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view src/video/quartz/SDL_QuartzGL.m @ 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 | c96b326b90ba |
children | bb6791b0a268 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2003 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 */ #include "SDL_QuartzVideo.h" /* * GL_ARB_Multisample is supposed to be available in 10.1, according to Apple: * * http://developer.apple.com/opengl/extensions.html#GL_ARB_multisample * * ...but it isn't in the system headers, according to Sam: * * http://www.libsdl.org/pipermail/sdl/2003-December/058335.html * * These are normally enums and not #defines in the system headers. * * --ryan. */ #if (MAC_OS_X_VERSION_MAX_ALLOWED < 1020) #define NSOpenGLPFASampleBuffers ((NSOpenGLPixelFormatAttribute) 55) #define NSOpenGLPFASamples ((NSOpenGLPixelFormatAttribute) 56) #endif @implementation NSOpenGLContext (CGLContextAccess) - (CGLContextObj) cglContext; { return _contextAuxiliary; } @end /* OpenGL helper functions (used internally) */ int QZ_SetupOpenGL (_THIS, int bpp, Uint32 flags) { NSOpenGLPixelFormatAttribute attr[32]; NSOpenGLPixelFormat *fmt; int i = 0; int colorBits = bpp; if ( flags & SDL_FULLSCREEN ) { attr[i++] = NSOpenGLPFAFullScreen; } /* In windowed mode, the OpenGL pixel depth must match device pixel depth */ else if ( colorBits != device_bpp ) { colorBits = device_bpp; } attr[i++] = NSOpenGLPFAColorSize; attr[i++] = colorBits; attr[i++] = NSOpenGLPFADepthSize; attr[i++] = this->gl_config.depth_size; if ( this->gl_config.double_buffer ) { attr[i++] = NSOpenGLPFADoubleBuffer; } if ( this->gl_config.stereo ) { attr[i++] = NSOpenGLPFAStereo; } if ( this->gl_config.stencil_size != 0 ) { attr[i++] = NSOpenGLPFAStencilSize; attr[i++] = this->gl_config.stencil_size; } if ( (this->gl_config.accum_red_size + this->gl_config.accum_green_size + this->gl_config.accum_blue_size + this->gl_config.accum_alpha_size) > 0 ) { attr[i++] = NSOpenGLPFAAccumSize; attr[i++] = this->gl_config.accum_red_size + this->gl_config.accum_green_size + this->gl_config.accum_blue_size + this->gl_config.accum_alpha_size; } if ( this->gl_config.multisamplebuffers != 0 ) { attr[i++] = NSOpenGLPFASampleBuffers; attr[i++] = this->gl_config.multisamplebuffers; } if ( this->gl_config.multisamplesamples != 0 ) { attr[i++] = NSOpenGLPFASamples; attr[i++] = this->gl_config.multisamplesamples; attr[i++] = NSOpenGLPFANoRecovery; attr[i++] = (NSOpenGLPixelFormatAttribute)nil; } attr[i++] = NSOpenGLPFAScreenMask; attr[i++] = CGDisplayIDToOpenGLDisplayMask (display_id); attr[i] = 0; fmt = [ [ NSOpenGLPixelFormat alloc ] initWithAttributes:attr ]; if (fmt == nil) { SDL_SetError ("Failed creating OpenGL pixel format"); return 0; } gl_context = [ [ NSOpenGLContext alloc ] initWithFormat:fmt shareContext:nil]; [ fmt release ]; if (gl_context == nil) { SDL_SetError ("Failed creating OpenGL context"); return 0; } /* * Wisdom from Apple engineer in reference to UT2003's OpenGL performance: * "You are blowing a couple of the internal OpenGL