VGLMouseFreeze() now only defers mouse signals and leaves it to higher levels to hide and unhide the mouse cursor if necessary. (It is never necessary, but is done to simplify the implementation. It is slow and flashes the cursor. It is still done for copying bitmaps and clearing.) VGLMouseUnFreeze() now only undoes 1 level of freezing. Its old optimization to reduce mouse redrawing is too hard to do with unhiding in higher levels, and its undoing of multiple levels was a historical mistake. VGLMouseOverlap() determines if a region overlaps the (full) mouse region. VGLMouseFreezeXY() is the freezing and a precise overlap check combined for the special case of writing a single pixel. This is the single-pixel case of the old VGLMouseFreeze() with cleanups. Fixes: - check in more cases that the application didn't pass an invalid VIDBUF - check for errors from copying a bitmap to the shadow buffer - freeze the mouse before writing to the shadow buffer in all cases. This was not done for the case of writing a single pixel (there was a race) - don't spell the #defined values for VGLMouseShown as 0, 1 or boolean.
165 lines
5.6 KiB
C
165 lines
5.6 KiB
C
/*-
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* SPDX-License-Identifier: BSD-3-Clause
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*
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* Copyright (c) 1991-1997 Søren Schmidt
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer
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* in this position and unchanged.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. The name of the author may not be used to endorse or promote products
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* derived from this software without specific prior written permission
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* $FreeBSD$
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*/
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#ifndef _VGL_H_
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#define _VGL_H_
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#include <stdlib.h>
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#include <unistd.h>
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#include <string.h>
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#include <machine/cpufunc.h>
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typedef unsigned char byte;
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typedef struct {
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byte Type;
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int Xsize, Ysize;
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int VXsize, VYsize;
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int Xorigin, Yorigin;
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byte *Bitmap;
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int PixelBytes;
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} VGLBitmap;
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#define VGLBITMAP_INITIALIZER(t, x, y, bits) \
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{ (t), (x), (y), (x), (y), 0, 0, (bits), -1 }
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/*
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* Defined Type's
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*/
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#define MEMBUF 0
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#define VIDBUF4 1
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#define VIDBUF8 2
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#define VIDBUF8X 3
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#define VIDBUF8S 4
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#define VIDBUF4S 5
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#define VIDBUF16 6 /* Direct Color linear buffer */
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#define VIDBUF24 7 /* Direct Color linear buffer */
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#define VIDBUF32 8 /* Direct Color linear buffer */
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#define VIDBUF16S 9 /* Direct Color segmented buffer */
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#define VIDBUF24S 10 /* Direct Color segmented buffer */
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#define VIDBUF32S 11 /* Direct Color segmented buffer */
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#define NOBUF 255
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typedef struct VGLText {
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byte Width, Height;
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byte *BitmapArray;
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} VGLText;
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typedef struct VGLObject {
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int Id;
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int Type;
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int Status;
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int Xpos, Ypos;
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int Xhot, Yhot;
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VGLBitmap *Image;
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VGLBitmap *Mask;
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int (*CallBackFunction)();
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} VGLObject;
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#define MOUSE_IMG_SIZE 16
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#define VGL_MOUSEHIDE 0
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#define VGL_MOUSESHOW 1
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#define VGL_MOUSEFREEZE 0
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#define VGL_MOUSEUNFREEZE 1
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#define VGL_DIR_RIGHT 0
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#define VGL_DIR_UP 1
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#define VGL_DIR_LEFT 2
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#define VGL_DIR_DOWN 3
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#define VGL_RAWKEYS 1
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#define VGL_CODEKEYS 2
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#define VGL_XLATEKEYS 3
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extern video_adapter_info_t VGLAdpInfo;
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extern video_info_t VGLModeInfo;
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extern VGLBitmap *VGLDisplay;
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extern VGLBitmap VGLVDisplay;
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extern byte *VGLBuf;
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/*
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* Prototypes
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*/
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/* bitmap.c */
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int __VGLBitmapCopy(VGLBitmap *src, int srcx, int srcy, VGLBitmap *dst, int dstx, int dsty, int width, int hight);
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int VGLBitmapCopy(VGLBitmap *src, int srcx, int srcy, VGLBitmap *dst, int dstx, int dsty, int width, int hight);
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VGLBitmap *VGLBitmapCreate(int type, int xsize, int ysize, byte *bits);
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void VGLBitmapDestroy(VGLBitmap *object);
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int VGLBitmapAllocateBits(VGLBitmap *object);
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void VGLBitmapCvt(VGLBitmap *src, VGLBitmap *dst);
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/* keyboard.c */
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int VGLKeyboardInit(int mode);
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void VGLKeyboardEnd(void);
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int VGLKeyboardGetCh(void);
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/* main.c */
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void VGLEnd(void);
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int VGLInit(int mode);
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void VGLCheckSwitch(void);
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int VGLSetVScreenSize(VGLBitmap *object, int VXsize, int VYsize);
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int VGLPanScreen(VGLBitmap *object, int x, int y);
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int VGLSetSegment(unsigned int offset);
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/* mouse.c */
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void VGLMousePointerShow(void);
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void VGLMousePointerHide(void);
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void VGLMouseMode(int mode);
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void VGLMouseAction(int dummy);
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void VGLMouseSetImage(VGLBitmap *AndMask, VGLBitmap *OrMask);
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void VGLMouseSetStdImage(void);
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int VGLMouseInit(int mode);
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void VGLMouseRestore(void);
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int VGLMouseStatus(int *x, int *y, char *buttons);
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void VGLMouseFreeze(void);
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int VGLMouseFreezeXY(int x, int y);
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int VGLMouseOverlap(int x, int y, int width, int hight);
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void VGLMouseUnFreeze(void);
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/* simple.c */
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void VGLSetXY(VGLBitmap *object, int x, int y, u_long color);
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u_long VGLGetXY(VGLBitmap *object, int x, int y);
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void VGLLine(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color);
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void VGLBox(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color);
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void VGLFilledBox(VGLBitmap *object, int x1, int y1, int x2, int y2, u_long color);
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void VGLEllipse(VGLBitmap *object, int xc, int yc, int a, int b, u_long color);
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void VGLFilledEllipse(VGLBitmap *object, int xc, int yc, int a, int b, u_long color);
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void VGLClear(VGLBitmap *object, u_long color);
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u_long VGLrgb332ToNative(byte c);
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void VGLRestoreBlank(void);
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void VGLRestoreBorder(void);
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void VGLRestorePalette(void);
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void VGLSavePalette(void);
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void VGLSetPalette(byte *red, byte *green, byte *blue);
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void VGLSetPaletteIndex(byte color, byte red, byte green, byte blue);
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void VGLSetBorder(byte color);
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void VGLBlankDisplay(int blank);
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/* text.c */
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int VGLTextSetFontFile(char *filename);
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void VGLBitmapPutChar(VGLBitmap *Object, int x, int y, byte ch, u_long fgcol, u_long bgcol, int fill, int dir);
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void VGLBitmapString(VGLBitmap *Object, int x, int y, char *str, u_long fgcol, u_long bgcol, int fill, int dir);
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#endif /* !_VGL_H_ */
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