view docs/man3/SDL_SetColors.3 @ 4384:6800e2560310 SDL-1.2

Fixed bugs #882 and 865, re-opening bug #634 Ronald Lamprecht to SDL Hi, Sam Lantinga wrote: The problem with that fix is that it breaks IME events again. Maybe we can handle keyboard events differently to prevent this issue? Spending an hour reading MSDN, analysing SDL and another hour testing the reality on XP I am really wondering how patch r4990 could have ever worked in any situation. It's main effect is to break the unicode translation and causing spurious activation events! Why does TranslateMessage(&msg) nothing useful? Simply because it does not affect "msg" at all! All keyboard events are dispatched without the slightest change (see MSDN). TranslateMessage() just appends additional WM_CHAR, WM_DEADCHAR, WM_SYSCHAR, WM_SYSDEADCHAR event messages to the queue. But I could not find any SDL event handling routine that catches these events and transforms them to proper SDL keyevents while eliminating the corresponding WM_KEYDOWN, etc. events. Thus any IME input like the '@' generated by "Alt + 6(Numpad) + 4(Numpad)" is simply lost. But the situation is even worse! Up to r4990 the TranslateKey()/ToUnicode() calls did evaluate dead keys and did deliver proper key events for subsequent key strokes like '´' + 'e' resulting in 'é'. ToUnicode() needs proper key state informations to be able to handle these substitutions. But unfortunatly TranslateMessage() needs the same state information and eats it up while generating the WM_CHAR messages :-( Thus the current 1.2.14 breakes the partial IME support of previous releases, too. The key state race condition between ToUnicode() and TranslateMessage() requires to avoid any ToUnicode() usage for receiving proper WM_CHAR, etc. messages generated by TranslateMessage(). (Yes - the '@' and 'é' appear as WM_CHAR messages when unicode is switched off). The spurious SDL activation events are *not* caused by additional WM_ACTIVATE Windows messages! Besides DIB_HandleMessage() SDL_PrivateAppActive() is called by another source which I am not yet aware of - any hints? Thus I do strongly recommend the deletion of the TranslateMessage(&msg) call as a quick fix. A proper support of unicode and IME requires a clean SDL keyboard input concept first. Which SDL keyboards events should be transmitted to the app when the user presses '´' + 'e' ? Within the current unicode handling the first key stroke is hidden. Even though ToUnicode() delivers the proper key SDL does ignore it in TranslateKey(). Just the composed key event is transmitted to the app. That is what you expect for text input, but the app can no longer use keys like '^' as a key button because it will never receive a key event for it! With a given concept it seems to be necessary to regenerate SDL key events out of the WM_CHAR, etc. events and to drop all related direct WM_KEYDOWN, etc. events while the remaining basic WM_KEYDOWN, etc. events would still have to result in SDL key events. Anyway the source of the spurious WM_ACTIVATE should be located to avoid future trouble. Greets, Ronald
author Sam Lantinga <slouken@libsdl.org>
date Tue, 17 Nov 2009 04:59:13 +0000
parents 1238da4a7112
children
line wrap: on
line source

.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