function caches. This * appears to be happening in the VAO case. You can tell OpenGL to up * the cache size by issuing the following calls right after you create * the OpenGL context. The default cache size is 16." --ryan. */ #ifndef GLI_ARRAY_FUNC_CACHE_MAX #define GLI_ARRAY_FUNC_CACHE_MAX 284 #endif #ifndef GLI_SUBMIT_FUNC_CACHE_MAX #define GLI_SUBMIT_FUNC_CACHE_MAX 280 #endif { long cache_max = 64; CGLContextObj ctx = [ gl_context cglContext ]; CGLSetParameter (ctx, GLI_SUBMIT_FUNC_CACHE_MAX, &cache_max); CGLSetParameter (ctx, GLI_ARRAY_FUNC_CACHE_MAX, &cache_max); } /* End Wisdom from Apple Engineer section. --ryan. */ /* Convince SDL that the GL "driver" is loaded */ this->gl_config.driver_loaded = 1; return 1; } void QZ_TearDownOpenGL (_THIS) { [ NSOpenGLContext clearCurrentContext ]; [ gl_context clearDrawable ]; [ gl_context release ]; } /* SDL OpenGL functions */ static const char *DEFAULT_OPENGL_LIB_NAME = "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib"; int QZ_GL_LoadLibrary (_THIS, const char *location) { if ( gl_context != NULL ) { SDL_SetError("OpenGL context already created"); return -1; } if (opengl_library != NULL) SDL_UnloadObject(opengl_library); if (location == NULL) location = DEFAULT_OPENGL_LIB_NAME; opengl_library = SDL_LoadObject(location); if (opengl_library != NULL) { this->gl_config.driver_loaded = 1; return 0; } this->gl_config.driver_loaded = 0; return -1; } void* QZ_GL_GetProcAddress (_THIS, const char *proc) { return SDL_LoadFunction(opengl_library, proc); } int QZ_GL_GetAttribute (_THIS, SDL_GLattr attrib, int* value) { GLenum attr = 0; QZ_GL_MakeCurrent (this); switch (attrib) { case SDL_GL_RED_SIZE: attr = GL_RED_BITS; break; case SDL_GL_BLUE_SIZE: attr = GL_BLUE_BITS; break; case SDL_GL_GREEN_SIZE: attr = GL_GREEN_BITS; break; case SDL_GL_ALPHA_SIZE: attr = GL_ALPHA_BITS; break; case SDL_GL_DOUBLEBUFFER: attr = GL_DOUBLEBUFFER; break; case SDL_GL_DEPTH_SIZE: attr = GL_DEPTH_BITS; break; case SDL_GL_STENCIL_SIZE: attr = GL_STENCIL_BITS; break; case SDL_GL_ACCUM_RED_SIZE: attr = GL_ACCUM_RED_BITS; break; case SDL_GL_ACCUM_GREEN_SIZE: attr = GL_ACCUM_GREEN_BITS; break; case SDL_GL_ACCUM_BLUE_SIZE: attr = GL_ACCUM_BLUE_BITS; break; case SDL_GL_ACCUM_ALPHA_SIZE: attr = GL_ACCUM_ALPHA_BITS; break; case SDL_GL_STEREO: attr = GL_STEREO; break; case SDL_GL_MULTISAMPLEBUFFERS: attr = GL_SAMPLE_BUFFERS_ARB; break; case SDL_GL_MULTISAMPLESAMPLES: attr = GL_SAMPLES_ARB; break; case SDL_GL_BUFFER_SIZE: { GLint bits = 0; GLint component; /* there doesn't seem to be a single flag in OpenGL for this! */ glGetIntegerv (GL_RED_BITS, &component); bits += component; glGetIntegerv (GL_GREEN_BITS,&component); bits += component; glGetIntegerv (GL_BLUE_BITS, &component); bits += component; glGetIntegerv (GL_ALPHA_BITS, &component); bits += component; *value = bits; } return 0; } glGetIntegerv (attr, (GLint *)value); return 0; } int QZ_GL_MakeCurrent (_THIS) { [ gl_context makeCurrentContext ]; return 0; } void QZ_GL_SwapBuffers (_THIS) { [ gl_context flushBuffer ]; }