Mercurial > sdl-ios-xcode
view docs/man3/SDL_UserEvent.3 @ 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 | e5bc29de3f0a |
children | 546f7c1eb755 |
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line source
.TH "SDL_UserEvent" "3" "Tue 11 Sep 2001, 23:00" "SDL" "SDL API Reference" .SH "NAME" SDL_UserEvent\- A user-defined event type .SH "STRUCTURE DEFINITION" .PP .nf \f(CWtypedef struct{ Uint8 type; int code; void *data1; void *data2; } SDL_UserEvent;\fR .fi .PP .SH "STRUCTURE DATA" .TP 20 \fBtype\fR \fBSDL_USEREVENT\fP through to \fBSDL_NUMEVENTS-1\fP .TP 20 \fBcode\fR User defined event code .TP 20 \fBdata1\fR User defined data pointer .TP 20 \fBdata2\fR User defined data pointer .SH "DESCRIPTION" .PP \fBSDL_UserEvent\fR is in the \fBuser\fR member of the structure \fI\fBSDL_Event\fR\fR\&. This event is unique, it is never created by SDL but only by the user\&. The event can be pushed onto the event queue using \fI\fBSDL_PushEvent\fP\fR\&. The contents of the structure members or completely up to the programmer, the only requirement is that \fBtype\fR is a value from \fBSDL_USEREVENT\fP to \fBSDL_NUMEVENTS-1\fP (inclusive)\&. .SH "EXAMPLES" .PP .PP .nf \f(CWSDL_Event event; event\&.type = SDL_USEREVENT; event\&.user\&.code = my_event_code; event\&.user\&.data1 = significant_data; event\&.user\&.data2 = 0; SDL_PushEvent(&event);\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_Event\fR\fR, \fI\fBSDL_PushEvent\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:00