src/video/SDL_cursor.c
author Sam Lantinga <slouken@libsdl.org>
Fri, 11 Oct 2002 08:09:26 +0000
changeset 527 5c74ac147358
parent 297 f6ffac90895c
child 595 591b438ab94a
permissions -rw-r--r--
Fixed mouse warp position bug with offset video modes
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Library General Public
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    License as published by the Free Software Foundation; either
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    version 2 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Library General Public License for more details.
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    You should have received a copy of the GNU Library General Public
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    License along with this library; if not, write to the Free
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    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#ifdef SAVE_RCSID
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static char rcsid =
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 "@(#) $Id$";
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#endif
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/* General cursor handling code for SDL */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL_mutex.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "SDL_mouse.h"
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#include "SDL_blit.h"
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#include "SDL_events_c.h"
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#include "SDL_sysvideo.h"
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#include "SDL_sysevents.h"
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#include "SDL_cursor_c.h"
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#include "SDL_pixels_c.h"
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#include "default_cursor.h"
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/* These are static for our cursor handling code */
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volatile int SDL_cursorstate = CURSOR_VISIBLE;
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SDL_Cursor *SDL_cursor = NULL;
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static SDL_Cursor *SDL_defcursor = NULL;
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SDL_mutex *SDL_cursorlock = NULL;
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/* Public functions */
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void SDL_CursorQuit(void)
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{
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	if ( SDL_cursor != NULL ) {
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		SDL_Cursor *cursor;
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		SDL_cursorstate &= ~CURSOR_VISIBLE;
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		if ( SDL_cursor != SDL_defcursor ) {
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			SDL_FreeCursor(SDL_cursor);
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		}
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		SDL_cursor = NULL;
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		if ( SDL_defcursor != NULL ) {
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			cursor = SDL_defcursor;
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			SDL_defcursor = NULL;
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			SDL_FreeCursor(cursor);
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		}
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	}
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	if ( SDL_cursorlock != NULL ) {
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		SDL_DestroyMutex(SDL_cursorlock);
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		SDL_cursorlock = NULL;
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	}
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}
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int SDL_CursorInit(Uint32 multithreaded)
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{
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	/* We don't have mouse focus, and the cursor isn't drawn yet */
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	SDL_cursorstate = CURSOR_VISIBLE;
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	/* Create the default cursor */
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	if ( SDL_defcursor == NULL ) {
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		SDL_defcursor = SDL_CreateCursor(default_cdata, default_cmask,
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					DEFAULT_CWIDTH, DEFAULT_CHEIGHT,
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						DEFAULT_CHOTX, DEFAULT_CHOTY);
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		SDL_SetCursor(SDL_defcursor);
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	}
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	/* Create a lock if necessary */
