Mercurial > sdl-ios-xcode
view test/testsprite.c @ 1287:15a89a0c52bf
Date: Tue, 15 Feb 2005 21:28:48 +0900 (JST)
From: "Michael Leonhard"
Subject: [SDL] resize bug on Win32 and patch
This is my first post to this mailing list. In this email I will detail a
bug in the behavior of resizable SDL windows on Win32. Then I will
explain the solution and provide a patch.
Symptoms:
Under Windows, an SDL display created with the SDL_RESIZABLE flag exhibits
quirky behavior when being maximized. The window is resized to the proper
size, but it is shifted upwards about half the height of the title bar.
Similarly, a window whose origin is above the top of the screen will
spontaneously move its upper-left origin upon being resized. After two
such resize-induced moves, the title bar will be entirely off the top edge
of the screen. Subsequently, when the mouse is clicked and released on
the window border, the window will shrink its height spontaneously. This
height shrinkage occurs even if the user did not resize the border.
To observe this curious situation, please invoke:
SDL-1.2.8/test/testwm.exe -resize
Cause:
A pair of integers, SDL_windowX and SDL_windowY, are defined in
video/wincommon/SDL_sysevents.c. They are used by the DirectX video
driver and the DIB video driver:
video/windx5/SDL_dx5video.c
video/windib/SDL_dibvideo.c
As I understand the source code, the primary use of these variables is to
create a rectangle that represents the surface area in CLIENT SPACE.
Client space refers to a coordinate system that originates at the upper
left corner of a Win32 Window's drawable area. This is just inside the
window border and title bar. This client space rectangle, called bounds,
is subsequently converted to screen space with a call to
AdjustWindowRectEx. The problem is found in SDL's handling of the
WM_WINDOWPOSCHANGED message. According to MSDN,
"The WM_WINDOWPOSCHANGED message is sent to a window whose
size, position, or place in the Z order has changed as a
result of a call to the SetWindowPos function or another
window-management function."
I have confirmed that this message is indeed being sent to the SDL window
when the mouse is clicked on the window border, even if the window border
is not dragged.
In video/wincommon/SDL_sysevents.c, on line 464, in response to the
WM_WINDOWPOSCHANGED message, the (potentially) new client rectangle is
obtained. This rectangle is translated into screen coordinates and THEN
assigned to the SDL_windowX and Y variables. Thus screen coordinates are
being assigned to client coordinate variables. Once this is understood,
the solution is apparent: assign SDL_windowX and Y before translating the
rectangle to screen coordinates. This is accomplished by the following
patch.
-Mike_L
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 29 Jan 2006 08:50:06 +0000 |
parents | 31103dbf1c26 |
children | 4d241ea8a1cd |
line wrap: on
line source
/* Simple program: Move N sprites around on the screen as fast as possible */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <ctype.h> #include <math.h> #include <time.h> #include "SDL.h" #define NUM_SPRITES 100 #define MAX_SPEED 1 SDL_Surface *sprite; int numsprites; SDL_Rect *sprite_rects; SDL_Rect *positions; SDL_Rect *velocities; int sprites_visible; int debug_flip; Uint16 sprite_w, sprite_h; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } int LoadSprite(SDL_Surface *screen, char *file) { SDL_Surface *temp; /* Load the sprite image */ sprite = SDL_LoadBMP(file); if ( sprite == NULL ) { fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); return(-1); } /* Set transparent pixel as the pixel at (0,0) */ if ( sprite->format->palette ) { SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL), *(Uint8 *)sprite->pixels); } /* Convert sprite to video format */ temp = SDL_DisplayFormat(sprite); SDL_FreeSurface(sprite); if ( temp == NULL ) { fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); return(-1); } sprite = temp; /* We're ready to roll. :) */ return(0); } void MoveSprites(SDL_Surface *screen, Uint32 background) { int i, nupdates; SDL_Rect area, *position, *velocity; nupdates = 0; /* Erase all the sprites if necessary */ if ( sprites_visible ) { SDL_FillRect(screen, NULL, background); } /* Move the sprite, bounce at the wall, and draw */ for ( i=0; i<numsprites; ++i ) { position = &positions[i]; velocity = &velocities[i]; position->x += velocity->x; if ( (position->x < 0) || (position->x >= (screen->w - sprite_w)) ) { velocity->x = -velocity->x; position->x += velocity->x; } position->y += velocity->y; if ( (position->y < 0) || (position->y >= (screen->h - sprite_w)) ) { velocity->y = -velocity->y; position->y += velocity->y; } /* Blit the sprite onto the screen */ area = *position; SDL_BlitSurface(sprite, NULL, screen, &area); sprite_rects[nupdates++] = area; } if (debug_flip) { if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { static int t = 0; Uint32 color = SDL_MapRGB (screen->format, 255, 0, 0); SDL_Rect r; r.x = (sin((float)t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w-20); r.y = 0; r.w = 20; r.h = screen->h; SDL_FillRect (screen, &r, color); t+=2; } } /* Update the screen! */ if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { SDL_Flip(screen); } else { SDL_UpdateRects(screen, nupdates, sprite_rects); } sprites_visible = 1; } /* This is a way of telling whether or not to use hardware surfaces */ Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp) { const SDL_VideoInfo *info; /* Hardware acceleration is only used in fullscreen mode */ flags |= SDL_FULLSCREEN; /* Check for various video capabilities */ info = SDL_GetVideoInfo(); if ( info->blit_hw_CC && info->blit_fill ) { /* We use accelerated colorkeying and color filling */ flags |= SDL_HWSURFACE; } /* If we have enough video memory, and will use accelerated blits directly to it, then use page flipping. */ if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { /* Direct hardware blitting without double-buffering causes really bad flickering. */ if ( info->video_mem*1024 > (height*width*bpp/8) ) { flags |= SDL_DOUBLEBUF; } else { flags &= ~SDL_HWSURFACE; } } /* Return the flags */ return(flags); } int main(int argc, char *argv[]) { SDL_Surface *screen; Uint8 *mem; int width, height; Uint8 video_bpp; Uint32 videoflags; Uint32 background; int i, done; SDL_Event event; Uint32 then, now, frames; /* Initialize SDL */ if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); return(1); } numsprites = NUM_SPRITES; videoflags = SDL_SWSURFACE|SDL_ANYFORMAT; width = 640; height = 480; video_bpp = 8; debug_flip = 0; while ( argc > 1 ) { --argc; if ( strcmp(argv[argc-1], "-width") == 0 ) { width = atoi(argv[argc]); --argc; } else if ( strcmp(argv[argc-1], "-height") == 0 ) { height = atoi(argv[argc]); --argc; } else if ( strcmp(argv[argc-1], "-bpp") == 0 ) { video_bpp = atoi(argv[argc]); videoflags &= ~SDL_ANYFORMAT; --argc; } else if ( strcmp(argv[argc], "-fast") == 0 ) { videoflags = FastestFlags(videoflags, width, height, video_bpp); } else if ( strcmp(argv[argc], "-hw") == 0 ) { videoflags ^= SDL_HWSURFACE; } else if ( strcmp(argv[argc], "-flip") == 0 ) { videoflags ^= SDL_DOUBLEBUF; } else if ( strcmp(argv[argc], "-debugflip") == 0 ) { debug_flip ^= 1; } else if ( strcmp(argv[argc], "-fullscreen") == 0 ) { videoflags ^= SDL_FULLSCREEN; } else if ( isdigit(argv[argc][0]) ) { numsprites = atoi(argv[argc]); } else { fprintf(stderr, "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", argv[0]); quit(1); } } /* Set video mode */ screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); if ( ! screen ) { fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", width, height, SDL_GetError()); quit(2); } /* Load the sprite */ if ( LoadSprite(screen, "icon.bmp") < 0 ) { quit(1); } /* Allocate memory for the sprite info */ mem = (Uint8 *)malloc(4*sizeof(SDL_Rect)*numsprites); if ( mem == NULL ) { SDL_FreeSurface(sprite); fprintf(stderr, "Out of memory!\n"); quit(2); } sprite_rects = (SDL_Rect *)mem; positions = sprite_rects; sprite_rects += numsprites; velocities = sprite_rects; sprite_rects += numsprites; sprite_w = sprite->w; sprite_h = sprite->h; srand(time(NULL)); for ( i=0; i<numsprites; ++i ) { positions[i].x = rand()%(screen->w - sprite_w); positions[i].y = rand()%(screen->h - sprite_h); positions[i].w = sprite->w; positions[i].h = sprite->h; velocities[i].x = 0; velocities[i].y = 0; while ( ! velocities[i].x && ! velocities[i].y ) { velocities[i].x = (rand()%(MAX_SPEED*2+1))-MAX_SPEED; velocities[i].y = (rand()%(MAX_SPEED*2+1))-MAX_SPEED; } } background = SDL_MapRGB(screen->format, 0x00, 0x00, 0x00); /* Print out information about our surfaces */ printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel); if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { printf("Screen is in video memory\n"); } else { printf("Screen is in system memory\n"); } if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) { printf("Screen has double-buffering enabled\n"); } if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) { printf("Sprite is in video memory\n"); } else { printf("Sprite is in system memory\n"); } /* Run a sample blit to trigger blit acceleration */ { SDL_Rect dst; dst.x = 0; dst.y = 0; dst.w = sprite->w; dst.h = sprite->h; SDL_BlitSurface(sprite, NULL, screen, &dst); SDL_FillRect(screen, &dst, background); } if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) { printf("Sprite blit uses hardware acceleration\n"); } if ( (sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) { printf("Sprite blit uses RLE acceleration\n"); } /* Loop, blitting sprites and waiting for a keystroke */ frames = 0; then = SDL_GetTicks(); done = 0; sprites_visible = 0; while ( !done ) { /* Check for events */ ++frames; while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_MOUSEBUTTONDOWN: SDL_WarpMouse(screen->w/2, screen->h/2); break; case SDL_KEYDOWN: /* Any keypress quits the app... */ case SDL_QUIT: done = 1; break; default: break; } } MoveSprites(screen, background); } SDL_FreeSurface(sprite); free(mem); /* Print out some timing information */ now = SDL_GetTicks(); if ( now > then ) { printf("%2.2f frames per second\n", ((double)frames*1000)/(now-then)); } SDL_Quit(); return(0); }