Mercurial > sdl-ios-xcode
view src/video/gem/SDL_gemvideo.h @ 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 | 936da0056ed3 |
children | c9b51268668f |
line wrap: on
line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif #ifndef _SDL_gemvideo_h #define _SDL_gemvideo_h #include "SDL_sysvideo.h" #include "SDL_mutex.h" /* Hidden "this" pointer for the video functions */ #define _THIS SDL_VideoDevice *this /* Functions prototypes */ void GEM_wind_redraw(_THIS, int winhandle, short *inside); /* Private display data */ #define B2S_C2P_1TO2 (1<<0) /* C2P convert buffer 1 to buffer 2 */ #define B2S_C2P_1TOS (1<<1) /* C2P convert buffer 1 to screen */ #define B2S_VROCPYFM_1TOS (1<<2) /* vro_cpyfm() buffer 1 to screen */ #define B2S_VROCPYFM_2TOS (1<<3) /* vro_cpyfm() buffer 2 to screen */ #define SDL_NUMMODES 1 /* Fullscreen */ struct SDL_PrivateVideoData { Uint16 buf2scr_ops; /* Operations to get buffer to screen */ void *buffer1; /* Our shadow buffers */ void *buffer2; /* VDI infos */ short vdi_handle; /* VDI handle */ short full_w, full_h; /* Fullscreen size */ short bpp; /* Colour depth */ short pixelsize; /* Bytes per pixel */ short old_numcolors; /* Number of colors in saved palette */ Uint16 pitch; /* Line length */ Uint16 format; /* Screen format */ void *screen; /* Screen address */ Uint32 red, green, blue, alpha; /* Screen components */ Uint32 screensize; short blit_coords[8]; /* Coordinates for bitblt */ MFDB src_mfdb, dst_mfdb; /* VDI MFDB for bitblt */ Uint16 old_palette[256][3]; /* Saved current palette */ Uint16 cur_palette[256][3]; /* SDL application palette */ /* Function to set/restore palette */ void (*setpalette)(_THIS, Uint16 newpal[256][3]); /* GEM infos */ short desk_x, desk_y; /* Desktop properties */ short desk_w, desk_h; short win_handle; /* Our window handle */ int window_type; /* Window type */ const char *title_name; /* Window title */ const char *icon_name; /* Icon title */ short version; /* AES version */ short wfeatures; /* AES window features */ SDL_bool refresh_name; /* Change window title ? */ SDL_bool window_fulled; /* Window maximized ? */ SDL_bool mouse_relative; /* Report relative mouse movement */ SDL_bool locked; /* AES locked for fullscreen ? */ SDL_bool lock_redraw; /* Prevent redraw till buffers are setup */ short message[8]; /* To self-send an AES message */ void *menubar; /* Menu bar save buffer when going fullscreen */ SDL_bool fullscreen; /* Fullscreen or windowed mode ? */ SDL_Rect *SDL_modelist[SDL_NUMMODES+1]; /* Mode list */ SDL_Surface *icon; /* The icon */ }; /* Hidden structure -> variables names */ #define VDI_handle (this->hidden->vdi_handle) #define VDI_w (this->hidden->full_w) #define VDI_h (this->hidden->full_h) #define VDI_bpp (this->hidden->bpp) #define VDI_pixelsize (this->hidden->pixelsize) #define VDI_oldnumcolors (this->hidden->old_numcolors) #define VDI_oldpalette (this->hidden->old_palette) #define VDI_curpalette (this->hidden->cur_palette) #define VDI_setpalette (this->hidden->setpalette) #define VDI_pitch (this->hidden->pitch) #define VDI_format (this->hidden->format) #define VDI_screen (this->hidden->screen) #define VDI_redmask (this->hidden->red) #define VDI_greenmask (this->hidden->green) #define VDI_bluemask (this->hidden->blue) #define VDI_alphamask (this->hidden->alpha) #define VDI_screensize (this->hidden->screensize) #define VDI_src_mfdb (this->hidden->src_mfdb) #define VDI_dst_mfdb (this->hidden->dst_mfdb) #define VDI_blit_coords (this->hidden->blit_coords) #define GEM_desk_x (this->hidden->desk_x) #define GEM_desk_y (this->hidden->desk_y) #define GEM_desk_w (this->hidden->desk_w) #define GEM_desk_h (this->hidden->desk_h) #define GEM_handle (this->hidden->win_handle) #define GEM_win_type (this->hidden->window_type) #define GEM_title_name (this->hidden->title_name) #define GEM_icon_name (this->hidden->icon_name) #define GEM_refresh_name (this->hidden->refresh_name) #define GEM_version (this->hidden->version) #define GEM_wfeatures (this->hidden->wfeatures) #define GEM_win_fulled (this->hidden->window_fulled) #define GEM_mouse_relative (this->hidden->mouse_relative) #define GEM_locked (this->hidden->locked) #define GEM_lock_redraw (this->hidden->lock_redraw) #define GEM_message (this->hidden->message) #define SDL_modelist (this->hidden->SDL_modelist) #define GEM_icon (this->hidden->icon) #define GEM_fullscreen (this->hidden->fullscreen) #define GEM_menubar (this->hidden->menubar) #define GEM_buffer1 (this->hidden->buffer1) #define GEM_buffer2 (this->hidden->buffer2) #define GEM_bufops (this->hidden->buf2scr_ops) #define VDI_FBMASK(amask, rmask, gmask, bmask) \ VDI_alphamask = (amask); \ VDI_redmask = (rmask); \ VDI_greenmask = (gmask); \ VDI_bluemask = (bmask); /* Possible buffer to screen operations: TC: 8 (chunky),15,16,24,32 bpp 8I: 8 bpp planes FB: screen framebuffer address available FS: fullscreen TC, FB, FS: - draw to screen 8I, FB, FS: - draw to buffer 1 - C2P from buffer 1 to screen TC, !FB, FS: - draw to buffer 1 - vro_cpyfm() from buffer 1 to screen 8I, !FB, FS: - draw to buffer 1 - C2P from buffer 1 to buffer 2 - vro_cpyfm() from buffer 2 to screen TC, FB, !FS: - draw to buffer 1 - vro_cpyfm() from buffer 1 to screen 8I, FB, !FS: - draw to buffer 1 - C2P from buffer 1 to buffer 2 - vro_cpyfm() from buffer 2 to screen TC, !FB, !FS: - draw to buffer 1 - vro_cpyfm() from buffer 1 to screen 8I, !FB, !FS: - draw to buffer 1 - C2P from buffer 1 to buffer 2 - vro_cpyfm() from buffer 2 to screen */ #endif /* _SDL_gemvideo_h */