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	if ( multithreaded ) {
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		SDL_cursorlock = SDL_CreateMutex();
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	}
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	/* That's it! */
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	return(0);
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}
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/* Multi-thread support for cursors */
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#ifndef SDL_LockCursor
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void SDL_LockCursor(void)
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{
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	if ( SDL_cursorlock ) {
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		SDL_mutexP(SDL_cursorlock);
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	}
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}
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#endif
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#ifndef SDL_UnlockCursor
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void SDL_UnlockCursor(void)
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{
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	if ( SDL_cursorlock ) {
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		SDL_mutexV(SDL_cursorlock);
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	}
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}
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#endif
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/* Software cursor drawing support */
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SDL_Cursor * SDL_CreateCursor (Uint8 *data, Uint8 *mask, 
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					int w, int h, int hot_x, int hot_y)
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{
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	SDL_VideoDevice *video = current_video;
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	int savelen;
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	int i;
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	SDL_Cursor *cursor;
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	/* Make sure the width is a multiple of 8 */
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	w = ((w+7)&~7);
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	/* Sanity check the hot spot */
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	if ( (hot_x < 0) || (hot_y < 0) || (hot_x >= w) || (hot_y >= h) ) {
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		SDL_SetError("Cursor hot spot doesn't lie within cursor");
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		return(NULL);
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	}
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	/* Allocate memory for the cursor */
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	cursor = (SDL_Cursor *)malloc(sizeof *cursor);
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	if ( cursor == NULL ) {
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		SDL_OutOfMemory();
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		return(NULL);
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	}
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	savelen = (w*4)*h;
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	cursor->area.x = 0;
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	cursor->area.y = 0;
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	cursor->area.w = w;
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	cursor->area.h = h;
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	cursor->hot_x = hot_x;
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	cursor->hot_y = hot_y;
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	cursor->data = (Uint8 *)malloc((w/8)*h*2);
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	cursor->mask = cursor->data+((w/8)*h);
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	cursor->save[0] = (Uint8 *)malloc(savelen*2);
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	cursor->save[1] = cursor->save[0] + savelen;
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	cursor->wm_cursor = NULL;
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	if ( ! cursor->data || ! cursor->save[0] ) {
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		SDL_FreeCursor(cursor);
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		SDL_OutOfMemory();
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		return(NULL);
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	}
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	for ( i=((w/8)*h)-1; i>=0; --i ) {
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		cursor->data[i] = data[i];
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		cursor->mask[i] = mask[i] | data[i];
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	}
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	memset(cursor->save[0], 0, savelen*2);
