view src/events/SDL_mouse_c.h @ 3487:24d13328c44a

Eric Wing to Sam, hfutrell This one is quite puzzling. I found a partial workaround, but I don't fully understand the reasons yet. First, the console is complaining about not finding a nib for MainWindow. I tried removing the entry for this in the info.plist, and the message went away, but it didn't really change anything. Second, I stepped through this with the debugger and broke up some lines. It seems that the basic act of calling view = [SDL_uikitopenglview alloc]; or even view = [SDL_uikitview alloc] will crash the program. The debugger messages plus the stack trace make me think it's not finding the SDL_uikitview classes for some reason. But I don't understand why this would be. view = [UIView alloc] will not crash the program. For kicks, I added a new definition of a class called SDL_object which subclasses NSObject in the same files as SDL_uikitopenglview and then call view = [SDL_object alloc]; This does not crash the program. So, then I modified SDL_object to subclass UIView. No crash. Next, I made SDL_object subclass UIView<UITextFieldDelegate> . This crashes. So it is the act of conforming to the UITextFieldDelegate protocol that is crashing things. I don't understand why it would crash on alloc though. I'm guessing either a delegate needs to be set somewhere or one of the required methods needs to be implemented. But in the former case, I would not expect a crash, but a silent message to nil and something else doesn't work. And in the latter case, I would expect a compiler warning and an exception thrown instead of a crash. Anyway, my temporary workaround is to change the interface declaration for SDL_uikitview to look like: #if SDL_IPHONE_KEYBOARD @interface SDL_uikitview : UIView<UITextFieldDelegate> { #else @interface SDL_uikitview : UIView { #endif And then disable the keyboard support in the SDL_config_iphoneos.h file. /* enable iPhone keyboard support */ #define SDL_IPHONE_KEYBOARD 0 -Eric On Nov 23, 2009, at 1:43 AM, Sam Lantinga wrote: > I ran into a blocking startup crash with the Happy demo on iPhone OS 3.1.2 on my new iPhone: > > #0 0x323fea14 in _class_isInitialized > #1 0x323fea68 in _class_initialize > #2 0x32403e92 in prepareForMethodLookup > #3 0x32401244 in lookUpMethod > #4 0x323fea10 in _class_lookupMethodAndLoadCache > #5 0x323fe746 in objc_msgSend_uncached > #6 0x323feb26 in _class_initialize > #7 0x323fea58 in _class_initialize > #8 0x32403e92 in prepareForMethodLookup > #9 0x32401244 in lookUpMethod > #10 0x323fea10 in _class_lookupMethodAndLoadCache > #11 0x323fe746 in objc_msgSend_uncached > #12 0x000554dc in UIKit_GL_CreateContext at SDL_uikitopengles.m:103 > #13 0x0004f89e in SDL_GL_CreateContext at SDL_video.c:3155 > #14 0x000579e8 in GLES_CreateRenderer at SDL_renderer_gles.c:282 > #15 0x0004d7b8 in SDL_CreateRenderer at SDL_video.c:1509 > #16 0x00002bc2 in SDL_main at happy.c:156 > #17 0x000571b2 in -[SDLUIKitDelegate postFinishLaunch] at > SDL_uikitappdelegate.m:77 > #18 0x313f9ef2 in __NSFireDelayedPerform > #19 0x32567bb2 in CFRunLoopRunSpecific > #20 0x3256735c in CFRunLoopRunInMode > #21 0x32912cbe in GSEventRunModal > #22 0x32912d6a in GSEventRun > #23 0x32b6276e in -[UIApplication _run] > #24 0x32b61472 in UIApplicationMain > #25 0x00057088 in main at SDL_uikitappdelegate.m:50 > > Any ideas? > > See ya! > -- > -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Nov 2009 08:12:32 +0000
parents b93965a16fe0
children 64ce267332c6
line wrap: on
line source

/*
    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"

#ifndef _SDL_mouse_c_h
#define _SDL_mouse_c_h

typedef struct SDL_Mouse SDL_Mouse;

struct SDL_Cursor
{
    SDL_Mouse *mouse;
    SDL_Cursor *next;
    void *driverdata;
};

struct SDL_Mouse
{
    /* Create a cursor from a surface */
    SDL_Cursor *(*CreateCursor) (SDL_Surface * surface, int hot_x, int hot_y);

    /* Show the specified cursor, or hide if cursor is NULL */
    int (*ShowCursor) (SDL_Cursor * cursor);

    /* This is called when a mouse motion event occurs */
    void (*MoveCursor) (SDL_Cursor * cursor);

    /* Free a window manager cursor */
    void (*FreeCursor) (SDL_Cursor * cursor);

    /* Warp the mouse to (x,y) */
    void (*WarpMouse) (SDL_Mouse * mouse, SDL_WindowID windowID, int x,
                       int y);

    /* Free the mouse when it's time */
    void (*FreeMouse) (SDL_Mouse * mouse);

    /* data common for tablets */
    int pressure;
    int pressure_max;
    int pressure_min;
    int tilt;                   /* for future use */
    int rotation;               /* for future use */
    int total_ends;
    int current_end;

    /* Data common to all mice */
    int id;
    SDL_WindowID focus;
    int which;
    int x;
    int y;
    int z;                      /* for future use */
    int xdelta;
    int ydelta;
    int last_x, last_y;         /* the last reported x and y coordinates */
    char *name;
    Uint8 buttonstate;
    SDL_bool relative_mode;
    SDL_bool proximity;
    SDL_bool flush_motion;

    SDL_Cursor *cursors;
    SDL_Cursor *def_cursor;
    SDL_Cursor *cur_cursor;
    SDL_bool cursor_shown;

    void *driverdata;
};

/* Initialize the mouse subsystem */
extern int SDL_MouseInit(void);

/* Get the mouse at an index */
extern SDL_Mouse *SDL_GetMouse(int index);

/* Add a mouse, possibly reattaching at a particular index (or -1),
   returning the index of the mouse, or -1 if there was an error.
 */
extern int SDL_AddMouse(const SDL_Mouse * mouse, char *name,
                        int pressure_max, int pressure_min, int ends);

/* Remove a mouse at an index, clearing the slot for later */
extern void SDL_DelMouse(int index);

/* Clear the button state of a mouse at an index */
extern void SDL_ResetMouse(int index);

/* Set the mouse focus window */
extern void SDL_SetMouseFocus(int id, SDL_WindowID windowID);

/* Send a mouse motion event for a mouse */
extern int SDL_SendMouseMotion(int id, int relative, int x, int y, int z);

/* Send a mouse button event for a mouse */
extern int SDL_SendMouseButton(int id, Uint8 state, Uint8 button);

/* Send a mouse wheel event for a mouse */
extern int SDL_SendMouseWheel(int id, int x, int y);

/* Send a proximity event for a mouse */
extern int SDL_SendProximity(int id, int x, int y, int type);

/* Shutdown the mouse subsystem */
extern void SDL_MouseQuit(void);

/* FIXME: Where do these functions go in this header? */
extern void SDL_ChangeEnd(int id, int end);

#endif /* _SDL_mouse_c_h */

/* vi: set ts=4 sw=4 expandtab: */