view docs/man3/SDL_AudioCVT.3 @ 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 e5bc29de3f0a
children 546f7c1eb755
line wrap: on
line source

.TH "SDL_AudioCVT" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_AudioCVT\- Audio Conversion Structure
.SH "STRUCTURE DEFINITION"
.PP
.nf
\f(CWtypedef struct{
  int needed;
  Uint16 src_format;
  Uint16 dest_format;
  double rate_incr;
  Uint8 *buf;
  int len;
  int len_cvt;
  int len_mult;
  double len_ratio;
  void (*filters[10])(struct SDL_AudioCVT *cvt, Uint16 format);
  int filter_index;
} SDL_AudioCVT;\fR
.fi
.PP
.SH "STRUCTURE DATA"
.TP 20
\fBneeded\fR
Set to one if the conversion is possible
.TP 20
\fBsrc_format\fR
Audio format of the source
.TP 20
\fBdest_format\fR
Audio format of the destination
.TP 20
\fBrate_incr\fR
Rate conversion increment
.TP 20
\fBbuf\fR
Audio buffer
.TP 20
\fBlen\fR
Length of the original audio buffer in bytes
.TP 20
\fBlen_cvt\fR
Length of converted audio buffer in bytes (calculated)
.TP 20
\fBlen_mult\fR
\fBbuf\fR must be \fBlen\fR*\fBlen_mult\fR bytes in size(calculated)
.TP 20
\fBlen_ratio\fR
Final audio size is \fBlen\fR*\fBlen_ratio\fR
.TP 20
\fBfilters[10](\&.\&.)\fR
Pointers to functions needed for this conversion
.TP 20
\fBfilter_index\fR
Current conversion function
.SH "DESCRIPTION"
.PP
The \fBSDL_AudioCVT\fR is used to convert audio data between different formats\&. A \fBSDL_AudioCVT\fR structure is created with the \fI\fBSDL_BuildAudioCVT\fP\fR function, while the actual conversion is done by the \fI\fBSDL_ConvertAudio\fP\fR function\&.
.PP
Many of the fields in the \fBSDL_AudioCVT\fR structure should be considered private and their function will not be discussed here\&.
.IP "\fBUint8 *\fP\fBbuf\fR" 10This points to the audio data that will be used in the conversion\&. It is both the source and the destination, which means the converted audio data overwrites the original data\&. It also means that the converted data may be larger than the original data (if you were converting from 8-bit to 16-bit, for instance), so you must ensure \fBbuf\fR is large enough\&. See below\&.
.IP "\fBint\fP \fBlen\fR" 10This is the length of the original audio data in bytes\&.
.IP "\fBint\fP \fBlen_mult\fR" 10As explained above, the audio buffer needs to be big enough to store the converted data, which may be bigger than the original audio data\&. The length of \fBbuf\fR should be \fBlen\fR*\fBlen_mult\fR\&.
.IP "\fBdouble\fP \fBlen_ratio\fR" 10When you have finished converting your audio data, you need to know how much of your audio buffer is valid\&. \fBlen\fR*\fBlen_ratio\fR is the size of the converted audio data in bytes\&. This is very similar to \fBlen_mult\fR, however when the convert audio data is shorter than the original \fBlen_mult\fR would be 1\&. \fBlen_ratio\fR, on the other hand, would be a fractional number between 0 and 1\&.
.SH "SEE ALSO"
.PP
\fI\fBSDL_BuildAudioCVT\fP\fR, \fI\fBSDL_ConvertAudio\fP\fR, \fI\fBSDL_AudioSpec\fR\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58