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	/* If the window manager gives us a good cursor, we're done! */
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	if ( video->CreateWMCursor ) {
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		cursor->wm_cursor = video->CreateWMCursor(video, data, mask,
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							w, h, hot_x, hot_y);
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	} else {
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		cursor->wm_cursor = NULL;
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	}
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	return(cursor);
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}
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/* SDL_SetCursor(NULL) can be used to force the cursor redraw,
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   if this is desired for any reason.  This is used when setting
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   the video mode and when the SDL window gains the mouse focus.
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 */
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void SDL_SetCursor (SDL_Cursor *cursor)
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{
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	SDL_VideoDevice *video = current_video;
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	SDL_VideoDevice *this  = current_video;
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	/* Make sure that the video subsystem has been initialized */
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	if ( ! video ) {
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		return;
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	}
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	/* Prevent the event thread from moving the mouse */
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	SDL_LockCursor();
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	/* Set the new cursor */
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	if ( cursor && (cursor != SDL_cursor) ) {
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		/* Erase the current mouse position */
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		if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
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			SDL_EraseCursor(SDL_VideoSurface);
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		} else if ( video->MoveWMCursor ) {
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			/* If the video driver is moving the cursor directly,
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			   it needs to hide the old cursor before (possibly)
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			   showing the new one.  (But don't erase NULL cursor)
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			 */
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			if ( SDL_cursor ) {
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				video->ShowWMCursor(this, NULL);
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			}
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		}
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		SDL_cursor = cursor;
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	}
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	/* Draw the new mouse cursor */
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	if ( SDL_cursor && (SDL_cursorstate&CURSOR_VISIBLE) ) {
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		/* Use window manager cursor if possible */
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		if ( SDL_cursor->wm_cursor && 
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	             video->ShowWMCursor(this, SDL_cursor->wm_cursor) )
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			SDL_cursorstate &= ~CURSOR_USINGSW;
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		else {
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			SDL_cursorstate |= CURSOR_USINGSW;
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			if ( video->ShowWMCursor ) {
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				video->ShowWMCursor(this, NULL);
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			}
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			{ int x, y;
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				SDL_GetMouseState(&x, &y);
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				SDL_cursor->area.x = (x - SDL_cursor->hot_x);
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				SDL_cursor->area.y = (y - SDL_cursor->hot_y);
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			}
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			SDL_DrawCursor(SDL_VideoSurface);
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		}
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	} else {
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		/* Erase window manager mouse (cursor not visible) */
