Mercurial > sdl-ios-xcode
comparison src/video/quartz/SDL_QuartzWM.m @ 876:9e84d106ec19
(Said Max Horn on the SDL mailing list...)
Hi folks,
based on Eric Wing's patch, I created the attached patch which fixes
the OpenGL coordinate inversion bug in SDL. It works fine over here on
10.3 with Ryan's test program (which I also attached).
There is another change in it: I removed the "- 1" in the two lines
using CGDisplayPixelsHigh()... while I understand from a logical point
of view why they *should* be correct, I checked the actual values
computed that way, and they were off-by-one. After removing the " - 1",
the returned mouse coordinates are correct. I checked this by moving
the mouse to the screen top/bottom in fullscreen mode, BTW. With the
change, the proper values 0 and 479 are returned (in 640x480 mode).
Sam, you may still want to test on 10.1, it's very simple using Ryan's
minimal test code :-)
Cheers,
Max
(Here is the reproduction case for revision history's sake...)
/*
* To compile:
* gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL
*
* --ryan.
*/
#include <stdio.h>
#include "SDL.h"
#include "SDL_opengl.h"
int main(int argc, char **argv)
{
Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */;
SDL_Surface *screen;
SDL_Event event;
int done = 0;
GLfloat ratio;
SDL_Init(SDL_INIT_VIDEO);
SDL_ShowCursor(0);
if ((argv[1]) && (strcmp(argv[1], "--grab") == 0))
SDL_WM_GrabInput(SDL_GRAB_ON);
screen = SDL_SetVideoMode(640, 480, 0, flags);
if (!screen)
return(42);
ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h);
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClearDepth( 1.0f );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
glViewport( 0, 0, screen->w, screen->h);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 45.0f, ratio, 0.1f, 100.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapBuffers();
// eh, close enough.
#define MAX_X 6.12
#define MAX_Y 4.50
while (!done)
{
int x, y;
GLfloat glx, gly;
if (!SDL_WaitEvent(&event))
break;
switch (event.type)
{
case SDL_KEYUP:
if (event.key.keysym.sym == SDLK_ESCAPE)
done = 1;
break;
}
SDL_GetMouseState(&x, &y);
glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X;
gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(glx,-gly,-6.0f);
glBegin(GL_TRIANGLES);
glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f);
glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f);
glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f);
glEnd();
SDL_GL_SwapBuffers();
}
SDL_Quit();
return(0);
}
/* end of test.c ... */
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 22 Mar 2004 09:38:20 +0000 |
parents | 68c8da837fc0 |
children | af585d6efec8 |
comparison
equal
deleted
inserted
replaced
875:c2ff9786fbba | 876:9e84d106ec19 |
---|---|
133 /* Convert SDL coordinate to Cocoa coordinate */ | 133 /* Convert SDL coordinate to Cocoa coordinate */ |
134 void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) { | 134 void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) { |
135 | 135 |
136 if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ | 136 if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ |
137 | 137 |
138 p->y = CGDisplayPixelsHigh (display_id) - p->y - 1; | 138 p->y = CGDisplayPixelsHigh (display_id) - p->y; |
139 } | 139 } |
140 else { | 140 else { |
141 | 141 |
142 NSPoint newPoint; | 142 NSPoint newPoint; |
143 | 143 |
150 /* Convert Cocoa coordinate to SDL coordinate */ | 150 /* Convert Cocoa coordinate to SDL coordinate */ |
151 void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) { | 151 void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) { |
152 | 152 |
153 if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ | 153 if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */ |
154 | 154 |
155 p->y = CGDisplayPixelsHigh (display_id) - p->y - 1; | 155 p->y = CGDisplayPixelsHigh (display_id) - p->y; |
156 } | 156 } |
157 else { | 157 else { |
158 | 158 |
159 NSPoint newPoint; | 159 NSPoint newPoint; |
160 | 160 |
161 newPoint = [ window_view convertPoint:*p fromView:[ qz_window contentView ] ]; | 161 newPoint = [ window_view convertPoint:*p fromView:[ qz_window contentView ] ]; |
162 | 162 |
163 *p = newPoint; | 163 *p = newPoint; |
164 | |
165 /* If OSX version is 10.3.0 or later, we need a workaround in OpenGL mode */ | |
166 if( system_version >= 0x1030 && (SDL_VideoSurface->flags & (SDL_OPENGL | SDL_OPENGLBLIT)) ) { | |
167 p->y = [window_view frame].size.height - p->y - 1; | |
168 } | |
164 } | 169 } |
165 } | 170 } |
166 | 171 |
167 /* Convert SDL coordinate to window server (CoreGraphics) coordinate */ | 172 /* Convert SDL coordinate to window server (CoreGraphics) coordinate */ |
168 CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) { | 173 CGPoint QZ_PrivateSDLToCG (_THIS, NSPoint *p) { |