Mercurial > sdl-ios-xcode
annotate docs/html/guidebasicsinit.html @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | 355632dca928 |
children |
rev | line source |
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0 | 1 <HTML |
2 ><HEAD | |
3 ><TITLE | |
4 >Initializing SDL</TITLE | |
5 ><META | |
6 NAME="GENERATOR" | |
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ |
0 | 8 "><LINK |
9 REL="HOME" | |
10 TITLE="SDL Library Documentation" | |
11 HREF="index.html"><LINK | |
12 REL="UP" | |
13 TITLE="The Basics" | |
14 HREF="guidethebasics.html"><LINK | |
15 REL="PREVIOUS" | |
16 TITLE="The Basics" | |
17 HREF="guidethebasics.html"><LINK | |
18 REL="NEXT" | |
19 TITLE="Graphics and Video" | |
20 HREF="guidevideo.html"></HEAD | |
21 ><BODY | |
22 CLASS="SECT1" | |
23 BGCOLOR="#FFF8DC" | |
24 TEXT="#000000" | |
25 LINK="#0000ee" | |
26 VLINK="#551a8b" | |
27 ALINK="#ff0000" | |
28 ><DIV | |
29 CLASS="NAVHEADER" | |
30 ><TABLE | |
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31 SUMMARY="Header navigation table" |
0 | 32 WIDTH="100%" |
33 BORDER="0" | |
34 CELLPADDING="0" | |
35 CELLSPACING="0" | |
36 ><TR | |
37 ><TH | |
38 COLSPAN="3" | |
39 ALIGN="center" | |
40 >SDL Library Documentation</TH | |
41 ></TR | |
42 ><TR | |
43 ><TD | |
44 WIDTH="10%" | |
45 ALIGN="left" | |
46 VALIGN="bottom" | |
47 ><A | |
48 HREF="guidethebasics.html" | |
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49 ACCESSKEY="P" |
0 | 50 >Prev</A |
51 ></TD | |
52 ><TD | |
53 WIDTH="80%" | |
54 ALIGN="center" | |
55 VALIGN="bottom" | |
56 >Chapter 1. The Basics</TD | |
57 ><TD | |
58 WIDTH="10%" | |
59 ALIGN="right" | |
60 VALIGN="bottom" | |
61 ><A | |
62 HREF="guidevideo.html" | |
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63 ACCESSKEY="N" |
0 | 64 >Next</A |
65 ></TD | |
66 ></TR | |
67 ></TABLE | |
68 ><HR | |
69 ALIGN="LEFT" | |
70 WIDTH="100%"></DIV | |
71 ><DIV | |
72 CLASS="SECT1" | |
73 ><H1 | |
74 CLASS="SECT1" | |
75 ><A | |
76 NAME="GUIDEBASICSINIT" | |
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77 ></A |
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78 >Initializing SDL</H1 |
0 | 79 ><P |
80 >SDL is composed of eight subsystems - Audio, CDROM, Event Handling, File I/O, Joystick Handling, Threading, Timers and Video. Before you can use any of these subsystems they must be initialized by calling <A | |
81 HREF="sdlinit.html" | |
82 ><TT | |
83 CLASS="FUNCTION" | |
84 >SDL_Init</TT | |
85 ></A | |
86 > (or <A | |
87 HREF="sdlinitsubsystem.html" | |
88 ><TT | |
89 CLASS="FUNCTION" | |
90 >SDL_InitSubSystem</TT | |
91 ></A | |
181
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92 >). <TT |
0 | 93 CLASS="FUNCTION" |
94 >SDL_Init</TT | |
95 > must be called before any other SDL function. It automatically initializes the Event Handling, File I/O and Threading subsystems and it takes a parameter specifying which other subsystems to initialize. So, to initialize the default subsystems and the Video subsystems you would call: | |
96 <PRE | |
97 CLASS="PROGRAMLISTING" | |
98 > SDL_Init ( SDL_INIT_VIDEO );</PRE | |
99 > | |
100 To initialize the default subsystems, the Video subsystem and the Timers subsystem you would call: | |
101 <PRE | |
102 CLASS="PROGRAMLISTING" | |
103 > SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER );</PRE | |
104 ></P | |
105 ><P | |
106 ><TT | |
107 CLASS="FUNCTION" | |
108 >SDL_Init</TT | |
109 > is complemented by <A | |
110 HREF="sdlquit.html" | |
111 ><TT | |
112 CLASS="FUNCTION" | |
113 >SDL_Quit</TT | |
114 ></A | |
115 > (and <A | |
116 HREF="sdlquitsubsystem.html" | |
117 ><TT | |
118 CLASS="FUNCTION" | |
119 >SDL_QuitSubSystem</TT | |
120 ></A | |
121 >). <TT | |
122 CLASS="FUNCTION" | |
123 >SDL_Quit</TT | |
124 > shuts down all subsystems, including the default ones. It should always be called before a SDL application exits.</P | |