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		if ( SDL_cursor && (SDL_cursorstate & CURSOR_USINGSW) ) {
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			SDL_EraseCursor(SDL_VideoSurface);
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		} else {
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			if ( video ) {
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				video->ShowWMCursor(this, NULL);
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			}
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		}
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	}
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	SDL_UnlockCursor();
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}
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SDL_Cursor * SDL_GetCursor (void)
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{
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	return(SDL_cursor);
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}
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void SDL_FreeCursor (SDL_Cursor *cursor)
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{
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	if ( cursor ) {
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		if ( cursor == SDL_cursor ) {
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			SDL_SetCursor(SDL_defcursor);
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		}
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		if ( cursor != SDL_defcursor ) {
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			SDL_VideoDevice *video = current_video;
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			SDL_VideoDevice *this  = current_video;
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			if ( cursor->data ) {
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				free(cursor->data);
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			}
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			if ( cursor->save[0] ) {
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				free(cursor->save[0]);
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			}
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			if ( video && cursor->wm_cursor ) {
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				video->FreeWMCursor(this, cursor->wm_cursor);
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			}
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			free(cursor);
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		}
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	}
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}
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int SDL_ShowCursor (int toggle)
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{
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	int showing;
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	showing = (SDL_cursorstate & CURSOR_VISIBLE);
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	if ( toggle >= 0 ) {
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		SDL_LockCursor();
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		if ( toggle ) {
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			SDL_cursorstate |= CURSOR_VISIBLE;
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		} else {
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			SDL_cursorstate &= ~CURSOR_VISIBLE;
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		}
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		SDL_UnlockCursor();
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		if ( (SDL_cursorstate & CURSOR_VISIBLE) != showing ) {
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			SDL_VideoDevice *video = current_video;
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			SDL_VideoDevice *this  = current_video;
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			SDL_SetCursor(NULL);
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			if ( video && video->CheckMouseMode ) {
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				video->CheckMouseMode(this);
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			}
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		}
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	} else {
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		/* Query current state */ ;
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	}
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	return(showing ? 1 : 0);
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}
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void SDL_WarpMouse (Uint16 x, Uint16 y)
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{
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	SDL_VideoDevice *video = current_video;
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	SDL_VideoDevice *this  = current_video;
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	/* If we have an offset video mode, offset the mouse coordinates */
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	x += (this->screen->offset % this->screen->pitch) /
