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annotate Borland.html @ 1192:54aa9aa32327
To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Fri, 18 Nov 2005 23:39:02 +0100
Subject: [SDL] Mouse position bugs on Mac OS X
The attached patch fixes a few bugs in SDL related to the mouse position
in windowed mode on Mac OS X, reproduced using the attached minimal test
program - at least here on 10.3.9, with SDL CVS from today. Could anyone
test whether the bugs exist and are fixed by the patch on 10.2 and 10.4?
1. When using OpenGL, the vertical mouse positions obtained through
events or SDL_GetMouseState() are off by one.
2. When using OpenGL, SDL_WarpMouse() inverts the y coordinate.
3. Clicks on the topmost pixel row of the window are not recognized.
1 and 2 do not occur in non-OpenGL mode, while 3 does. All three only
occur in windowed mode, not in fullscreen.
The cause for 1 and 3 is that in Cocoa, "the location of the mouse"
seems to be defined as "the location of the top left corner of the mouse
pointer's hot pixel" (this is not documented, it's just what I found out
here), which together with the fact that Cocoa's usual y coordinates
start at the bottom and increase upwards means that the y coordinate of
the mouse runs from 1 to h, not from 0 to h-1, in a window of height h.
If it does work on 10.2 and 10.4 (I'll try to test it as soon as I can,
but at the moment all I have at hand is 10.3.9), can this be applied to
the CVS?
-Christian
To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Mon, 28 Nov 2005 10:41:51 +0100
Subject: [SDL] Re: Mouse position bugs on Mac OS X
I wrote:
> I'll try to test it as soon as I can, but at the moment all I have at hand is 10.3.9
So, here are the results of my tests (with patched and unpatched
frameworks compiled with Xcode 1.5 (gcc 3.3) on 10.3.9):
On 10.1.5, my test program doesn't run because of "Undefined symbols:
SDL undefined reference to _CGMainDisplayID expected to be defined in
Carbon". I guess not supporting 10.1 was a deliberate decision then and
that's OK with me.
On 10.2.8, 10.3.9, and 10.4.0, the bugs exist as described in my
original post and are fixed by my patch. That is, there is no difference
between pre/post 10.3 and the patched version works correctly in all
combinations of GL/non-GL and windowed/fullscreen.
I therefore recommend the patch for inclusion.
-Christian
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Mon, 28 Nov 2005 13:58:26 +0000 |
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1 <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> |
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2 <html> |
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3 <head> |
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4 <title>Building SDL with Borland's C++ compilers</title> |
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5 |
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6 <meta name="author" |
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7 content="David Snopek and updated by Dominique Louis."> |
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8 </head> |
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9 <body> |
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10 <xevol @newtonave.net=""> </xevol> |
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11 <h1>Building SDL with Borland's C++ compilers. </h1> |
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12 <b> by <a href="mailto:xevol@users.sourceforge.net"> David Snopek</a></b> |
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13 and updated by <b><a href="mailto:Dominique@SavageSoftware.com.au">Dominique |
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14 Louis</a></b> ( Last updated : 30th June 2003 ).<br> |
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15 <br> |
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16 These instructions cover how to compile SDL and its included test |
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17 programs using either Borland <a href="#bcbwin">C++ Builder 5, 6 for Windows</a>, |
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18 <a href="#k3">C++ Builder for Linux ( AKA Kylix 3 )</a> or the free <a |
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19 href="#bccc">Borland C++ command-line compiler</a>. <br> |
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20 |
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21 <h3> <b> Extract the files </b> </h3> |
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22 |
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23 <p> Unzip the Borland.zip archive into <b>this</b> directory. Do not unzip |
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24 it into any other directory because the makefiles ( *.mak ) and project |
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25 files ( *.bpr ) use relative paths to refer to the SDL sources. This should |
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26 create a directory named "Borland" inside of the top level SDL source directory. |
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27 </p> |
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28 |
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29 <h3> <b><a name="bcbwin"></a> Using Borland C++ Builder 5, 6 for Windows </b> |
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30 </h3> |
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31 |
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32 <p> Inside of the "Borland" directory there is a "bcb6" directory that contains |
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33 a number of Builder project files. Double-click on the "libSDL.bpg" file |
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34 icon. Once Builder has started click on the "<u>P</u>rojects" menu on |
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35 the menu-bar and go down to "B<u>u</u>ild All Projects" option. <br> |
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36 This will proceed to build SDL ( with Borland's calling convention ), |
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37 SDLmain, and all the <a href="#tests">test programs</a>. Currently, all |
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38 the <a href="#tests">test programs</a> are dynamically linked to Sam Lantinga's |
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39 SDL.dll.</p> |
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40 |
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41 <p><b>NOTE :</b> Borland's "lib" format and Microsoft's "lib" format are incompatible. |
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42 <br> |
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43 If you wish to dynamically link to the SDL library supplied by Sam Lantinga |
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44 in each release, I have created the correct *.libs for SDL 1.2.4 and they |
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45 exist in the "/lib" directory.<br> |
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46 If you would like to create the *.lib files yourself, you will need to |
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47 make use of Borland's "implib.exe" utility.<br> |
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48 </p> |
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49 |
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50 <p><tt>IMPLIB</tt> works like this: </p> |
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51 |
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52 <pre> IMPLIB (destination lib name) (source dll)<br></pre> |
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53 |
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54 <p> For example,</p> |
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55 |
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56 <pre> IMPLIB SDL.lib SDL.dll<br></pre> |
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57 |
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58 <p>This assumes that SDL.dll was compiled with Visual C++ or similar.<br> |
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59 </p> |
