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view docs/man3/SDL_SetColors.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 |
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.TH "SDL_SetColors" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_SetColors\- Sets a portion of the colormap for the given 8-bit surface\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBint \fBSDL_SetColors\fP\fR(\fBSDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors\fR); .SH "DESCRIPTION" .PP Sets a portion of the colormap for the given 8-bit surface\&. .PP When \fBsurface\fR is the surface associated with the current display, the display colormap will be updated with the requested colors\&. If \fBSDL_HWPALETTE\fP was set in \fISDL_SetVideoMode\fR flags, \fBSDL_SetColors\fP will always return \fB1\fR, and the palette is guaranteed to be set the way you desire, even if the window colormap has to be warped or run under emulation\&. .PP The color components of a \fI\fBSDL_Color\fR\fR structure are 8-bits in size, giving you a total of 256^3 =16777216 colors\&. .PP Palettized (8-bit) screen surfaces with the \fBSDL_HWPALETTE\fP flag have two palettes, a logical palette that is used for mapping blits to/from the surface and a physical palette (that determines how the hardware will map the colors to the display)\&. \fBSDL_SetColors\fP modifies both palettes (if present), and is equivalent to calling \fISDL_SetPalette\fR with the \fBflags\fR set to \fB(SDL_LOGPAL | SDL_PHYSPAL)\fP\&. .SH "RETURN VALUE" .PP If \fBsurface\fR is not a palettized surface, this function does nothing, returning \fB0\fR\&. If all of the colors were set as passed to \fBSDL_SetColors\fP, it will return \fB1\fR\&. If not all the color entries were set exactly as given, it will return \fB0\fR, and you should look at the surface palette to determine the actual color palette\&. .SH "EXAMPLE" .PP .nf \f(CW/* Create a display surface with a grayscale palette */ SDL_Surface *screen; SDL_Color colors[256]; int i; \&. \&. \&. /* Fill colors with color information */ for(i=0;i<256;i++){ colors[i]\&.r=i; colors[i]\&.g=i; colors[i]\&.b=i; } /* Create display */ screen=SDL_SetVideoMode(640, 480, 8, SDL_HWPALETTE); if(!screen){ printf("Couldn\&'t set video mode: %s ", SDL_GetError()); exit(-1); } /* Set palette */ SDL_SetColors(screen, colors, 0, 256); \&. \&. \&. \&.\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_Color\fR\fR \fI\fBSDL_Surface\fR\fR, \fI\fBSDL_SetPalette\fP\fR, \fI\fBSDL_SetVideoMode\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01