view src/audio/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 e92bcf2573cb
children f8d5ddc7aef1
line wrap: on
line source


## Makefile.am for the SDL audio library

noinst_LTLIBRARIES = libaudio.la

# Define which subdirectories need to be built
SUBDIRS = @AUDIO_SUBDIRS@
DIST_SUBDIRS =	\
	alsa	\
	arts	\
	baudio	\
	dc	\
	disk	\
	dma	\
	dmedia	\
	dsp	\
	esd	\
	macrom	\
	mint	\
	mme	\
	nas	\
	nto	\
	openbsd	\
	paudio	\
	riscos	\
	sun	\
	ums	\
	windib	\
	windx5

DRIVERS = @AUDIO_DRIVERS@

# Include the architecture-independent sources
COMMON_SRCS =			\
	SDL_audio.c		\
	SDL_audio_c.h		\
	SDL_audiocvt.c		\
	SDL_audiodev.c		\
	SDL_audiodev_c.h	\
	SDL_audiomem.c		\
	SDL_audiomem.h		\
	SDL_mixer.c		\
	SDL_sysaudio.h		\
	SDL_wave.c		\
	SDL_wave.h              \
	SDL_mixer_MMX.c         \
	SDL_mixer_MMX.h		\
	SDL_mixer_MMX_VC.c	\
	SDL_mixer_MMX_VC.h	\
	SDL_mixer_m68k.c	\
	SDL_mixer_m68k.h

libaudio_la_SOURCES = $(COMMON_SRCS)
libaudio_la_LIBADD = $(DRIVERS)
libaudio_la_DEPENDENCIES = $(DRIVERS)