annotate docs/man3/SDL_CreateRGBSurface.3 @ 1212:7663bb0f52c7

To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Thu, 15 Dec 2005 21:19:53 +0100 Subject: [SDL] More mouse enhancements for Mac OS X The attached patch brings two more enhancements to mouse handling on Mac OS X (Quartz): 1. Currently, after launching an SDL application, SDL's notion of the mouse position is stuck in the top left corner (0,0) until the first time the mouse is moved. That's because the UpdateMouse() function isn't implemented in the Quartz driver. This patch adds it. 2. When grabbing input while the mouse cursor is hidden, the function CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the system's notion of the mouse location from moving (and therefore leaving the SDL window) even when the mouse is moved. However, apparently the Wacom tablet driver (and maybe other special pointing device drivers) doesn't care about that setting and still allows the mouse location to go outside of the window. Interestingly, the system cursor, which is made visible by the existing code in SDL in that case, does not follow the mouse location, but appears in the middle of the SDL window. The mouse location being outside of the window however means that mouse button events go to background applications (or the dock or whatever is there), which is very confusing to the user who sees no cursor outside of the SDL window. I have not found any way of intercepting these events (and that's probably by design, as "normal" applications shouldn't prevent the user from bringing other applications' windows to the front by clicking on them). An idea would be placing a fully transparent, screen-filling window in front of everything, but I fear that this might affect rendering performance (by doing unnecessary compositing, using up memory, or whatever). The deluxe solution to the problem would be talking to the tablet driver using AppleEvents to tell it to constrain its mapped area to the window (see Wacom's "TabletEventDemo" sample app, http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that the bloat that solution would add to SDL would outweigh its usefulness. What I did instead in my patch is reassociating mouse and cursor when the mouse leaves the window while an invisible grab is in effect, and restoring the grab when the window is entered. That way, the grab can still be effectively broken by a tablet, but at least it's obvious to the user that it is broken. That change is minimal - it doesn't affect operation with a mouse (or a trackpad), and the code that it adds is not executed on every PumpEvents() call, only when entering and leaving the window. Unless there are any concerns about the patch, please apply. Feel free to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's too verbose. Thanks -Christian
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 02 Jan 2006 00:31:00 +0000
parents e5bc29de3f0a
children 546f7c1eb755
rev   line source
181
e5bc29de3f0a Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents: 55
diff changeset
1 .TH "SDL_CreateRGBSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference"
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
2 .SH "NAME"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
3 SDL_CreateRGBSurface\- Create an empty SDL_Surface
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
4 .SH "SYNOPSIS"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
5 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
6 \fB#include "SDL\&.h"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
7 .sp
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
8 \fBSDL_Surface *\fBSDL_CreateRGBSurface\fP\fR(\fBUint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask\fR);
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
9 .SH "DESCRIPTION"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
10 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
11 Allocate an empty surface (must be called after \fISDL_SetVideoMode\fR)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
12 .PP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
13 If \fBdepth\fR is 8 bits an empty palette is allocated for the surface, otherwise a \&'packed-pixel\&' \fI\fBSDL_PixelFormat\fR\fR is created using the \fB[RGBA]mask\fR\&'s provided (see \fI\fBSDL_PixelFormat\fR\fR)\&. The \fBflags\fR specifies the type of surface that should be created, it is an OR\&'d combination of the following possible values\&.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
14 .TP 20
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
15 \fBSDL_SWSURFACE\fP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
16 SDL will create the surface in system memory\&. This improves the performance of pixel level access, however you may not be able to take advantage of some types of hardware blitting\&.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
17 .TP 20
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
18 \fBSDL_HWSURFACE\fP
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
19 SDL will attempt to create the surface in video memory\&. This will allow SDL to take advantage of Video->Video blits (which are often accelerated)\&.
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
20 .TP 20
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
21 \fBSDL_SRCCOLORKEY\fP
55
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
22 This flag turns on colourkeying for blits from this surface\&. If \fBSDL_HWSURFACE\fP is also specified and colourkeyed blits are hardware-accelerated, then SDL will attempt to place the surface in video memory\&. Use \fI\fBSDL_SetColorKey\fP\fR to set or clear this flag after surface creation\&.
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
23 .TP 20
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
24 \fBSDL_SRCALPHA\fP
55
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
25 This flag turns on alpha-blending for blits from this surface\&. If \fBSDL_HWSURFACE\fP is also specified and alpha-blending blits are hardware-accelerated, then the surface will be placed in video memory if possible\&. Use \fI\fBSDL_SetAlpha\fP\fR to set or clear this flag after surface creation\&.
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
26 .PP
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
27 .RS
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
28 \fBNote:
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
29 .PP
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
30 If an alpha-channel is specified (that is, if \fBAmask\fR is nonzero), then the \fBSDL_SRCALPHA\fP flag is automatically set\&. You may remove this flag by calling \fI\fBSDL_SetAlpha\fP\fR after surface creation\&.
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
31 .RE
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
32 .SH "RETURN VALUE"
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
33 .PP
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
34 Returns the created surface, or \fBNULL\fR upon error\&.
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
35 .SH "EXAMPLE"
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
36 .PP
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
37 .nf
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
38 \f(CW /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order,
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
39 as expected by OpenGL for textures */
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
40 SDL_Surface *surface;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
41 Uint32 rmask, gmask, bmask, amask;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
42
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
43 /* SDL interprets each pixel as a 32-bit number, so our masks must depend
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
44 on the endianness (byte order) of the machine */
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
45 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
46 rmask = 0xff000000;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
47 gmask = 0x00ff0000;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
48 bmask = 0x0000ff00;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
49 amask = 0x000000ff;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
50 #else
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
51 rmask = 0x000000ff;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
52 gmask = 0x0000ff00;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
53 bmask = 0x00ff0000;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
54 amask = 0xff000000;
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
55 #endif
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
56
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
57 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
58 rmask, gmask, bmask, amask);
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
59 if(surface == NULL) {
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
60 fprintf(stderr, "CreateRGBSurface failed: %s
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
61 ", SDL_GetError());
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
62 exit(1);
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
63 }\fR
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
64 .fi
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
65 .PP
0
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
66 .SH "SEE ALSO"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
67 .PP
55
55f1f1b3e27d Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents: 0
diff changeset
68 \fI\fBSDL_CreateRGBSurfaceFrom\fP\fR, \fI\fBSDL_FreeSurface\fP\fR, \fI\fBSDL_SetVideoMode\fP\fR, \fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_PixelFormat\fR\fR, \fI\fBSDL_Surface\fR\fR \fI\fBSDL_SetAlpha\fP\fR \fI\fBSDL_SetColorKey\fP\fR
181
e5bc29de3f0a Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents: 55
diff changeset
69 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01