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	      this->screen->format->BytesPerPixel;
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	y += (this->screen->offset / this->screen->pitch);
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	/* This generates a mouse motion event */
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	if ( video->WarpWMCursor ) {
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		video->WarpWMCursor(this, x, y);
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	} else {
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		SDL_PrivateMouseMotion(0, 0, x, y);
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	}
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}
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void SDL_MoveCursor(int x, int y)
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{
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	SDL_VideoDevice *video = current_video;
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	/* Erase and update the current mouse position */
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	if ( SHOULD_DRAWCURSOR(SDL_cursorstate) ) {
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		/* Erase and redraw mouse cursor in new position */
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		SDL_LockCursor();
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		SDL_EraseCursor(SDL_VideoSurface);
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		SDL_cursor->area.x = (x - SDL_cursor->hot_x);
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		SDL_cursor->area.y = (y - SDL_cursor->hot_y);
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		SDL_DrawCursor(SDL_VideoSurface);
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		SDL_UnlockCursor();
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	} else if ( video->MoveWMCursor ) {
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		video->MoveWMCursor(video, x, y);
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	}
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}
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/* Keep track of the current cursor colors */
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static int palette_changed = 1;
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static Uint32 pixels8[2];
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void SDL_CursorPaletteChanged(void)
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{
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	palette_changed = 1;
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}
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void SDL_MouseRect(SDL_Rect *area)
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{
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	int clip_diff;
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	*area = SDL_cursor->area;
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	if ( area->x < 0 ) {
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		area->w += area->x;
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		area->x = 0;
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	}
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	if ( area->y < 0 ) {
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		area->h += area->y;
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		area->y = 0;
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	}
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	clip_diff = (area->x+area->w)-SDL_VideoSurface->w;
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	if ( clip_diff > 0 ) {
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		area->w = area->w < clip_diff ? 0 : area->w-clip_diff;
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	}
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	clip_diff = (area->y+area->h)-SDL_VideoSurface->h;
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	if ( clip_diff > 0 ) {
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		area->h = area->h < clip_diff ? 0 : area->h-clip_diff;
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	}
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}
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static void SDL_DrawCursorFast(SDL_Surface *screen, SDL_Rect *area)
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{
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	const Uint32 pixels[2] = { 0xFFFFFFFF, 0x00000000 };
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	int i, w, h;
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	Uint8 *data, datab;
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	Uint8 *mask, maskb;
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	data = SDL_cursor->data + area->y * SDL_cursor->area.w/8;
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	mask = SDL_cursor->mask + area->y * SDL_cursor->area.w/8;
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	switch (screen->format->BytesPerPixel) {
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	    case 1: {
