with X11 for the video card,
|
|
|
|
* making current display unavailable, often until reboot.
|
|
|
|
* So make x11 the default SDL video driver if this variable is unset.
|
|
|
|
* This is a bit hackish but saves us from bigger problem.
|
|
|
|
* Maybe it's a good idea to fix this in SDL instead.
|
|
|
|
*/
|
|
|
|
setenv("SDL_VIDEODRIVER", "x11", 0);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
flags = SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE;
|
|
|
|
if (SDL_Init(flags)) {
|
|
|
|
fprintf(stderr, "Could not initialize SDL(%s) - exiting\n",
|
|
|
|
SDL_GetError());
|
|
|
|
exit(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0;; i++) {
|
|
|
|
QemuConsole *con = qemu_console_lookup_by_index(i);
|
2014-05-26 12:05:51 +00:00
|
|
|
if (!con) {
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sdl2_num_outputs = i;
|
|
|
|
sdl2_console = g_new0(struct sdl2_state, sdl2_num_outputs);
|
|
|
|
for (i = 0; i < sdl2_num_outputs; i++) {
|
|
|
|
QemuConsole *con = qemu_console_lookup_by_index(i);
|
2014-05-26 12:05:51 +00:00
|
|
|
if (!qemu_console_is_graphic(con)) {
|
|
|
|
sdl2_console[i].hidden = true;
|
|
|
|
}
|
ui/sdl2 : initial port to SDL 2.0 (v2.0)
I've ported the SDL1.2 code over, and rewritten it to use the SDL2 interface.
The biggest changes were in the input handling, where SDL2 has done a major
overhaul, and I've had to include a generated translation file to get from
SDL2 codes back to qemu compatible ones. I'm still not sure how the keyboard
layout code works in qemu, so there may be further work if someone can point
me a test case that works with SDL1.2 and doesn't with SDL2.
Some SDL env vars we used to set are no longer used by SDL2,
Windows, OSX support is untested,
I don't think we can link to SDL1.2 and SDL2 at the same time, so I felt
using --with-sdlabi=2.0 to select the new code should be fine, like how
gtk does it.
v1.1: fix keys in text console
v1.2: fix shutdown, cleanups a bit of code, support ARGB cursor
v2.0: merge the SDL multihead patch into this, g_new the number of consoles
needed, wrap DCL inside per-console structure.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes & improvements by kraxel:
* baum build fix
* remove text console logic
* adapt to new input core
* codestyle fixups
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
2013-12-10 04:05:51 +00:00
|
|
|
sdl2_console[i].dcl.ops = &dcl_ops;
|
|
|
|
sdl2_console[i].dcl.con = con;
|
|
|
|
register_displaychangelistener(&sdl2_console[i].dcl);
|
|
|
|
sdl2_console[i].idx = i;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Load a 32x32x4 image. White pixels are transparent. */
|
|
|
|
filename = qemu_find_file(QEMU_FILE_TYPE_BIOS, "qemu-icon.bmp");
|
|
|
|
if (filename) {
|
|
|
|
SDL_Surface *image = SDL_LoadBMP(filename);
|
|
|
|
if (image) {
|
|
|
|
uint32_t colorkey = SDL_MapRGB(image->format, 255, 255, 255);
|
|
|
|
SDL_SetColorKey(image, SDL_TRUE, colorkey);
|
|
|
|
SDL_SetWindowIcon(sdl2_console[0].real_window, image);
|
|
|
|
}
|
|
|
|
g_free(filename);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (full_screen) {
|
|
|
|
gui_fullscreen = 1;
|
|
|
|
sdl_grab_start(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
mouse_mode_notifier.notify = sdl_mouse_mode_change;
|
|
|
|
qemu_add_mouse_mode_change_notifier(&mouse_mode_notifier);
|
|
|
|
|
|
|
|
gui_grab = 0;
|
|
|
|
|
|
|
|
sdl_cursor_hidden = SDL_CreateCursor(&data, &data, 8, 1, 0, 0);
|
|
|
|
sdl_cursor_normal = SDL_GetCursor();
|
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|
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|
|
atexit(sdl_cleanup);
|
|
|
|
}
|
|
|
|
#endif
|