view docs/html/sdlsetcolors.html @ 983:7f08bd66f1ca

Date: Fri, 19 Nov 2004 06:23:53 -0800 (PST) From: Eric Wing Subject: OS X Mouse inversion problem fix (again) Here's yet another patch for the OS X mouse inversion problem. This should fix the problem once and for all. I know I've said this before, but *This time for sure!* :) If you recall, my last patch broke the non-OpenGL windowed code and caused the inversion to occur there instead. Max submitted a patch that partially reverted the changes back which included the os version hack which is currently the most recent CVS. Aaron Sullivan identified and reported to the mailing list the other day, that the last partial regression of the code broke OS X 10.2. Looking over the results, I'm thinking that I was slightly more successful than I thought at unifying the code. I think I was trying to unify the code base for OpenGL and non-OpenGL windowed modes for all versions of the OS. It looks like I failed at at unifying the OpenGL and non-OpenGL code, but I did succeed at unifying the OS versions. Thus, we no longer need the hack for the OS version checks. The partial regression still included an OS check which is what broke things for < 10.3. Attached is the patch for SDL_QuartzWM.m. It basically is a half-line change that removes one of the two checks that decides if the mouse coordinates need to be inverted, i.e: if (system_version >= 0x1030 && (SDL_VideoSurface->flags & SDL_OPENGL) ) becomes this: if(SDL_VideoSurface->flags & SDL_OPENGL) With Aaron's outstanding help, we have collectively tested: windowed OpenGL windowed non-OpenGL fullscreen OpenGL fullscreen non-OpenGL under OS X 10.2 (Jaguar), 10.3 (Panther), and 10.4 (Tiger). We don't have access to 10.0 or 10.1, but since the original problem didn't materialize until 10.3, I'm hopeful that testing 10.2 is sufficient. And now that the code is uniform, I'm also hoping we'll be safe moving forward to deal with future revisions of the OS with this issue.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 21 Nov 2004 00:57:47 +0000
parents 355632dca928
children
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>SDL_SetColors</TITLE
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><H1
><A
NAME="SDLSETCOLORS"
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>SDL_SetColors</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1462"
></A
><H2
>Name</H2
>SDL_SetColors&nbsp;--&nbsp;Sets a portion of the colormap for the given 8-bit surface.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1465"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1466"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_SetColors</B
></CODE
>(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1472"
></A
><H2
>Description</H2
><P
>Sets a portion of the colormap for the given 8-bit surface.</P
><P
>When <TT
CLASS="PARAMETER"
><I
>surface</I
></TT
> is the surface associated with the current
display, the display colormap will be updated with the requested colors.  If
<TT
CLASS="LITERAL"
>SDL_HWPALETTE</TT
> was set in <A
HREF="sdlsetvideomode.html"
>SDL_SetVideoMode</A
> flags,
<TT
CLASS="FUNCTION"
>SDL_SetColors</TT
> will always return <SPAN
CLASS="RETURNVALUE"
>1</SPAN
>,
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.</P
><P
>The color components of a
<A
HREF="sdlcolor.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Color</SPAN
></A
>
structure are 8-bits in size, giving you a total of 256<SUP
>3</SUP
>
=16777216 colors.</P
><P
>Palettized (8-bit) screen surfaces with the <TT
CLASS="LITERAL"
>SDL_HWPALETTE</TT
>
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). <TT
CLASS="FUNCTION"
>SDL_SetColors</TT
>
modifies both palettes (if present), and is equivalent to calling
<A
HREF="sdlsetpalette.html"
>SDL_SetPalette</A
> with the
<TT
CLASS="PARAMETER"
><I
>flags</I
></TT
> set to
<TT
CLASS="LITERAL"
>(SDL_LOGPAL | SDL_PHYSPAL)</TT
>.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1491"
></A
><H2
>Return Value</H2
><P
>If <TT
CLASS="PARAMETER"
><I
>surface</I
></TT
> is not a palettized surface, this function
does nothing, returning <SPAN
CLASS="RETURNVALUE"
>0</SPAN
>.  If all of the colors were set
as passed to <TT
CLASS="FUNCTION"
>SDL_SetColors</TT
>, it will return
<SPAN
CLASS="RETURNVALUE"
>1</SPAN
>.  If not all the color entries were set exactly as
given, it will return <SPAN
CLASS="RETURNVALUE"
>0</SPAN
>, and you should look at the
surface palette to determine the actual color palette.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1499"
></A
><H2
>Example</H2
><PRE
CLASS="PROGRAMLISTING"
>/* 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&#60;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\n", SDL_GetError());
  exit(-1);
}

/* Set palette */
SDL_SetColors(screen, colors, 0, 256);
.
.
.
.</PRE
></DIV
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><A
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></A
><H2
>See Also</H2
><P
><A
HREF="sdlcolor.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Color</SPAN
></A
>
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
>,
<A
HREF="sdlsetpalette.html"
><TT
CLASS="FUNCTION"
>SDL_SetPalette</TT
></A
>,
<A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
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