Mercurial > sdl-ios-xcode
view src/video/maccommon/SDL_macgl.c @ 1525:23a347cfbed8
Fixed bug #38
I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000.
Here's the setup: my game starts in a window, with
SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The
mouse cursor is outside of the window when the game launches, and when the
window appears the cursor is grabbed and placed at the top left corner of the
inside of the game window. At this point, if I click the mouse without moving
it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 14 Mar 2006 06:00:30 +0000 |
parents | f1781c15934c |
children | 96c2f89cc7e1 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 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 [ 24 ]; /* 24 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 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) location = "OpenGLLibrary"; 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 */