Mercurial > sdl-ios-xcode
annotate src/video/uikit/SDL_uikitwindow.m @ 3485:e77a69aae239
Mason Wheeler to sdl
I updated SDL, and suddenly my SDL frames stopped working. They'd "initialize" full of gibberish, and I couldn't render anything to them. After a bit of digging, I found a problem: the renderer initialization routine in my SDL frame code wasn't getting called anymore.
procedure TSdlFrame.Paint;
begin
if SDL_SelectRenderer(FWindowID) = -1 then
CreateRenderer;
SDL_RenderPresent;
end;
function TSdlFrame.CreateRenderer: boolean;
const
pf: tagPIXELFORMATDESCRIPTOR = (nSize: sizeof(pf); nVersion: 1;
dwFlags: PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER;
iPixelType: PFD_TYPE_RGBA; cColorBits: 24; cAlphaBits: 8;
iLayerType: PFD_MAIN_PLANE);
RENDERERS: array[TRendererType] of AnsiString = ('software', 'gdi', 'opengl', 'd3d');
var
pFormat: integer;
begin
if (SDL_SelectRenderer(FWindowID) = 0) then
begin
result := true;
Exit;
end;
if FRendererType = rtOpenGL then
begin
pFormat := ChoosePixelFormat(canvas.Handle, @pf);
if not SetPixelFormat(canvas.Handle, pFormat, @pf) then
outputDebugString(PChar(SysErrorMessage(GetLastError)));
if wglCreateContext(canvas.Handle) = 0 then
outputDebugString(PChar(SysErrorMessage(GetLastError)));
end;
if (SDL_CreateRenderer(FWindowID, SDL_RendererIndex(RENDERERS[FRendererType]), [sdlrPresentFlip3, sdlrAccelerated]) = 0) then
begin
SDL_ShowWindow(FWindowID);
assert(SDL_SetRenderDrawColor(0, 0, 0, 255) = 0);
FFlags := SDL_GetWindowFlags(FWindowID);
if assigned(FOnAvailable) then
FOnAvailable(self);
end
else outputDebugString(pChar(format('SDL_CreateRenderer failed: %s', [sdl_GetError])));
result := SDL_SelectRenderer(FWindowID) = 0;
end;
This is a critical issue. The Paint method gets called when the control receives a WM_PAINT message from Windows. I can't create the renderer before then, or it will fail and cause trouble. And when I do create it, it needs to be created with certain parameters. So imagine my surprise when I started debugging into the DLL and found that SDL_SelectRenderer was trying to be "helpful" by creating the renderer for me if it didn't already exist! Now not only does my initialization code not get called, I end up with the wrong renderer and so things don't render as expected when I try to use the window.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 24 Nov 2009 04:48:12 +0000 |
parents | 4ec48602f1db |
children | 64ce267332c6 |
rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
2859 | 3 Copyright (C) 1997-2009 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 |
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24 #include "SDL_video.h" |
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25 #include "SDL_mouse.h" |
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26 #include "../SDL_sysvideo.h" |
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27 #include "../SDL_pixels_c.h" |
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28 #include "../../events/SDL_events_c.h" |
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29 |
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30 #include "SDL_uikitvideo.h" |
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31 #include "SDL_uikitevents.h" |
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32 #include "SDL_uikitwindow.h" |
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33 #import "SDL_uikitappdelegate.h" |
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34 |
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35 #import "SDL_uikitopenglview.h" |
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36 #import "SDL_renderer_sw.h" |
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37 |
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38 #include <UIKit/UIKit.h> |
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39 #include <Foundation/Foundation.h> |
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40 |
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41 static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) { |
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42 |
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43 SDL_WindowData *data; |
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44 |
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45 /* Allocate the window data */ |
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46 data = (SDL_WindowData *)SDL_malloc(sizeof(*data)); |
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47 if (!data) { |
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48 SDL_OutOfMemory(); |
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49 return -1; |
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50 } |
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51 data->windowID = window->id; |
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52 data->uiwindow = uiwindow; |
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53 data->view = nil; |
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54 |
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55 /* Fill in the SDL window with the window data */ |
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56 { |
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57 window->x = 0; |
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58 window->y = 0; |
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59 window->w = (int)uiwindow.frame.size.width; |
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60 window->h = (int)uiwindow.frame.size.height; |
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61 } |
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62 |
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63 window->driverdata = data; |
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64 |
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65 window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */ |
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66 window->flags |= SDL_WINDOW_OPENGL; /* window is always OpenGL */ |
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67 window->flags |= SDL_WINDOW_FULLSCREEN; /* window is always fullscreen */ |
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68 window->flags |= SDL_WINDOW_SHOWN; /* only one window on iPod touch, always shown */ |
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69 window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */ |
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70 |
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71 /* SDL_WINDOW_BORDERLESS controls whether status bar is hidden */ |
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72 if (window->flags & SDL_WINDOW_BORDERLESS) { |
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73 [UIApplication sharedApplication].statusBarHidden = YES; |
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74 } |
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75 else { |
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76 [UIApplication sharedApplication].statusBarHidden = NO; |
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77 } |
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78 |
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79 return 0; |
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80 |
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81 } |
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82 |
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83 int UIKit_CreateWindow(_THIS, SDL_Window *window) { |
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84 |
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85 /* We currently only handle single window applications on iPhone */ |
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86 if (nil != [SDLUIKitDelegate sharedAppDelegate].window) { |
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87 SDL_SetError("Window already exists, no multi-window support."); |
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88 return -1; |
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89 } |
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90 |
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91 /* ignore the size user requested, and make a fullscreen window */ |
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92 UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; |
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93 |
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94 if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) { |
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95 [uiwindow release]; |
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96 return -1; |
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97 } |
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98 |
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99 // This saves the main window in the app delegate so event callbacks can do stuff on the window. |
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100 // This assumes a single window application design and needs to be fixed for multiple windows. |
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101 [SDLUIKitDelegate sharedAppDelegate].window = uiwindow; |
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102 [SDLUIKitDelegate sharedAppDelegate].windowID = window->id; |
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103 [uiwindow release]; /* release the window (the app delegate has retained it) */ |
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104 |
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105 return 1; |
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106 |
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107 } |
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108 |
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109 void UIKit_DestroyWindow(_THIS, SDL_Window * window) { |
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110 /* don't worry, the delegate will automatically release the window */ |
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111 |
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112 SDL_WindowData *data = (SDL_WindowData *)window->driverdata; |
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113 if (data) { |
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114 SDL_free( window->driverdata ); |
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115 } |
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116 |
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117 /* this will also destroy the window */ |
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118 [SDLUIKitDelegate sharedAppDelegate].window = nil; |
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119 [SDLUIKitDelegate sharedAppDelegate].windowID = 0; |
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120 |
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121 } |
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122 |
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123 /* vi: set ts=4 sw=4 expandtab: */ |