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		Uint8 *dst;
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		int dstskip;
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		if ( palette_changed ) {
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			pixels8[0] = SDL_MapRGB(screen->format, 255, 255, 255);
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			pixels8[1] = SDL_MapRGB(screen->format, 0, 0, 0);
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			palette_changed = 0;
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		}
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   381
		dst = (Uint8 *)screen->pixels +
slouken@0
   382
                       (SDL_cursor->area.y+area->y)*screen->pitch +
slouken@0
   383
                       SDL_cursor->area.x;
slouken@0
   384
		dstskip = screen->pitch-area->w;
slouken@0
   385
slouken@0
   386
		for ( h=area->h; h; h-- ) {
slouken@0
   387
			for ( w=area->w/8; w; w-- ) {
slouken@0
   388
				maskb = *mask++;
slouken@0
   389
				datab = *data++;
slouken@0
   390
				for ( i=0; i<8; ++i ) {
slouken@0
   391
					if ( maskb & 0x80 ) {
slouken@0
   392
						*dst = pixels8[datab>>7];
slouken@0
   393
					}
slouken@0
   394
					maskb <<= 1;
slouken@0
   395
					datab <<= 1;
slouken@0
   396
					dst++;
slouken@0
   397
				}
slouken@0
   398
			}
slouken@0
   399
			dst += dstskip;
slouken@0
   400
		}
slouken@0
   401
	    }
slouken@0
   402
	    break;
slouken@0
   403
slouken@0
   404
	    case 2: {
slouken@0
   405
		Uint16 *dst;
slouken@0
   406
		int dstskip;
slouken@0
   407
slouken@0
   408
		dst = (Uint16 *)screen->pixels +
slouken@0
   409
                       (SDL_cursor->area.y+area->y)*screen->pitch/2 +
slouken@0
   410
                       SDL_cursor->area.x;
slouken@0
   411
		dstskip = (screen->pitch/2)-area->w;
slouken@0
   412
slouken@0
   413
		for ( h=area->h; h; h-- ) {
slouken@0
   414
			for ( w=area->w/8; w; w-- ) {
slouken@0
   415
				maskb = *mask++;
slouken@0
   416
				datab = *data++;
slouken@0
   417
				for ( i=0; i<8; ++i ) {
slouken@0
   418
					if ( maskb & 0x80 ) {
slouken@0
   419
						*dst = pixels[datab>>7];
slouken@0
   420
					}
slouken@0
   421
					maskb <<= 1;
slouken@0
   422
					datab <<= 1;
slouken@0
   423
					dst++;
slouken@0
   424
				}
slouken@0
   425
			}
slouken@0
   426
			dst += dstskip;
slouken@0
   427
		}
slouken@0
   428
	    }
slouken@0
   429
	    break;
slouken@0
   430
slouken@0
   431
	    case 3: {
slouken@0
   432
		Uint8 *dst;
slouken@0
   433
		int dstskip;
slouken@0
   434
slouken@0
   435
		dst = (Uint8 *)screen->pixels +
slouken@0
   436
                       (SDL_cursor->area.y+area->y)*screen->pitch +
slouken@0
   437
                       SDL_cursor->area.x*3;
slouken@0
   438
		dstskip = screen->pitch-area->w*3;
slouken@0
   439
slouken@0
   440
		for ( h=area->h; h; h-- ) {
slouken@0
   441
			for ( w=area->w/8; w; w-- ) {
slouken@0
   442
				maskb = *mask++;
slouken@0
   443
				datab = *data++;
slouken@0
   444
				for ( i=0; i<8; ++i ) {
slouken@0
   445
					if ( maskb & 0x80 ) {
slouken@0
   446
						memset(dst,pixels[datab>>7],3);
slouken@0
   447
					}
slouken@0
   448
					maskb <<= 1;
slouken@0
   449
					datab <<= 1;
slouken@0
   450
					dst += 3;
slouken@0
   451
				}
slouken@0
   452
			}
slouken@0
   453
			dst += dstskip;
slouken@0
   454
		}
slouken@0
   455
	    }
slouken@0
   456
	    break;
slouken@0
   457
slouken@0
   458
	    case 4: {
slouken@0
   459
		Uint32 *dst;
slouken@0
   460
		int dstskip;
slouken@0
   461
slouken@0
   462
		dst = (Uint32 *)screen->pixels +
slouken@0
   463
                       (SDL_cursor->area.y+area->y)*screen->pitch/4 +
slouken@0
   464
                       SDL_cursor->area.x;
slouken@0
   465
		dstskip = (screen->pitch/4)-area->w;
slouken@0
   466
slouken@0
   467
		for ( h=area->h; h; h-- ) {
slouken@0
   468
			for ( w=area->w/8; w; w-- ) {
slouken@0
   469
				maskb = *mask++;
slouken@0
   470
				datab = *data++;
slouken@0
   471
				for ( i=0; i<8; ++i ) {
slouken@0
   472
					if ( maskb & 0x80 ) {
slouken@0
   473
						*dst = pixels[datab>>7];
slouken@0
   474
					}
slouken@0
   475
					maskb <<= 1;
slouken@0
   476
					datab <<= 1;
slouken@0
   477
					dst++;
slouken@0
   478
				}
slouken@0
   479
			}
slouken@0
   480
			dst += dstskip;
slouken@0
   481
		}
slouken@0
   482
	    }
slouken@0
   483
	    break;
slouken@0
   484
	}
slouken@0
   485
}
slouken@0
   486
slouken@0
   487
static void SDL_DrawCursorSlow(SDL_Surface *screen, SDL_Rect *area)
slouken@0
   488
{
slouken@0
   489
	const Uint32 pixels[2] = { 0xFFFFFF, 0x000000 };
slouken@0
   490
	int h;
slouken@0
   491
	int x, minx, maxx;
slouken@0
   492
	Uint8 *data, datab = 0;
slouken@0
   493
	Uint8 *mask, maskb = 0;
slouken@0
   494
	Uint8 *dst;
slouken@0
   495
	int dstbpp, dstskip;
slouken@0
   496
slouken@0
   497
	data = SDL_cursor->data + area->y * SDL_cursor->area.w/8;
slouken@0
   498
	mask = SDL_cursor->mask + area->y * SDL_cursor->area.w/8;
