annotate src/video/uikit/SDL_uikitopengles.m @ 3539:f2846bf19360

Fixed bug #896 John Popplewell 2009-12-08 23:05:50 PST Originally reported by AKFoerster on the mailing list. Error decoding UTF8 Russian text to UTF-16LE on Windows, but specifically on platforms without iconv support (the default on Windows). Valid UTF8 characters are flagged as being overlong and then substituted by the UNKNOWN_UNICODE character. After studying the testiconv.c example program, reading the RFCs and putting some printf statements in SDL_iconv.c the problem is in a test for 'Maximum overlong sequences', specifically 4.2.1, which is carried out by the following code: } else if ( p[0] >= 0xC0 ) { if ( (p[0] & 0xE0) != 0xC0 ) { /* Skip illegal sequences return SDL_ICONV_EILSEQ; */ ch = UNKNOWN_UNICODE; } else { if ( (p[0] & 0xCE) == 0xC0 ) { <<<<<<<< here overlong = SDL_TRUE; } ch = (Uint32)(p[0] & 0x1F); left = 1; } } else { Here is the 2-byte encoding of a character in range 00000080 - 000007FF 110xxxxx 10xxxxxx The line in question is supposed to be checking for an overlong sequence which would be less than 11000001 10111111 which should be represented as a single byte. BUT, the mask value (0xCE) is wrong, it isn't checking the top-most bit: 11000001 value 11001110 mask (incorrect) ^ and should be (0xDE): 11000001 value 11011110 mask (correct) making the above code: } else if ( p[0] >= 0xC0 ) { if ( (p[0] & 0xE0) != 0xC0 ) { /* Skip illegal sequences return SDL_ICONV_EILSEQ; */ ch = UNKNOWN_UNICODE; } else { if ( (p[0] & 0xDE) == 0xC0 ) { <<<<<<<< here overlong = SDL_TRUE; } ch = (Uint32)(p[0] & 0x1F); left = 1; } } else { I can supply a test program and/or a patch if required, best regards, John Popplewell
author Sam Lantinga <slouken@libsdl.org>
date Fri, 11 Dec 2009 08:03:43 +0000
parents 99210400e8b9
children 42e1092225f9
rev   line source
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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
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23 #include "SDL_uikitopengles.h"
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24 #include "SDL_uikitopenglview.h"
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25 #include "SDL_uikitappdelegate.h"
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26 #include "SDL_uikitwindow.h"
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27 #include "jumphack.h"
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28 #include "SDL_sysvideo.h"
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29 #include "SDL_loadso.h"
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30 #include <dlfcn.h>
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31
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32 static int UIKit_GL_Initialize(_THIS);
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33
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34 void *
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35 UIKit_GL_GetProcAddress(_THIS, const char *proc)
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36 {
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37 /* Look through all SO's for the proc symbol. Here's why:
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38 -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
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39 -We don't know that the path won't change in the future.
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40 */
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41 return SDL_LoadFunction(RTLD_DEFAULT, proc);
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42 }
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43
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44 /*
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45 note that SDL_GL_Delete context makes it current without passing the window
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46 */
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47 int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
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48 {
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49
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50 if (context) {
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51 SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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52 [data->view setCurrentContext];
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53 }
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54 else {
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55 [EAGLContext setCurrentContext: nil];
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56 }
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57
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58 return 0;
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59 }
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60
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61 int
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62 UIKit_GL_LoadLibrary(_THIS, const char *path)
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63 {
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64 /*
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65 shouldn't be passing a path into this function
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66 why? Because we've already loaded the library
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67 and because the SDK forbids loading an external SO
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68 */
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69 if (path != NULL) {
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70 SDL_SetError("iPhone GL Load Library just here for compatibility");
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71 return -1;
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72 }
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73 return 0;
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74 }
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75
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76
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77 void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
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78 {
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79
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80 SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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81
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82 if (nil == data->view) {
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83 return;
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84 }
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85 [data->view swapBuffers];
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86 /* since now we've got something to draw
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87 make the window visible */
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88 [data->uiwindow makeKeyAndVisible];
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89
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90 /* we need to let the event cycle run, or the OS won't update the OpenGL view! */
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91 SDL_PumpEvents();
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92
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93 }
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94
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95 SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
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96 {
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97
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98 SDL_uikitopenglview *view;
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99
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100 SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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101
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102 /* construct our view, passing in SDL's OpenGL configuration data */
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103 view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \
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104 retainBacking: _this->gl_config.retained_backing \
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105 rBits: _this->gl_config.red_size \
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106 gBits: _this->gl_config.green_size \
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107 bBits: _this->gl_config.blue_size \
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108 aBits: _this->gl_config.alpha_size \
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109 depthBits: _this->gl_config.depth_size];
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110
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111 data->view = view;
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112
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113 /* add the view to our window */
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114 [data->uiwindow addSubview: view ];
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115
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116 /* Don't worry, the window retained the view */
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117 [view release];
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118
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119 if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
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120 UIKit_GL_DeleteContext(_this, view);
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121 return NULL;
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122 }
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123
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124 return view;
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125 }
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126
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127 void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
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128 {
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129 /* the delegate has retained the view, this will release him */
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130 SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
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131 /* this will also delete it */
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132 [view removeFromSuperview];
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133
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134 return;
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135 }
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137