view README.Qtopia @ 1192:54aa9aa32327

To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Fri, 18 Nov 2005 23:39:02 +0100 Subject: [SDL] Mouse position bugs on Mac OS X The attached patch fixes a few bugs in SDL related to the mouse position in windowed mode on Mac OS X, reproduced using the attached minimal test program - at least here on 10.3.9, with SDL CVS from today. Could anyone test whether the bugs exist and are fixed by the patch on 10.2 and 10.4? 1. When using OpenGL, the vertical mouse positions obtained through events or SDL_GetMouseState() are off by one. 2. When using OpenGL, SDL_WarpMouse() inverts the y coordinate. 3. Clicks on the topmost pixel row of the window are not recognized. 1 and 2 do not occur in non-OpenGL mode, while 3 does. All three only occur in windowed mode, not in fullscreen. The cause for 1 and 3 is that in Cocoa, "the location of the mouse" seems to be defined as "the location of the top left corner of the mouse pointer's hot pixel" (this is not documented, it's just what I found out here), which together with the fact that Cocoa's usual y coordinates start at the bottom and increase upwards means that the y coordinate of the mouse runs from 1 to h, not from 0 to h-1, in a window of height h. If it does work on 10.2 and 10.4 (I'll try to test it as soon as I can, but at the moment all I have at hand is 10.3.9), can this be applied to the CVS? -Christian To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Mon, 28 Nov 2005 10:41:51 +0100 Subject: [SDL] Re: Mouse position bugs on Mac OS X I wrote: > I'll try to test it as soon as I can, but at the moment all I have at hand is 10.3.9 So, here are the results of my tests (with patched and unpatched frameworks compiled with Xcode 1.5 (gcc 3.3) on 10.3.9): On 10.1.5, my test program doesn't run because of "Undefined symbols: SDL undefined reference to _CGMainDisplayID expected to be defined in Carbon". I guess not supporting 10.1 was a deliberate decision then and that's OK with me. On 10.2.8, 10.3.9, and 10.4.0, the bugs exist as described in my original post and are fixed by my patch. That is, there is no difference between pre/post 10.3 and the patched version works correctly in all combinations of GL/non-GL and windowed/fullscreen. I therefore recommend the patch for inclusion. -Christian
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 28 Nov 2005 13:58:26 +0000
parents 2c5d4c22a2ac
children
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==============================================================================
Using the Simple DirectMedia Layer with Qtopia/OPIE
==============================================================================

==============================================================================
I.  Setting up the Qtopia development environment.

  This document will not explain how to setup the Qtopia development
  environment. That is outside the scope of the document. You can read
  more on this subject in this excellent howto:

	http://www.zauruszone.com/howtos/linux_compiler_setup_howto.html

==============================================================================
II.  Building the Simple DirectMedia Layer libraries using the arm
     cross-compiler

  This is somewhat tricky since the name of the compiler binaries
  differ from the standard. Also you should disable features not
  needed. The command below works for me. Note that it's all one
  line. You can also set the NM, LD etc environment variables
  separately.

	NM=arm-linux-nm LD=arm-linux-ld CC=arm-linux-gcc CXX=arm-linux-g++ RANLIB=arm-linux-ranlib AR=arm-linux-ar ./configure --enable-video-qtopia --disable-video-dummy --disable-video-fbcon  --disable-video-dga --disable-arts --disable-esd --disable-alsa --disable-cdrom --disable-video-x11 --disable-nasm --prefix=/opt/Qtopia/sharp/ arm-unknown-linux-gnu

  One thing to note is that the above configure will include joystick
  support, even though you can't have joysticks on the Zaurus. The
  reason for this is to avoid link / compile / runtime errors with
  applications that have joystick support.

==============================================================================
III.  Building the Simple DirectMedia Layer test programs:

  After installing, making sure the correct sdl-config is in your
  path, run configure like this:

	NM=arm-linux-nm LD=arm-linux-ld CC=arm-linux-gcc CXX=arm-linux-g++ AR=arm-linux-ar ./configure arm-unknown-linux-gnu

==============================================================================
IV.  Application porting notes

  One thing I have noticed is that applications sometimes don't exit
  correctly. Their icon remains in the taskbar and they tend to
  relaunch themselves automatically. I believe this problem doesn't
  occur if you exit your application using the exit() method. However,
  if you end main() with 'return 0;' or so, this seems to happen.

  Also note that when running in landscape mode - i.e requesting a
  window that is HEIGHT pixels wide and WIDTH pixels high, where WIDTH
  and HEIGHT normally is 240 and 320 - the image is blitted so that
  the hardware buttons are on the left side of the display. This might
  not always be desirable but such is the code today.


==============================================================================
V.  Enjoy! :)

  If you have a project you'd like me to know about, or want to ask questions,
  go ahead and join the SDL developer's mailing list by sending e-mail to:

	sdl-request@libsdl.org

  and put "subscribe" into the subject of the message. Or alternatively you
  can use the web interface:

	http://www.libsdl.org/mailman/listinfo/sdl
  
==============================================================================
VI.  What is supported:

Keyboard (Sharp Zaurus)
Hardware buttons
Stylus input (mouse)
Video. Allows fullscreen both in portrait mode (up to WIDTHxHEIGHT
size window) and in landscape mode (up to HEIGHTxWIDTH). 

All other SDL functionality works like a normal Linux system (threads,
audio etc).

-- 
David Hedbor <david@hedbor.org>
http://david.hedbor.org/ 	http://eongames.com/