annotate docs/html/sdlmixaudio.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>
date Mon, 28 Nov 2005 13:58:26 +0000
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4 >SDL_MixAudio</TITLE
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6 NAME="GENERATOR"
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
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8 "><LINK
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9 REL="HOME"
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10 TITLE="SDL Library Documentation"
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11 HREF="index.html"><LINK
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13 TITLE="Audio"
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39 ALIGN="center"
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40 >SDL Library Documentation</TH
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48 HREF="sdlconvertaudio.html"
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50 >Prev</A
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61 ><A
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62 HREF="sdllockaudio.html"
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63 ACCESSKEY="N"
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64 >Next</A
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65 ></TD
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72 ><A
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73 NAME="SDLMIXAUDIO"
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74 ></A
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75 >SDL_MixAudio</H1
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77 CLASS="REFNAMEDIV"
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81 ><H2
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82 >Name</H2
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83 >SDL_MixAudio&nbsp;--&nbsp;Mix audio data</DIV
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84 ><DIV
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85 CLASS="REFSYNOPSISDIV"
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89 ><H2
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90 >Synopsis</H2
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99 CLASS="FUNCSYNOPSISINFO"
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100 >#include "SDL.h"</PRE
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101 ><P
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102 ><CODE
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105 >void <B
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106 CLASS="FSFUNC"
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107 >SDL_MixAudio</B
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108 ></CODE
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109 >(Uint8 *dst, Uint8 *src, Uint32 len, int volume);</CODE
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110 ></P
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120 ><H2
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121 >Description</H2
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122 ><P
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123 >This function takes two audio buffers of <TT
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124 CLASS="PARAMETER"
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125 ><I
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126 >len</I
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127 ></TT
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128 > bytes each
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129 of the playing audio format and mixes them, performing addition, volume
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130 adjustment, and overflow clipping. The <TT
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132 ><I
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133 >volume</I
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134 ></TT
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135 > ranges
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136 from 0 to <TT
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137 CLASS="LITERAL"
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138 >SDL_MIX_MAXVOLUME</TT
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139 > and should be set to the maximum
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140 value for full audio volume. Note this does not change hardware volume. This is
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141 provided for convenience -- you can mix your own audio data.</P
181
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142 ><DIV
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143 CLASS="NOTE"
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144 ><BLOCKQUOTE
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145 CLASS="NOTE"
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146 ><P
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147 ><B
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148 >Note: </B
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149 >Do not use this function for mixing together more than two streams of sample
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150 data. The output from repeated application of this function may be distorted
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151 by clipping, because there is no accumulator with greater range than the
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152 input (not to mention this being an inefficient way of doing it).
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153 Use mixing functions from SDL_mixer, OpenAL, or write your own mixer instead.</P
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154 ></BLOCKQUOTE
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155 ></DIV
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156 ></DIV
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157 ><DIV
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158 CLASS="REFSECT1"
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159 ><A
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160 NAME="AEN7125"
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161 ></A
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162 ><H2
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163 >See Also</H2
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164 ><P
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165 ><A
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166 HREF="sdlopenaudio.html"
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167 ><TT
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168 CLASS="FUNCTION"
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169 >SDL_OpenAudio</TT
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170 ></A
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171 ></P
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172 ></DIV
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173 ><DIV
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174 CLASS="NAVFOOTER"
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175 ><HR
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176 ALIGN="LEFT"
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177 WIDTH="100%"><TABLE
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178 SUMMARY="Footer navigation table"
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179 WIDTH="100%"
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180 BORDER="0"
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181 CELLPADDING="0"
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182 CELLSPACING="0"
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183 ><TR
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184 ><TD
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185 WIDTH="33%"
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186 ALIGN="left"
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187 VALIGN="top"
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188 ><A
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189 HREF="sdlconvertaudio.html"
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190 ACCESSKEY="P"
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191 >Prev</A
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192 ></TD
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193 ><TD
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194 WIDTH="34%"
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195 ALIGN="center"
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196 VALIGN="top"
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197 ><A
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198 HREF="index.html"
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199 ACCESSKEY="H"
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200 >Home</A
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201 ></TD
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202 ><TD
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203 WIDTH="33%"
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204 ALIGN="right"
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205 VALIGN="top"
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206 ><A
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207 HREF="sdllockaudio.html"
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208 ACCESSKEY="N"
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209 >Next</A
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210 ></TD
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211 ></TR
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212 ><TR
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213 ><TD
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214 WIDTH="33%"
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215 ALIGN="left"
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216 VALIGN="top"
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217 >SDL_ConvertAudio</TD
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218 ><TD
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219 WIDTH="34%"
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220 ALIGN="center"
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221 VALIGN="top"
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222 ><A
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223 HREF="audio.html"
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224 ACCESSKEY="U"
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225 >Up</A
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226 ></TD
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227 ><TD
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228 WIDTH="33%"
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229 ALIGN="right"
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230 VALIGN="top"
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231 >SDL_LockAudio</TD
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232 ></TR
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233 ></TABLE
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234 ></DIV
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235 ></BODY
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236 ></HTML
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237 >