annotate docs/html/sdlpumpevents.html @ 876:9e84d106ec19

(Said Max Horn on the SDL mailing list...) Hi folks, based on Eric Wing's patch, I created the attached patch which fixes the OpenGL coordinate inversion bug in SDL. It works fine over here on 10.3 with Ryan's test program (which I also attached). There is another change in it: I removed the "- 1" in the two lines using CGDisplayPixelsHigh()... while I understand from a logical point of view why they *should* be correct, I checked the actual values computed that way, and they were off-by-one. After removing the " - 1", the returned mouse coordinates are correct. I checked this by moving the mouse to the screen top/bottom in fullscreen mode, BTW. With the change, the proper values 0 and 479 are returned (in 640x480 mode). Sam, you may still want to test on 10.1, it's very simple using Ryan's minimal test code :-) Cheers, Max (Here is the reproduction case for revision history's sake...) /* * To compile: * gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL * * --ryan. */ #include <stdio.h> #include "SDL.h" #include "SDL_opengl.h" int main(int argc, char **argv) { Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */; SDL_Surface *screen; SDL_Event event; int done = 0; GLfloat ratio; SDL_Init(SDL_INIT_VIDEO); SDL_ShowCursor(0); if ((argv[1]) && (strcmp(argv[1], "--grab") == 0)) SDL_WM_GrabInput(SDL_GRAB_ON); screen = SDL_SetVideoMode(640, 480, 0, flags); if (!screen) return(42); ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClearDepth( 1.0f ); glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glViewport( 0, 0, screen->w, screen->h); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0f, ratio, 0.1f, 100.0f ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapBuffers(); // eh, close enough. #define MAX_X 6.12 #define MAX_Y 4.50 while (!done) { int x, y; GLfloat glx, gly; if (!SDL_WaitEvent(&event)) break; switch (event.type) { case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) done = 1; break; } SDL_GetMouseState(&x, &y); glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X; gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(glx,-gly,-6.0f); glBegin(GL_TRIANGLES); glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f); glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f); glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f); glEnd(); SDL_GL_SwapBuffers(); } SDL_Quit(); return(0); } /* end of test.c ... */
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 22 Mar 2004 09:38:20 +0000
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19 TITLE="SDL_PeepEvents"
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40 >SDL Library Documentation</TH
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61 ><A
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62 HREF="sdlpeepevents.html"
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71 ><H1
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72 ><A
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73 NAME="SDLPUMPEVENTS"
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74 ></A
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75 >SDL_PumpEvents</H1
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81 ><H2
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82 >Name</H2
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83 >SDL_PumpEvents&nbsp;--&nbsp;Pumps the event loop, gathering events from the input devices.</DIV
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84 ><DIV
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85 CLASS="REFSYNOPSISDIV"
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90 >Synopsis</H2
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91 ><DIV
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92 CLASS="FUNCSYNOPSIS"
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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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104 CLASS="FUNCDEF"
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105 >void <B
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106 CLASS="FSFUNC"
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107 >SDL_PumpEvents</B
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108 ></CODE
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109 >(void);</CODE
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110 ></P
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111 ><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 >Pumps the event loop, gathering events from the input devices.</P
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124 ><P
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125 ><TT
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126 CLASS="FUNCTION"
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127 >SDL_PumpEvents</TT
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128 > gathers all the pending input information from devices and places it on the event queue. Without calls to <TT
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129 CLASS="FUNCTION"
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130 >SDL_PumpEvents</TT
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131 > no events would ever be placed on the queue. Often calls the need for <TT
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132 CLASS="FUNCTION"
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133 >SDL_PumpEvents</TT
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134 > is hidden from the user since <A
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135 HREF="sdlpollevent.html"
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136 ><TT
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137 CLASS="FUNCTION"
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138 >SDL_PollEvent</TT
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139 ></A
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140 > and <A
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141 HREF="sdlwaitevent.html"
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142 ><TT
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143 CLASS="FUNCTION"
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144 >SDL_WaitEvent</TT
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145 ></A
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146 > implicitly call <TT
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147 CLASS="FUNCTION"
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148 >SDL_PumpEvents</TT
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149 >. However, if you are not polling or waiting for events (e.g. you are filtering them), then you must call <TT
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150 CLASS="FUNCTION"
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151 >SDL_PumpEvents</TT
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152 > to force an event queue update.</P
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153 ><DIV
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154 CLASS="NOTE"
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155 ><BLOCKQUOTE
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156 CLASS="NOTE"
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157 ><P
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158 ><B
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159 >Note: </B
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160 >You can only call this function in the thread that set the video mode.</P
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161 ></BLOCKQUOTE
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162 ></DIV
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163 ></DIV
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164 ><DIV
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165 CLASS="REFSECT1"
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166 ><A
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167 NAME="AEN5412"
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168 ></A
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169 ><H2
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170 >See Also</H2
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171 ><P
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172 ><A
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173 HREF="sdlpollevent.html"
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174 ><TT
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175 CLASS="FUNCTION"
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176 >SDL_PollEvent</TT
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177 ></A
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178 ></P
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179 ></DIV
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180 ><DIV
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181 CLASS="NAVFOOTER"
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182 ><HR
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183 ALIGN="LEFT"
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184 WIDTH="100%"><TABLE
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185 SUMMARY="Footer navigation table"
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186 WIDTH="100%"
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187 BORDER="0"
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188 CELLPADDING="0"
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189 CELLSPACING="0"
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190 ><TR
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191 ><TD
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192 WIDTH="33%"
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193 ALIGN="left"
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194 VALIGN="top"
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195 ><A
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196 HREF="eventfunctions.html"
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197 ACCESSKEY="P"
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198 >Prev</A
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199 ></TD
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200 ><TD
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201 WIDTH="34%"
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202 ALIGN="center"
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203 VALIGN="top"
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204 ><A
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205 HREF="index.html"
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206 ACCESSKEY="H"
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207 >Home</A
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208 ></TD
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209 ><TD
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210 WIDTH="33%"
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211 ALIGN="right"
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212 VALIGN="top"
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213 ><A
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214 HREF="sdlpeepevents.html"
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215 ACCESSKEY="N"
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216 >Next</A
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217 ></TD
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218 ></TR
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219 ><TR
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220 ><TD
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221 WIDTH="33%"
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222 ALIGN="left"
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223 VALIGN="top"
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224 >Event Functions.</TD
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225 ><TD
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226 WIDTH="34%"
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227 ALIGN="center"
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228 VALIGN="top"
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229 ><A
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230 HREF="eventfunctions.html"
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231 ACCESSKEY="U"
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232 >Up</A
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233 ></TD
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234 ><TD
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235 WIDTH="33%"
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236 ALIGN="right"
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237 VALIGN="top"
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238 >SDL_PeepEvents</TD
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239 ></TR
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240 ></TABLE
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241 ></DIV
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242 ></BODY
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243 ></HTML
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244 >