Mercurial > sdl-ios-xcode
view src/video/maccommon/SDL_macgl.c @ 4170:092c0bc69155 SDL-1.2
Fixed bug #618
Description From Tim Angus 2008-08-30 12:23:56 (-) [reply]
As we all know SDL 1.2 doesn't handle dead keys well since one key press
potentially equals two (or more) characters. For example, on many layouts,
keying <backquote>,<space> results in <no character>,<backquote><space>. Since
the unicode member of the SDL_keysym struct only has room for one character,
only one can be returned.
On Linux, the first character is returned. On Windows however, unless the exact
number of characters generated by the keypress is 1, nothing is returned. The
following patch addresses this inconsistency.
Updated patch which includes a further fix to the handling of the numpad when
numlock is on. This further fix is courtesy Amanieu d'Antras.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 13 Apr 2009 08:42:09 +0000 |
parents | a1b03ba2fcd0 |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* AGL implementation of SDL OpenGL support */ #include "SDL_lowvideo.h" #include "SDL_macgl_c.h" #include "SDL_loadso.h" /* krat: adding OpenGL support */ int Mac_GL_Init(_THIS) { #if SDL_VIDEO_OPENGL AGLPixelFormat format; int i = 0; GLint attributes [ 26 ]; /* 26 is max possible in this setup */ GLboolean noerr; /* load the gl driver from a default path */ if ( ! this->gl_config.driver_loaded ) { /* no driver has been loaded, use default (ourselves) */ if ( Mac_GL_LoadLibrary(this, NULL) < 0 ) { return(-1); } } attributes[i++] = AGL_RGBA; if ( this->gl_config.red_size != 0 && this->gl_config.blue_size != 0 && this->gl_config.green_size != 0 ) { attributes[i++] = AGL_RED_SIZE; attributes[i++] = this->gl_config.red_size; attributes[i++] = AGL_GREEN_SIZE; attributes[i++] = this->gl_config.green_size; attributes[i++] = AGL_BLUE_SIZE; attributes[i++] = this->gl_config.blue_size; attributes[i++] = AGL_ALPHA_SIZE; attributes[i++] = this->gl_config.alpha_size; } if ( this->gl_config.double_buffer ) { attributes[i++] = AGL_DOUBLEBUFFER; } if ( this->gl_config.depth_size != 0 ) { attributes[i++] = AGL_DEPTH_SIZE; attributes[i++] = this->gl_config.depth_size; } if ( this->gl_config.stencil_size != 0 ) { attributes[i++] = AGL_STENCIL_SIZE; attributes[i++] = this->gl_config.stencil_size; } if ( this->gl_config.accum_red_size != 0 && this->gl_config.accum_blue_size != 0 && this->gl_config.accum_green_size != 0 ) { attributes[i++] = AGL_ACCUM_RED_SIZE; attributes[i++] = this->gl_config.accum_red_size; attributes[i++] = AGL_ACCUM_GREEN_SIZE; attributes[i++] = this->gl_config.accum_green_size; attributes[i++] = AGL_ACCUM_BLUE_SIZE; attributes[i++] = this->gl_config.accum_blue_size; attributes[i++] = AGL_ACCUM_ALPHA_SIZE; attributes[i++] = this->gl_config.accum_alpha_size; } if ( this->gl_config.stereo ) { attributes[i++] = AGL_STEREO; } #if defined(AGL_SAMPLE_BUFFERS_ARB) && defined(AGL_SAMPLES_ARB) if ( this->gl_config.multisamplebuffers != 0 ) { attributes[i++] = AGL_SAMPLE_BUFFERS_ARB; attributes[i++] = this->gl_config.multisamplebuffers; } if ( this->gl_config.multisamplesamples != 0 ) { attributes[i++] = AGL_SAMPLES_ARB; attributes[i++] = this->gl_config.multisamplesamples; } #endif if ( this->gl_config.accelerated > 0 ) { attributes[i++] = AGL_ACCELERATED; attributes[i++] = AGL_NO_RECOVERY; } attributes[i++] = AGL_ALL_RENDERERS; attributes[i] = AGL_NONE; format = aglChoosePixelFormat(NULL, 0, attributes); if ( format == NULL ) { SDL_SetError("Couldn't match OpenGL desired format"); return(-1); } glContext = aglCreateContext(format, NULL); if ( glContext == NULL ) { SDL_SetError("Couldn't create OpenGL context"); return(-1); } aglDestroyPixelFormat(format); #if TARGET_API_MAC_CARBON noerr = aglSetDrawable(glContext, GetWindowPort(SDL_Window)); #else noerr = aglSetDrawable(glContext, (AGLDrawable)SDL_Window); #endif if(!noerr) { SDL_SetError("Unable to bind GL context to window"); return(-1); } return(0); #else SDL_SetError("OpenGL support not configured"); return(-1); #endif } void Mac_GL_Quit(_THIS) { #if SDL_VIDEO_OPENGL if ( glContext != NULL ) { aglSetCurrentContext(NULL); aglSetDrawable(glContext, NULL); aglDestroyContext(glContext); glContext = NULL; } #endif } #if SDL_VIDEO_OPENGL /* Make the current context active */ int Mac_GL_MakeCurrent(_THIS) { int retval; retval = 0; if( ! aglSetCurrentContext(glContext) ) { SDL_SetError("Unable to make GL context current"); retval = -1; } return(retval); } void Mac_GL_SwapBuffers(_THIS) { aglSwapBuffers(glContext); } int Mac_GL_LoadLibrary(_THIS, const char *location) { if (location == NULL) #if __MACH__ location = "/System/Library/Frameworks/OpenGL.framework/OpenGL"; #else location = "OpenGLLibrary"; #endif this->hidden->libraryHandle = SDL_LoadObject(location); this->gl_config.driver_loaded = 1; return (this->hidden->libraryHandle != NULL) ? 0 : -1; } void Mac_GL_UnloadLibrary(_THIS) { SDL_UnloadObject(this->hidden->libraryHandle); this->hidden->libraryHandle = NULL; this->gl_config.driver_loaded = 0; } void* Mac_GL_GetProcAddress(_THIS, const char *proc) { return SDL_LoadFunction( this->hidden->libraryHandle, proc ); } #endif /* SDL_VIDEO_OPENGL */