slouken@0
   499
	dstbpp = screen->format->BytesPerPixel;
slouken@0
   500
	dst = (Uint8 *)screen->pixels +
slouken@0
   501
                       (SDL_cursor->area.y+area->y)*screen->pitch +
slouken@0
   502
                       SDL_cursor->area.x*dstbpp;
slouken@0
   503
	dstskip = screen->pitch-SDL_cursor->area.w*dstbpp;
slouken@0
   504
slouken@0
   505
	minx = area->x;
slouken@0
   506
	maxx = area->x+area->w;
slouken@0
   507
	if ( screen->format->BytesPerPixel == 1 ) {
slouken@0
   508
		if ( palette_changed ) {
slouken@0
   509
			pixels8[0] = SDL_MapRGB(screen->format, 255, 255, 255);
slouken@0
   510
			pixels8[1] = SDL_MapRGB(screen->format, 0, 0, 0);
slouken@0
   511
			palette_changed = 0;
slouken@0
   512
		}
slouken@0
   513
		for ( h=area->h; h; h-- ) {
slouken@0
   514
			for ( x=0; x<SDL_cursor->area.w; ++x ) {
slouken@0
   515
				if ( (x%8) == 0 ) {
slouken@0
   516
					maskb = *mask++;
slouken@0
   517
					datab = *data++;
slouken@0
   518
				}
slouken@0
   519
				if ( (x >= minx) && (x < maxx) ) {
slouken@0
   520
					if ( maskb & 0x80 ) {
slouken@0
   521
						memset(dst, pixels8[datab>>7], dstbpp);
slouken@0
   522
					}
slouken@0
   523
				}
slouken@0
   524
				maskb <<= 1;
slouken@0
   525
				datab <<= 1;
slouken@0
   526
				dst += dstbpp;
slouken@0
   527
			}
slouken@0
   528
			dst += dstskip;
slouken@0
   529
		}
slouken@0
   530
	} else {
slouken@0
   531
		for ( h=area->h; h; h-- ) {
slouken@0
   532
			for ( x=0; x<SDL_cursor->area.w; ++x ) {
slouken@0
   533
				if ( (x%8) == 0 ) {
slouken@0
   534
					maskb = *mask++;
slouken@0
   535
					datab = *data++;
slouken@0
   536
				}
slouken@0
   537
				if ( (x >= minx) && (x < maxx) ) {
slouken@0
   538
					if ( maskb & 0x80 ) {
slouken@0
   539
						memset(dst, pixels[datab>>7], dstbpp);
slouken@0
   540
					}
slouken@0
   541
				}
slouken@0
   542
				maskb <<= 1;
slouken@0
   543
				datab <<= 1;
slouken@0
   544
				dst += dstbpp;
slouken@0
   545
			}
slouken@0
   546
			dst += dstskip;
slouken@0
   547
		}
slouken@0
   548
	}
slouken@0
   549
}
slouken@0
   550
slouken@0
   551
/* This handles the ugly work of converting the saved cursor background from
slouken@0
   552
   the pixel format of the shadow surface to that of the video surface.
slouken@0
   553
   This is only necessary when blitting from a shadow surface of a different
slouken@0
   554
   pixel format than the video surface, and using a software rendered cursor.
slouken@0
   555
*/
slouken@0
   556
static void SDL_ConvertCursorSave(SDL_Surface *screen, int w, int h)
slouken@0
   557
{
slouken@0
   558
	SDL_BlitInfo info;
slouken@0
   559
	SDL_loblit RunBlit;
slouken@0
   560
slouken@0
   561
	/* Make sure we can steal the blit mapping */
slouken@0
   562
	if ( screen->map->dst != SDL_VideoSurface ) {
slouken@0
   563
		return;
slouken@0
   564
	}
slouken@0
   565
slouken@0
   566
	/* Set up the blit information */
slouken@0
   567
	info.s_pixels = SDL_cursor->save[1];
slouken@0
   568
	info.s_width = w;
slouken@0
   569
	info.s_height = h;
slouken@0
   570
	info.s_skip = 0;
slouken@0
   571
	info.d_pixels = SDL_cursor->save[0];
slouken@0
   572
	info.d_width = w;
slouken@0
   573
	info.d_height = h;
slouken@0
   574
	info.d_skip = 0;
slouken@0
   575
	info.aux_data = screen->map->sw_data->aux_data;
slouken@0
   576
	info.src = screen->format;
slouken@0
   577
	info.table = screen->map->table;
slouken@0
   578
	info.dst = SDL_VideoSurface->format;
slouken@0
   579
	RunBlit = screen->map->sw_data->blit;
slouken@0
   580
slouken@0
   581
	/* Run the actual software blit */
slouken@0
   582
	RunBlit(&info);
slouken@0
   583
}
slouken@0
   584
slouken@0
   585
void SDL_DrawCursorNoLock(SDL_Surface *screen)
slouken@0
   586
{
slouken@0
   587
	SDL_Rect area;
slouken@0
   588
slouken@0
   589
	/* Get the mouse rectangle, clipped to the screen */
slouken@0
   590
	SDL_MouseRect(&area);
slouken@0
   591
	if ( (area.w == 0) || (area.h == 0) ) {
slouken@0
   592
		return;
slouken@0
   593
	}
slouken@0
   594
slouken@0
   595
	/* Copy mouse background */
slouken@0
   596
	{ int w, h, screenbpp;
slouken@0
   597
	  Uint8 *src, *dst;
slouken@0
   598
slouken@0
   599
	  /* Set up the copy pointers */
slouken@0
   600
	  screenbpp = screen->format->BytesPerPixel;
slouken@0
   601
	  if ( (screen == SDL_VideoSurface) ||
slouken@0
   602
	          FORMAT_EQUAL(screen->format, SDL_VideoSurface->format) ) {
slouken@0
   603
		dst = SDL_cursor->save[0];
slouken@0
   604
	  } else {
slouken@0
   605
		dst = SDL_cursor->save[1];
slouken@0
   606
	  }
slouken@0
   607
	  src = (Uint8 *)screen->pixels + area.y * screen->pitch +
slouken@0
   608
                                          area.x * screenbpp;
slouken@0
   609
slouken@0
   610
	  /* Perform the copy */
slouken@0
   611
	  w = area.w*screenbpp;
slouken@0
   612
	  h = area.h;
slouken@0
   613
	  while ( h-- ) {
slouken@0
   614
		  memcpy(dst, src, w);
slouken@0
   615
		  dst += w;
slouken@0
   616
		  src += screen->pitch;
slouken@0
   617
	  }
slouken@0
   618
	}
slouken@0
