annotate src/audio/Makefile.am @ 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
parents e92bcf2573cb
children f8d5ddc7aef1
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1
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2 ## Makefile.am for the SDL audio library
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3
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4 noinst_LTLIBRARIES = libaudio.la
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5
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6 # Define which subdirectories need to be built
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7 SUBDIRS = @AUDIO_SUBDIRS@
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8 DIST_SUBDIRS = \
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9 alsa \
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10 arts \
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11 baudio \
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12 dc \
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13 disk \
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14 dma \
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15 dmedia \
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16 dsp \
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17 esd \
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18 macrom \
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19 mint \
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20 mme \
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21 nas \
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22 nto \
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23 openbsd \
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24 paudio \
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25 riscos \
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26 sun \
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27 ums \
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28 windib \
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29 windx5
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31 DRIVERS = @AUDIO_DRIVERS@
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32
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33 # Include the architecture-independent sources
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34 COMMON_SRCS = \
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35 SDL_audio.c \
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36 SDL_audio_c.h \
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37 SDL_audiocvt.c \
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38 SDL_audiodev.c \
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39 SDL_audiodev_c.h \
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40 SDL_audiomem.c \
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41 SDL_audiomem.h \
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42 SDL_mixer.c \
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43 SDL_sysaudio.h \
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44 SDL_wave.c \
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45 SDL_wave.h \
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46 SDL_mixer_MMX.c \
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47 SDL_mixer_MMX.h \
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48 SDL_mixer_MMX_VC.c \
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49 SDL_mixer_MMX_VC.h \
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50 SDL_mixer_m68k.c \
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51 SDL_mixer_m68k.h
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52
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53 libaudio_la_SOURCES = $(COMMON_SRCS)
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54 libaudio_la_LIBADD = $(DRIVERS)
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55 libaudio_la_DEPENDENCIES = $(DRIVERS)