annotate docs/man3/SDL_SetPalette.3 @ 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
parents e5bc29de3f0a
children 546f7c1eb755
rev   line source
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1 .TH "SDL_SetPalette" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_SetPalette\- Sets the colors in the palette of an 8-bit surface\&.
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4 .SH "SYNOPSIS"
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5 .PP
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6 \fB#include "SDL\&.h"
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7 .sp
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8 \fBint \fBSDL_SetPalette\fP\fR(\fBSDL_Surface *surface, int flags, SDL_Color *colors, int firstcolor, int ncolors\fR);
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9 .SH "DESCRIPTION"
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10 .PP
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11 Sets a portion of the palette for the given 8-bit surface\&.
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12 .PP
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13 Palettized (8-bit) screen surfaces with the \fBSDL_HWPALETTE\fP flag have two palettes, a logical palette that is used for mapping blits to/from the surface and a physical palette (that determines how the hardware will map the colors to the display)\&. \fISDL_BlitSurface\fR always uses the logical palette when blitting surfaces (if it has to convert between surface pixel formats)\&. Because of this, it is often useful to modify only one or the other palette to achieve various special color effects (e\&.g\&., screen fading, color flashes, screen dimming)\&.
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14 .PP
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15 This function can modify either the logical or physical palette by specifing \fBSDL_LOGPAL\fP or \fBSDL_PHYSPAL\fPthe in the \fBflags\fR parameter\&.
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16 .PP
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17 When \fBsurface\fR is the surface associated with the current display, the display colormap will be updated with the requested colors\&. If \fBSDL_HWPALETTE\fP was set in \fISDL_SetVideoMode\fR flags, \fBSDL_SetPalette\fP will always return \fB1\fR, and the palette is guaranteed to be set the way you desire, even if the window colormap has to be warped or run under emulation\&.
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18 .PP
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19 The color components of a \fI\fBSDL_Color\fR\fR structure are 8-bits in size, giving you a total of 256^3=16777216 colors\&.
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20 .SH "RETURN VALUE"
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21 .PP
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22 If \fBsurface\fR is not a palettized surface, this function does nothing, returning \fB0\fR\&. If all of the colors were set as passed to \fBSDL_SetPalette\fP, it will return \fB1\fR\&. If not all the color entries were set exactly as given, it will return \fB0\fR, and you should look at the surface palette to determine the actual color palette\&.
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23 .SH "EXAMPLE"
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24 .PP
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25 .nf
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26 \f(CW /* Create a display surface with a grayscale palette */
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27 SDL_Surface *screen;
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28 SDL_Color colors[256];
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29 int i;
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30 \&.
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31 \&.
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32 \&.
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33 /* Fill colors with color information */
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34 for(i=0;i<256;i++){
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35 colors[i]\&.r=i;
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36 colors[i]\&.g=i;
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37 colors[i]\&.b=i;
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38 }
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39
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40 /* Create display */
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41 screen=SDL_SetVideoMode(640, 480, 8, SDL_HWPALETTE);
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42 if(!screen){
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43 printf("Couldn\&'t set video mode: %s
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44 ", SDL_GetError());
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45 exit(-1);
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46 }
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47
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48 /* Set palette */
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49 SDL_SetPalette(screen, SDL_LOGPAL|SDL_PHYSPAL, colors, 0, 256);
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50 \&.
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51 \&.
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52 \&.
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53 \&.\fR
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54 .fi
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55 .PP
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56 .SH "SEE ALSO"
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57 .PP
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58 \fISDL_SetColors\fR, \fISDL_SetVideoMode\fR, \fISDL_Surface\fR, \fISDL_Color\fR
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59 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01