view docs/man3/SDL_PixelFormat.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 e867f327aa54
line wrap: on
line source

.TH "SDL_PixelFormat" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_PixelFormat\- Stores surface format information
.SH "STRUCTURE DEFINITION"
.PP
.nf
\f(CWtypedef struct{
  SDL_Palette *palette;
  Uint8  BitsPerPixel;
  Uint8  BytesPerPixel;
  Uint32 Rmask, Gmask, Bmask, Amask;
  Uint8  Rshift, Gshift, Bshift, Ashift;
  Uint8  Rloss, Gloss, Bloss, Aloss;
  Uint32 colorkey;
  Uint8  alpha;
} SDL_PixelFormat;\fR
.fi
.PP
.SH "STRUCTURE DATA"
.TP 20
\fBpalette\fR
Pointer to the \fIpalette\fR, or \fBNULL\fP if the \fBBitsPerPixel\fR>8
.TP 20
\fBBitsPerPixel\fR
The number of bits used to represent each pixel in a surface\&. Usually 8, 16, 24 or 32\&.
.TP 20
\fBBytesPerPixel\fR
The number of bytes used to represent each pixel in a surface\&. Usually one to four\&.
.TP 20
\fB[RGBA]mask\fR
Binary mask used to retrieve individual color values
.TP 20
\fB[RGBA]loss\fR
Precision loss of each color component (2^[RGBA]loss)
.TP 20
\fB[RGBA]shift\fR
Binary left shift of each color component in the pixel value
.TP 20
\fBcolorkey\fR
Pixel value of transparent pixels
.TP 20
\fBalpha\fR
Overall surface alpha value
.SH "DESCRIPTION"
.PP
A \fBSDL_PixelFormat\fR describes the format of the pixel data stored at the \fBpixels\fR field of a \fI\fBSDL_Surface\fR\fR\&. Every surface stores a \fBSDL_PixelFormat\fR in the \fBformat\fR field\&.
.PP
If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential\&.
.PP
8-bit pixel formats are the easiest to understand\&. Since its an 8-bit format, we have 8 \fBBitsPerPixel\fR and 1 \fBBytesPerPixel\fR\&. Since \fBBytesPerPixel\fR is 1, all pixels are represented by a Uint8 which contains an index into \fBpalette\fR->\fBcolors\fR\&. So, to determine the color of a pixel in a 8-bit surface: we read the color index from \fBsurface\fR->\fBpixels\fR and we use that index to read the \fI\fBSDL_Color\fR\fR structure from \fBsurface\fR->\fBformat\fR->\fBpalette\fR->\fBcolors\fR\&. Like so: 
.PP
.nf
\f(CWSDL_Surface *surface;
SDL_PixelFormat *fmt;
SDL_Color *color;
Uint8 index;

\&.
\&.

/* Create surface */
\&.
\&.
fmt=surface->format;

/* Check the bitdepth of the surface */
if(fmt->BitsPerPixel!=8){
  fprintf(stderr, "Not an 8-bit surface\&.
");
  return(-1);
}

/* Lock the surface */
SDL_LockSurface(surface);

/* Get the topleft pixel */
index=*(Uint8 *)surface->pixels;
color=fmt->palette->colors[index];

/* Unlock the surface */
SDL_UnlockSurface(surface);
printf("Pixel Color-> Red: %d, Green: %d, Blue: %d\&. Index: %d
",
          color->r, color->g, color->b, index);
\&.
\&.\fR
.fi
.PP
.PP
Pixel formats above 8-bit are an entirely different experience\&. They are considered to be "TrueColor" formats and the color information is stored in the pixels themselves, not in a palette\&. The mask, shift and loss fields tell us how the color information is encoded\&. The mask fields allow us to isolate each color component, the shift fields tell us the number of bits to the right of each component in the pixel value and the loss fields tell us the number of bits lost from each component when packing 8-bit color component in a pixel\&. 
.PP
.nf
\f(CW/* Extracting color components from a 32-bit color value */
SDL_PixelFormat *fmt;
SDL_Surface *surface;
Uint32 temp, pixel;
Uint8 red, green, blue, alpha;
\&.
\&.
\&.
fmt=surface->format;
SDL_LockSurface(surface);
pixel=*((Uint32*)surface->pixels);
SDL_UnlockSurface(surface);

/* Get Red component */
temp=pixel&fmt->Rmask; /* Isolate red component */
temp=temp>>fmt->Rshift;/* Shift it down to 8-bit */
temp=temp<<fmt->Rloss; /* Expand to a full 8-bit number */
red=(Uint8)temp;

/* Get Green component */
temp=pixel&fmt->Gmask; /* Isolate green component */
temp=temp>>fmt->Gshift;/* Shift it down to 8-bit */
temp=temp<<fmt->Gloss; /* Expand to a full 8-bit number */
green=(Uint8)temp;

/* Get Blue component */
temp=pixel&fmt->Bmask; /* Isolate blue component */
temp=temp>>fmt->Bshift;/* Shift it down to 8-bit */
temp=temp<<fmt->Bloss; /* Expand to a full 8-bit number */
blue=(Uint8)temp;

/* Get Alpha component */
temp=pixel&fmt->Amask; /* Isolate alpha component */
temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */
temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */
alpha=(Uint8)temp;

printf("Pixel Color -> R: %d,  G: %d,  B: %d,  A: %d
", red, green, blue, alpha);
\&.
\&.
\&.\fR
.fi
.PP
.SH "SEE ALSO"
.PP
\fI\fBSDL_Surface\fR\fR, \fI\fBSDL_MapRGB\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01