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