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>
date Tue, 24 Nov 2009 04:48:12 +0000
parents 4ec48602f1db
children 64ce267332c6
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1 /*
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2 SDL - Simple DirectMedia Layer
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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: */