Mercurial > sdl-ios-xcode
view docs/man3/SDL_Overlay.3 @ 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 | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_Overlay" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_Overlay\- YUV video overlay .SH "STRUCTURE DEFINITION" .PP .nf \f(CWtypedef struct{ Uint32 format; int w, h; int planes; Uint16 *pitches; Uint8 **pixels; Uint32 hw_overlay:1; } SDL_Overlay;\fR .fi .PP .SH "STRUCTURE DATA" .TP 20 \fBformat\fR Overlay format (see below) .TP 20 \fBw, h\fR Width and height of overlay .TP 20 \fBplanes\fR Number of planes in the overlay\&. Usually either 1 or 3 .TP 20 \fBpitches\fR An array of pitches, one for each plane\&. Pitch is the length of a row in bytes\&. .TP 20 \fBpixels\fR An array of pointers to teh data of each plane\&. The overlay should be locked before these pointers are used\&. .TP 20 \fBhw_overlay\fR This will be set to 1 if the overlay is hardware accelerated\&. .SH "DESCRIPTION" .PP A \fBSDL_Overlay\fR is similar to a \fI\fBSDL_Surface\fR\fR except it stores a YUV overlay\&. All the fields are read only, except for \fBpixels\fR which should be \fIlocked\fR before use\&. The \fBformat\fR field stores the format of the overlay which is one of the following: .PP .nf \f(CW#define SDL_YV12_OVERLAY 0x32315659 /* Planar mode: Y + V + U */ #define SDL_IYUV_OVERLAY 0x56555949 /* Planar mode: Y + U + V */ #define SDL_YUY2_OVERLAY 0x32595559 /* Packed mode: Y0+U0+Y1+V0 */ #define SDL_UYVY_OVERLAY 0x59565955 /* Packed mode: U0+Y0+V0+Y1 */ #define SDL_YVYU_OVERLAY 0x55595659 /* Packed mode: Y0+V0+Y1+U0 */\fR .fi .PP More information on YUV formats can be found at \fIhttp://www\&.webartz\&.com/fourcc/indexyuv\&.htm (link to URL http://www.webartz.com/fourcc/indexyuv.htm) \fR\&. .SH "SEE ALSO" .PP \fI\fBSDL_CreateYUVOverlay\fP\fR, \fI\fBSDL_LockYUVOverlay\fP\fR, \fI\fBSDL_UnlockYUVOverlay\fP\fR, \fI\fBSDL_FreeYUVOverlay\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01