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) {