Mercurial > sdl-ios-xcode
view src/video/maccommon/SDL_macmouse.c @ 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 | b8d311d90021 |
children | 609c060fd2a2 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #ifdef SAVE_RCSID static char rcsid = "@(#) $Id$"; #endif #include <stdlib.h> #include <stdio.h> #if TARGET_API_MAC_CARBON #include <Carbon.h> #else #include <Quickdraw.h> #endif /* Routines that are not supported by the Carbon API... */ #if !TARGET_API_MAC_CARBON #include <CursorDevices.h> #endif #include "SDL_error.h" #include "SDL_mouse.h" #include "SDL_macmouse_c.h" /* The implementation dependent data for the window manager cursor */ struct WMcursor { Cursor curs; }; void Mac_FreeWMCursor(_THIS, WMcursor *cursor) { free(cursor); } WMcursor *Mac_CreateWMCursor(_THIS, Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y) { WMcursor *cursor; int row, bytes; /* Allocate the cursor memory */ cursor = (WMcursor *)malloc(sizeof(WMcursor)); if ( cursor == NULL ) { SDL_OutOfMemory(); return(NULL); } memset(cursor, 0, sizeof(*cursor)); if (w > 16) w = 16; if (h > 16) h = 16; bytes = (w+7)/8; for ( row=0; row<h; ++row ) { memcpy(&cursor->curs.data[row], data, bytes); data += bytes; } for ( row=0; row<h; ++row ) { memcpy(&cursor->curs.mask[row], mask, bytes); mask += bytes; } cursor->curs.hotSpot.h = hot_x; cursor->curs.hotSpot.v = hot_y; /* That was easy. :) */ return(cursor); } int Mac_cursor_showing = 1; int Mac_ShowWMCursor(_THIS, WMcursor *cursor) { if ( cursor == NULL ) { if ( Mac_cursor_showing ) { HideCursor(); Mac_cursor_showing = 0; } } else { SetCursor(&cursor->curs); if ( ! Mac_cursor_showing ) { ShowCursor(); Mac_cursor_showing = 1; } } return(1); } void Mac_WarpWMCursor(_THIS, Uint16 x, Uint16 y) { #if !TARGET_API_MAC_CARBON CursorDevice *cursordevice; cursordevice = nil; CursorDeviceNextDevice(&cursordevice); if ( cursordevice != nil ) { WindowPtr saveport; Point where; GetPort(&saveport); SetPort(SDL_Window); where.h = x; where.v = y; LocalToGlobal(&where); SetPort(saveport); CursorDeviceMoveTo(cursordevice, where.h, where.v); } #endif /* !TARGET_API_MAC_CARBON */ }