annotate src/video/uikit/jumphack.c @ 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 f55c87ae336b
children e8045ba3f79f
rev   line source
2765
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1 /*
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2 * jumphack.c
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3 * SDLiPhoneOS
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4 *
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5 */
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6
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7 #include "jumphack.h"
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8
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9 /* see SDL_uikitevents.m for more info */
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10
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11 /* stores the information we need to jump back */
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12 jmp_buf env;
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13
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14 /* returns the jump environment for setting / getting purposes */
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15 jmp_buf *
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16 jump_env()
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17 {
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18 return &env;
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19 }