125 ><P | |
126 >With <TT | |
127 CLASS="FUNCTION" | |
128 >SDL_Init</TT | |
129 > and <TT | |
130 CLASS="FUNCTION" | |
131 >SDL_Quit</TT | |
132 > firmly embedded in your programmers toolkit you can write your first and most basic SDL application. However, we must be prepare to handle errors. Many SDL functions return a value and indicates whether the function has succeeded or failed, <TT | |
133 CLASS="FUNCTION" | |
134 >SDL_Init</TT | |
135 >, for instance, returns -1 if it could not initialize a subsystem. SDL provides a useful facility that allows you to determine exactly what the problem was, every time an error occurs within SDL an error message is stored which can be retrieved using <TT | |
136 CLASS="FUNCTION" | |
137 >SDL_GetError</TT | |
138 >. Use this often, you can never know too much about an error.</P | |
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139 ><DIV |
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140 CLASS="EXAMPLE" |
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141 ><A |
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142 NAME="AEN60" |
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143 ></A |
0 | 144 ><P |
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145 ><B |
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146 >Example 1-1. Initializing SDL</B |
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147 ></P |
0 | 148 ><PRE |
149 CLASS="PROGRAMLISTING" | |
150 >#include "SDL.h" /* All SDL App's need this */ | |
151 #include <stdio.h> | |
152 | |
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153 int main(int argc, char *argv[]) { |
0 | 154 |
155 printf("Initializing SDL.\n"); | |
156 | |
157 /* Initialize defaults, Video and Audio */ | |
158 if((SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO)==-1)) { | |
159 printf("Could not initialize SDL: %s.\n", SDL_GetError()); | |
160 exit(-1); | |
161 } | |
162 | |
163 printf("SDL initialized.\n"); | |
164 | |
165 printf("Quiting SDL.\n"); | |
166 | |
167 /* Shutdown all subsystems */ | |
168 SDL_Quit(); | |
169 | |
170 printf("Quiting....\n"); | |
171 | |
172 exit(0); | |
173 } </PRE | |
55
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174 ></DIV |
0 | 175 ></DIV |
176 ><DIV | |
177 CLASS="NAVFOOTER" | |
178 ><HR | |
179 ALIGN="LEFT" | |
180 WIDTH="100%"><TABLE | |
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181 SUMMARY="Footer navigation table" |
0 | 182 WIDTH="100%" |
183 BORDER="0" | |
184 CELLPADDING="0" | |
185 CELLSPACING="0" | |
186 ><TR | |
187 ><TD | |
188 WIDTH="33%" | |
189 ALIGN="left" | |
190 VALIGN="top" | |
191 ><A | |
192 HREF="guidethebasics.html" | |
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193 ACCESSKEY="P" |
0 | 194 >Prev</A |
195 ></TD | |
196 ><TD | |
197 WIDTH="34%" | |
198 ALIGN="center" | |
199 VALIGN="top" | |
200 ><A | |
201 HREF="index.html" | |
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202 ACCESSKEY="H" |
0 | 203 >Home</A |
204 ></TD | |
205 ><TD | |
206 WIDTH="33%" | |
207 ALIGN="right" | |
208 VALIGN="top" | |
209 ><A | |
210 HREF="guidevideo.html" | |
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211 ACCESSKEY="N" |
0 | 212 >Next</A |
213 ></TD | |
214 ></TR | |
215 ><TR | |
216 ><TD | |
217 WIDTH="33%" | |
218 ALIGN="left" | |
219 VALIGN="top" | |
220 >The Basics</TD | |
221 ><TD | |
222 WIDTH="34%" | |
223 ALIGN="center" | |
224 VALIGN="top" | |
225 ><A | |
226 HREF="guidethebasics.html" | |
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227 ACCESSKEY="U" |
0 | 228 >Up</A |
229 ></TD | |
230 ><TD | |
231 WIDTH="33%" | |
232 ALIGN="right" | |
233 VALIGN="top" | |
234 >Graphics and Video</TD | |
235 ></TR | |
236 ></TABLE | |
237 ></DIV | |
238 ></BODY | |
239 ></HTML | |
240 > |