Mercurial > sdl-ios-xcode
view Makefile.am @ 876:9e84d106ec19
(Said Max Horn on the SDL mailing list...)
Hi folks,
based on Eric Wing's patch, I created the attached patch which fixes
the OpenGL coordinate inversion bug in SDL. It works fine over here on
10.3 with Ryan's test program (which I also attached).
There is another change in it: I removed the "- 1" in the two lines
using CGDisplayPixelsHigh()... while I understand from a logical point
of view why they *should* be correct, I checked the actual values
computed that way, and they were off-by-one. After removing the " - 1",
the returned mouse coordinates are correct. I checked this by moving
the mouse to the screen top/bottom in fullscreen mode, BTW. With the
change, the proper values 0 and 479 are returned (in 640x480 mode).
Sam, you may still want to test on 10.1, it's very simple using Ryan's
minimal test code :-)
Cheers,
Max
(Here is the reproduction case for revision history's sake...)
/*
* To compile:
* gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL
*
* --ryan.
*/
#include <stdio.h>
#include "SDL.h"
#include "SDL_opengl.h"
int main(int argc, char **argv)
{
Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */;
SDL_Surface *screen;
SDL_Event event;
int done = 0;
GLfloat ratio;
SDL_Init(SDL_INIT_VIDEO);
SDL_ShowCursor(0);
if ((argv[1]) && (strcmp(argv[1], "--grab") == 0))
SDL_WM_GrabInput(SDL_GRAB_ON);
screen = SDL_SetVideoMode(640, 480, 0, flags);
if (!screen)
return(42);
ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h);
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClearDepth( 1.0f );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
glViewport( 0, 0, screen->w, screen->h);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 45.0f, ratio, 0.1f, 100.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapBuffers();
// eh, close enough.
#define MAX_X 6.12
#define MAX_Y 4.50
while (!done)
{
int x, y;
GLfloat glx, gly;
if (!SDL_WaitEvent(&event))
break;
switch (event.type)
{
case SDL_KEYUP:
if (event.key.keysym.sym == SDLK_ESCAPE)
done = 1;
break;
}
SDL_GetMouseState(&x, &y);
glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X;
gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(glx,-gly,-6.0f);
glBegin(GL_TRIANGLES);
glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f);
glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f);
glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f);
glEnd();
SDL_GL_SwapBuffers();
}
SDL_Quit();
return(0);
}
/* end of test.c ... */
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 22 Mar 2004 09:38:20 +0000 |
parents | 26fe9256c48b |
children | 2cd32a2d1f11 |
line wrap: on
line source
# The top-level input Makefile for SDL # require automake 1.4 AUTOMAKE_OPTIONS = 1.4 ## Any directories that you want built and installed should go here. SUBDIRS = src include docs ## Any directories you want a part of the distribution should be listed ## here, as well as have a Makefile generated at the end of configure.in ## ## This only works for subdirectories one level deep. DIST_SUBDIRS = $(SUBDIRS) # SDL runtime configuration script bin_SCRIPTS = sdl-config # All the rest of the distributed files EXTRA_DIST = \ BUGS \ TODO \ COPYING \ CREDITS \ INSTALL \ README \ README.AmigaOS \ README.CVS \ README.DC \ README.Epoc \ README.MacOS \ README.MacOSX \ README.MiNT \ README.NanoX \ README.PicoGUI \ README.QNX \ README.Qtopia \ README.WinCE \ README-SDL.txt \ Borland.html \ Borland.zip \ VisualC.html \ VisualC.zip \ VisualC7.zip \ VisualCE.zip \ Makefile.dc \ MPWmake.sea.bin \ CWprojects.sea.bin \ PBProjects.tar.gz \ EpocBuildFiles.zip \ WhatsNew \ docs.html \ sdl.m4 \ SDL.spec \ autogen.sh \ strip_fPIC.sh # M4 macro file for inclusion with autoconf m4datadir = $(datadir)/aclocal m4data_DATA = sdl.m4 # Rule to build tar-gzipped distribution package $(PACKAGE)-$(VERSION).tar.gz: dist # Rule to build RPM distribution package rpm: $(PACKAGE)-$(VERSION).tar.gz rpm -ta $(PACKAGE)-$(VERSION).tar.gz # Rule to rebuild the export lists for BeOS, MacOS and Win32. exports: (cd src/main/beos/exports; $(MAKE)) (cd src/main/macos/exports; $(MAKE)) (cd src/main/macosx/exports; $(MAKE)) (cd src/main/win32/exports; $(MAKE)) # Rule to build the Project Builder archive in MacOS X PBProjects.tar.gz: rm -f `find . -name .DS_Store` if [ -d PBProjects ]; then \ tar zcvf $@ PBProjects; \ fi # Rule to install the libraries only - prevent rebuilding apps install-lib: cd src && $(MAKE) install-libLTLIBRARIES # Run ldconfig after installing the library: install-hook: -ldconfig # Grab the test programs for the distribution: dist-hook: if test -f test/Makefile; then (cd test; make distclean); fi rm -rf $(srcdir)/test/autom4te* cp -rp $(srcdir)/test $(distdir) rm -rf `find $(distdir) -type d -name CVS -print` # Create a CVS snapshot that people can run update -d on CVSROOT = :pserver:guest@libsdl.org:/home/sdlweb/libsdl.org/cvs snapshot: cvs -d $(CVSROOT) login cvs -d $(CVSROOT) checkout SDL12 (cd SDL12 && ./autogen.sh && rm -rf autom4te.cache) mv SDL12 SDL-1.2 tar zcvf $(HOME)/SDL-1.2.tar.gz SDL-1.2 rm -rf SDL-1.2 snapshot13: cvs -d $(CVSROOT) login cvs -d $(CVSROOT) checkout -r branch_1_3_x SDL12 (cd SDL12 && ./autogen.sh && rm -rf autom4te.cache) mv SDL12 SDL-1.3 tar zcvf $(HOME)/SDL-1.3.tar.gz SDL-1.3 rm -rf SDL-1.3