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The MacOSX Carbon/Cocoa/X11 all in one library patch. Relevant emails:
To: SDL Developers <sdl@libsdl.org>
From: =?ISO-8859-1?Q?Anders_F_Bj=F6rklund?= <afb@algonet.se>
Date: Mon, 30 May 2005 23:29:04 +0200
Subject: [SDL] Mac OS X Video Drivers [patch]
I've updated/added the Carbon and X11 video drivers
to the Mac OS X port of SDL 1.2 (the CVS version),
and made the Cocoa driver and runtime *optional*.
The default is still Cocoa, and the "Quartz" driver.
But you can now also use "toolbox" for Carbon, and
"x11" for running with Apple's (or other) X11 server:
export SDL_VIDEODRIVER=x11
export SDL_VIDEO_GL_DRIVER=/usr/X11R6/lib/libGL.dylib
It also checks if the frameworks are available, by a:
#include <Carbon/Carbon.h> or #import <Cocoa/Cocoa.h>
(this should make it configure on plain Darwin as well?)
Here are the new configure targets:
--enable-video-cocoa use Cocoa/Quartz video driver default=yes
--enable-video-carbon use Carbon/QuickDraw video driver default=yes
--enable-video-x11 use X11 video driver default=no
./configure --enable-video-cocoa --enable-video-carbon
--enable-video-x11 \
--x-includes=/usr/X11R6/include --x-libraries=/usr/X11R6/lib
The Carbon version is just an updated version of the old
SDL driver for Mac OS 9, and could probably be improved...
(but it does work, including the Carbon version of SDLmain)
If you disable cocoa, you can run with -framework Carbon only,
and the C version of SDL_main.c. And if you disable carbon too,
you can still use the X11 version which doesn't require SDLmain.
I updated the DrawSprocket version, but did not include it.
(no blitters or VRAM GWorlds etc. available on OS X anyway)
Besides for Mac OS 9, I don't think there's any use for it ?
And note that any performance on Mac OS X equals OpenGL anyway...
You can get "fair" software SDL results on captured CG displays,
but for decent frame rates you need to be using GL for rendering.
Finally, here is the patch itself:
http://www.algonet.se/~afb/SDL-12CVS-macvideo.patch
--anders
PS. It says "video", but as usual it applies to mouse/keyboard too.
------
To: A list for developers using the SDL library <sdl@libsdl.org>
From: =?ISO-8859-1?Q?Anders_F_Bj=F6rklund?= <afb@algonet.se>
Date: Sun, 4 Sep 2005 10:02:15 +0200
Subject: [SDL] Updated Mac patch
Updated the previous Mac patch to disable Carbon by default.
Also "fixed" the SDL.spec again, so that it builds on Darwin.
http://www.algonet.se/~afb/SDL-1.2.9-mac.patch
Also applied fine to SDL12 CVS, when I tried it.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 08 Sep 2005 06:16:14 +0000 |
parents | 355632dca928 |
children | e867f327aa54 |
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<HTML ><HEAD ><TITLE >SDL_PixelFormat</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Video" HREF="video.html"><LINK REL="PREVIOUS" TITLE="SDL_Palette" HREF="sdlpalette.html"><LINK REL="NEXT" TITLE="SDL_Surface" HREF="sdlsurface.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="sdlpalette.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlsurface.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLPIXELFORMAT" ></A >SDL_PixelFormat</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN3178" ></A ><H2 >Name</H2 >SDL_PixelFormat -- Stores surface format information</DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3181" ></A ><H2 >Structure Definition</H2 ><PRE CLASS="PROGRAMLISTING" >typedef 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;</PRE ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3184" ></A ><H2 >Structure Data</H2 ><DIV CLASS="INFORMALTABLE" ><A NAME="AEN3186" ></A ><P ></P ><TABLE BORDER="0" CLASS="CALSTABLE" ><TBODY ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >palette</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Pointer to the <A HREF="sdlpalette.html" >palette</A >, or <TT CLASS="LITERAL" >NULL</TT > if the <TT CLASS="STRUCTFIELD" ><I >BitsPerPixel</I ></TT >>8</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >BitsPerPixel</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32.</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >BytesPerPixel</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >The number of bytes used to represent each pixel in a surface. Usually one to four.</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >[RGBA]mask</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Binary mask used to retrieve individual color values</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >[RGBA]loss</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Precision loss of each color component (2<SUP >[RGBA]loss</SUP >)</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >[RGBA]shift</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Binary left shift of each color component in the pixel value</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >colorkey</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Pixel value of transparent pixels</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >alpha</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Overall surface alpha value</TD ></TR ></TBODY ></TABLE ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3225" ></A ><H2 >Description</H2 ><P >A <SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN > describes the format of the pixel data stored at the <TT CLASS="STRUCTFIELD" ><I >pixels</I ></TT > field of a <A HREF="sdlsurface.html" ><SPAN CLASS="STRUCTNAME" >SDL_Surface</SPAN ></A >. Every surface stores a <SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN > in the <TT CLASS="STRUCTFIELD" ><I >format</I ></TT > field.</P ><P >If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential.</P ><P >8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 <TT CLASS="STRUCTFIELD" ><I >BitsPerPixel</I ></TT > and 1 <TT CLASS="STRUCTFIELD" ><I >BytesPerPixel</I ></TT >. Since <TT CLASS="STRUCTFIELD" ><I >BytesPerPixel</I ></TT > is 1, all pixels are represented by a Uint8 which contains an index into <TT CLASS="STRUCTFIELD" ><I >palette</I ></TT >-><TT CLASS="STRUCTFIELD" ><I >colors</I ></TT >. So, to determine the color of a pixel in a 8-bit surface: we read the color index from <SPAN CLASS="STRUCTNAME" >surface</SPAN >-><TT CLASS="STRUCTFIELD" ><I >pixels</I ></TT > and we use that index to read the <A HREF="sdlcolor.html" ><SPAN CLASS="STRUCTNAME" >SDL_Color</SPAN ></A > structure from <SPAN CLASS="STRUCTNAME" >surface</SPAN >-><TT CLASS="STRUCTFIELD" ><I >format</I ></TT >-><TT CLASS="STRUCTFIELD" ><I >palette</I ></TT >-><TT CLASS="STRUCTFIELD" ><I >colors</I ></TT >. Like so: <PRE CLASS="PROGRAMLISTING" >SDL_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.\n"); 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\n", color->r, color->g, color->b, index); . .</PRE ></P ><P >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. <PRE CLASS="PROGRAMLISTING" >/* 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\n", red, green, blue, alpha); . . .</PRE ></P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3252" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlsurface.html" ><SPAN CLASS="STRUCTNAME" >SDL_Surface</SPAN ></A >, <A HREF="sdlmaprgb.html" ><TT CLASS="FUNCTION" >SDL_MapRGB</TT ></A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlpalette.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlsurface.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_Palette</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="video.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL_Surface</TD ></TR ></TABLE ></DIV ></BODY ></HTML >