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60 |
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61 <p>To learn more about the difference between Borland's and Microsoft's *.lib |
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62 format please read the article <a |
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63 href="http://www.bcbdev.com/articles/vcdll.htm">here</a>.<br> |
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64 </p> |
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65 |
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66 <p> <b><br> |
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67 NOTE :</b> The C++ Builder for Windows project format, is not compatible |
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68 with the Kylix 3 project format, hence the reason why they are in separate |
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69 directories.</p> |
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70 |
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71 <h3> <b><a name="bccc"></a> Using the free Borland C++ command-line compiler |
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72 </b> </h3> |
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73 |
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74 <p> The free Borland compiler can be downloaded at no charge from <a |
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75 href="http://www.borland.com/bcppbuilder/freecompiler/"> the Borland website |
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76 </a>. Make sure that it is installed and properly configured. </p> |
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77 |
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78 <p> Open an MS-DOS Prompt. Change to the "Borland\freebcc" directory under |
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79 the SDL source directory. Type "make -f SDL.mak" to build SDL and "make |
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80 -f SDLmain.mak". There are also makefiles for all of the <a |
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81 href="#tests">test programs</a>, if you wish to build them. All .exes and |
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82 DLLs are created in the "test" SDL directory. Ify ou would like to create |
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83 the DLL and all the test applications, I have thrown together a basic batchfile |
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84 called "makeall.bat" which should create everything in the right order. </p> |
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85 |
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86 <h3> <b> Output files </b> </h3> |
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87 No matter which compiler you used, three important files should have |
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88 been produced: |
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89 <ul> |
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90 <li> SDL.dll ( Borland format ) </li> |
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91 <li> SDL.lib ( Borland format ) </li> |
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92 <li> SDLmain.lib ( Borland format ) </li> |
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93 |
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94 </ul> |
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95 Both of the *.lib files will need to be added to all the projects |
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96 that use SDL and SDL.dll must be placed some where the Windows dynamic |
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97 linker can find it (either in your project directory or on the system |
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98 path, C:\WINDOWS\SYSTEM). |
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99 <h3> <b><a name="k3"></a> Using Borland C++ Builder for Linux ( AKA Kylix |
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100 3 ) </b> </h3> |
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101 |
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102 <p> Inside of the "Borland" directory there is a "k3" directory that contains |
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103 a number of Builder project files. Double-click on the "libSDL.bpg" file |
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104 icon. Once Builder has started click on the "<u>P</u>rojects" menu on |
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105 the menu-bar and go down to "B<u>u</u>ild All Projects" option. This will |
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106 proceed to build all the <a href="#tests">test programs</a>. <br> |
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107 Linux users do not need *.lib files as the Shared Object is linked right |
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108 into the project ( very neat actually, Windows should do this sort of thing |
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109 as it is a lot easier for the developer ). <br> |
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110 <b>NOTE :</b> The C++ Builder for Windows project format, is not |
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111 compatible with the Kylix 3 project format, hence the reason why they are |
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112 in separate directories.</p> |
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113 |
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114 <p> On Mandrake 8.1 the shared objects for SDL are located in the /usr/lib |
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115 directory as libSDL_*.so and the Mesa OpenGL shared objects are located |
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116 in /usr/X11R6/lib as libGL*.so<br> |
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117 <br> |
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118 So if your setup is different you may need to change the project file |
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119 so that they re-link to the ones on your system.<br> |
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120 <br> |
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121 On Mandrake 8.1 the headers files are located at /usr/include/SDL/. |
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122 So if you you have not installed the development RPMs ( usually named libSDL-devel* |
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123 ) for SDL ( not included ) you may have to change the include directory |
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124 within some of the projects.<br> |
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125 </p> |
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126 |
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127 <h3> Known Problems</h3> |
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128 The only known problem is that I ( Dominique Louis ), was unable to |
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129 create the projects that rebuilt the SDL shared objects under Linux, due |
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130 to time constraints and my lack of intimate knowledge of Linux. |
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131 <h3><a name="tests"><b> Test programs </b> </a></h3> |
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132 Some of the test programs require included media files ( *.wav; *.bmp |
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133 etc ). All the test programs are now created in the "test" directory, where |
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134 the media files are ( usually ) so they should be ready to go. <br> |
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135 <br> |
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136 <br> |
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137 <br> |
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138 </body> |
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139 </html> |