Mercurial > sdl-ios-xcode
view docs/man3/SDL_SetVideoMode.3 @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | 4e3b250c950e |
children | 1238da4a7112 |
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.TH "SDL_SetVideoMode" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_SetVideoMode \- Set up a video mode with the specified width, height and bits-per-pixel\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBSDL_Surface *\fBSDL_SetVideoMode\fP\fR(\fBint width, int height, int bpp, Uint32 flags\fR); .SH "DESCRIPTION" .PP Set up a video mode with the specified width, height and bits-per-pixel\&. .PP If \fBbpp\fR is 0, it is treated as the current display bits per pixel\&. .PP The \fBflags\fR parameter is the same as the \fBflags\fR field of the \fI\fBSDL_Surface\fR\fR structure\&. OR\&'d combinations of the following values are valid\&. .TP 20 \fBSDL_SWSURFACE\fP Create the video surface in system memory .TP 20 \fBSDL_HWSURFACE\fP Create the video surface in video memory .TP 20 \fBSDL_ASYNCBLIT\fP Enables the use of asynchronous updates of the display surface\&. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems\&. .TP 20 \fBSDL_ANYFORMAT\fP Normally, if a video surface of the requested bits-per-pixel (\fBbpp\fR) is not available, SDL will emulate one with a shadow surface\&. Passing \fBSDL_ANYFORMAT\fP prevents this and causes SDL to use the video surface, regardless of its pixel depth\&. .TP 20 \fBSDL_HWPALETTE\fP Give SDL exclusive palette access\&. Without this flag you may not always get the the colors you request with \fI\fBSDL_SetColors\fP\fR or \fI\fBSDL_SetPalette\fP\fR\&. .TP 20 \fBSDL_DOUBLEBUF\fP Enable hardware double buffering; only valid with SDL_HWSURFACE\&. Calling \fI\fBSDL_Flip\fP\fR will flip the buffers and update the screen\&. All drawing will take place on the surface that is not displayed at the moment\&. If double buffering could not be enabled then \fBSDL_Flip\fP will just perform a \fI\fBSDL_UpdateRect\fP\fR on the entire screen\&. .TP 20 \fBSDL_FULLSCREEN\fP SDL will attempt to use a fullscreen mode\&. If a hardware resolution change is not possible (for whatever reason), the next higher resolution will be used and the display window centered on a black background\&. .TP 20 \fBSDL_OPENGL\fP Create an OpenGL rendering context\&. You should have previously set OpenGL video attributes with \fI\fBSDL_GL_SetAttribute\fP\fR\&. .TP 20 \fBSDL_OPENGLBLIT\fP Create an OpenGL rendering context, like above, but allow normal blitting operations\&. The screen (2D) surface may have an alpha channel, and \fI\fBSDL_UpdateRects\fP\fR must be used for updating changes to the screen surface\&. .TP 20 \fBSDL_RESIZABLE\fP Create a resizable window\&. When the window is resized by the user a \fI\fBSDL_VIDEORESIZE\fP\fR event is generated and \fBSDL_SetVideoMode\fP can be called again with the new size\&. .TP 20 \fBSDL_NOFRAME\fP If possible, \fBSDL_NOFRAME\fP causes SDL to create a window with no title bar or frame decoration\&. Fullscreen modes automatically have this flag set\&. .PP .RS \fBNote: .PP Whatever \fBflags\fR \fBSDL_SetVideoMode\fP could satisfy are set in the \fBflags\fR member of the returned surface\&. .RE .PP .RS \fBNote: .PP The \fBbpp\fR parameter is the number of bits per pixel, so a \fBbpp\fR of 24 uses the packed representation of 3 bytes/pixel\&. For the more common 4 bytes/pixel mode, use a \fBbpp\fR of 32\&. Somewhat oddly, both 15 and 16 will request a 2 bytes/pixel mode, but different pixel formats\&. .RE .SH "RETURN VALUE" .PP The framebuffer surface, or \fBNULL\fR if it fails\&. The surface returned is freed by SDL_Quit() and should nt be freed by the caller\&. .SH "SEE ALSO" .PP \fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_SetColors\fP\fR, \fI\fBSDL_Flip\fP\fR, \fI\fBSDL_Surface\fR\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01