   619
slouken@0
   620
	/* Draw the mouse cursor */
slouken@0
   621
	area.x -= SDL_cursor->area.x;
slouken@0
   622
	area.y -= SDL_cursor->area.y;
slouken@0
   623
	if ( (area.x == 0) && (area.w == SDL_cursor->area.w) ) {
slouken@0
   624
		SDL_DrawCursorFast(screen, &area);
slouken@0
   625
	} else {
slouken@0
   626
		SDL_DrawCursorSlow(screen, &area);
slouken@0
   627
	}
slouken@0
   628
}
slouken@0
   629
slouken@0
   630
void SDL_DrawCursor(SDL_Surface *screen)
slouken@0
   631
{
slouken@0
   632
	/* Lock the screen if necessary */
slouken@0
   633
	if ( screen == NULL ) {
slouken@0
   634
		return;
slouken@0
   635
	}
slouken@0
   636
	if ( SDL_MUSTLOCK(screen) ) {
slouken@0
   637
		if ( SDL_LockSurface(screen) < 0 ) {
slouken@0
   638
			return;
slouken@0
   639
		}
slouken@0
   640
	}
slouken@0
   641
slouken@0
   642
	SDL_DrawCursorNoLock(screen);
slouken@0
   643
slouken@0
   644
	/* Unlock the screen and update if necessary */
slouken@0
   645
	if ( SDL_MUSTLOCK(screen) ) {
slouken@0
   646
		SDL_UnlockSurface(screen);
slouken@0
   647
	}
slouken@0
   648
	if ( (screen == SDL_VideoSurface) &&
slouken@0
   649
	     ((screen->flags & SDL_HWSURFACE) != SDL_HWSURFACE) ) {
slouken@0
   650
		SDL_VideoDevice *video = current_video;
slouken@0
   651
		SDL_VideoDevice *this  = current_video;
slouken@0
   652
		SDL_Rect area;
slouken@0
   653
slouken@0
   654
		SDL_MouseRect(&area);
slouken@0
   655
slouken@0
   656
		/* This can be called before a video mode is set */
slouken@0
   657
		if ( video->UpdateRects ) {
slouken@0
   658
			video->UpdateRects(this, 1, &area);
slouken@0
   659
		}
slouken@0
   660
	}
slouken@0
   661
}
slouken@0
   662
slouken@0
   663
void SDL_EraseCursorNoLock(SDL_Surface *screen)
slouken@0
   664
{
slouken@0
   665
	SDL_Rect area;
slouken@0
   666
slouken@0
   667
	/* Get the mouse rectangle, clipped to the screen */
slouken@0
   668
	SDL_MouseRect(&area);
slouken@0
   669
	if ( (area.w == 0) || (area.h == 0) ) {
slouken@0
   670
		return;
slouken@0
   671
	}
slouken@0
   672
slouken@0
   673
	/* Copy mouse background */
slouken@0
   674
	{ int w, h, screenbpp;
slouken@0
   675
	  Uint8 *src, *dst;
slouken@0
   676
slouken@0
   677
	  /* Set up the copy pointers */
slouken@0
   678
	  screenbpp = screen->format->BytesPerPixel;
slouken@0
   679
	  if ( (screen == SDL_VideoSurface) ||
slouken@0
   680
	          FORMAT_EQUAL(screen->format, SDL_VideoSurface->format) ) {
slouken@0
   681
		src = SDL_cursor->save[0];
slouken@0
   682
	  } else {
slouken@0
   683
		src = SDL_cursor->save[1];
slouken@0
   684
	  }
slouken@0
   685
	  dst = (Uint8 *)screen->pixels + area.y * screen->pitch +
slouken@0
   686
                                          area.x * screenbpp;
slouken@0
   687
slouken@0
   688
	  /* Perform the copy */
slouken@0
   689
	  w = area.w*screenbpp;
slouken@0
   690
	  h = area.h;
slouken@0
   691
	  while ( h-- ) {
slouken@0
   692
		  memcpy(dst, src, w);
slouken@0
   693
		  src += w;
slouken@0
   694
		  dst += screen->pitch;
slouken@0
   695
	  }
slouken@0
   696
slouken@0
   697
	  /* Perform pixel conversion on cursor background */
slouken@0
   698
	  if ( src > SDL_cursor->save[1] ) {
slouken@0
   699
		SDL_ConvertCursorSave(screen, area.w, area.h);
slouken@0
   700
	  }
slouken@0
   701
	}
slouken@0
   702
}
slouken@0
   703
slouken@0
   704
void SDL_EraseCursor(SDL_Surface *screen)
slouken@0
   705
{
slouken@0
   706
	/* Lock the screen if necessary */
slouken@0
   707
	if ( screen == NULL ) {
slouken@0
   708
		return;
slouken@0
   709
	}
slouken@0
   710
	if ( SDL_MUSTLOCK(screen) ) {
slouken@0
   711
		if ( SDL_LockSurface(screen) < 0 ) {
slouken@0
   712
			return;
slouken@0
   713
		}
slouken@0
   714
	}
slouken@0
   715
slouken@0
   716
	SDL_EraseCursorNoLock(screen);
slouken@0
   717
slouken@0
   718
	/* Unlock the screen and update if necessary */
slouken@0
   719
	if ( SDL_MUSTLOCK(screen) ) {
slouken@0
   720
		SDL_UnlockSurface(screen);
slouken@0
   721
	}
slouken@0
   722
	if ( (screen == SDL_VideoSurface) &&
slouken@0
   723
	     ((screen->flags & SDL_HWSURFACE) != SDL_HWSURFACE) ) {
slouken@0
   724
		SDL_VideoDevice *video = current_video;
slouken@0
   725
		SDL_VideoDevice *this  = current_video;
slouken@0
   726
		SDL_Rect area;
slouken@0
   727
slouken@0
   728
		SDL_MouseRect(&area);
slouken@1
   729
		if ( video->UpdateRects ) {
slouken@1
   730
			video->UpdateRects(this, 1, &area);
slouken@1
   731
		}
slouken@0
   732
	}
slouken@0
   733
}
slouken@0
   734
slouken@0
   735
/* Reset the cursor on video mode change
slouken@0
   736
   FIXME:  Keep track of all cursors, and reset them all.
slouken@0
   737
 */
slouken@0
   738
void SDL_ResetCursor(void)
slouken@0
   739
{
slouken@0
   740
	int savelen;
slouken@0
   741
slouken@0
   742
	if ( SDL_cursor ) {
slouken@0
   743
		savelen = SDL_cursor->area.w*4*SDL_cursor->area.h;
slouken@0
   744
		SDL_cursor->area.x = 0;
slouken@0
   745
		SDL_cursor->area.y = 0;
slouken@0
   746
		memset(SDL_cursor->save[0], 0, savelen);
slouken@0
   747
	}
slouken@0
   748
}