view docs/html/video.html @ 934:af585d6efec8

Date: Thu, 17 Jun 2004 11:38:51 -0700 (PDT) From: Eric Wing <ewing2121@yahoo.com> Subject: New OS X patch (was Re: [SDL] Bug with inverted mouse coordinates in I have a new patch for OS X I would like to submit. First, it appears no further action has been taken on my fix from Apple on the OpenGL windowed mode mouse inversion problem. The fix would reunify the code, and no longer require case checking for which version of the OS you are running. This is probably a good fix because the behavior with the old code could change again with future versions of the OS, so those fixes are included in this new patch. But in addition, when I was at Apple, I asked them about the ability to distinguish between the modifier keys on the left and right sides of the keyboard (e.g. Left Shift, Right Shift, Left/Right Alt, L/R Cmd, L/R Ctrl). They told me that starting with Panther, the OS began supporting this feature. This has always been a source of annoyance for me when bringing a program that comes from Windows or Linux to OS X when the keybindings happened to need distinguishable left-side and right-side keys. So the rest of the patch I am submitting contains new code to support this feature on Panther (and presumably later versions of the OS). So after removing the OS version checks for the mouse inversion problem, I reused the OS version checks to activate the Left/Right detection of modifier keys. If you are running Panther (or above), the new code will attempt to distinguish between sides. For the older OS's, the code path reverts to the original code. I've tested with Panther on a G4 Cube, G5 dual processor, and Powerbook Rev C. The Cube and G5 keyboards demonstrated the ability to distinguish between sides. The Powerbook seems to only have left-side keys, but the patch was still able to handle it by producing the same results as before the patch. I also wanted to test a non-Apple keyboard. Unfortunately, I don't have any PC USB keyboards. However, I was able to borrow a Sun Microsystems USB keyboard, so I tried that out on the G5, and I got the correct behavior for left and right sides. I'm expecting that if it worked with a Sun keyboard, most other keyboards should work with no problems.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 20 Aug 2004 22:35:23 +0000
parents 355632dca928
children
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<HTML
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>Video</TITLE
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><DIV
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><H1
><A
NAME="VIDEO"
></A
>Chapter 6. Video</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlgetvideosurface.html"
>SDL_GetVideoSurface</A
>&nbsp;--&nbsp;returns a pointer to the current display surface</DT
><DT
><A
HREF="sdlgetvideoinfo.html"
>SDL_GetVideoInfo</A
>&nbsp;--&nbsp;returns a pointer to information about the video hardware</DT
><DT
><A
HREF="sdlvideodrivername.html"
>SDL_VideoDriverName</A
>&nbsp;--&nbsp;Obtain the name of the video driver</DT
><DT
><A
HREF="sdllistmodes.html"
>SDL_ListModes</A
>&nbsp;--&nbsp;Returns a pointer to an array of available screen dimensions for 
the given format and video flags</DT
><DT
><A
HREF="sdlvideomodeok.html"
>SDL_VideoModeOK</A
>&nbsp;--&nbsp;Check to see if a particular video mode is supported.</DT
><DT
><A
HREF="sdlsetvideomode.html"
>SDL_SetVideoMode</A
>&nbsp;--&nbsp;Set up a video mode with the specified width, height and bits-per-pixel.</DT
><DT
><A
HREF="sdlupdaterect.html"
>SDL_UpdateRect</A
>&nbsp;--&nbsp;Makes sure the given area is updated on the given screen.</DT
><DT
><A
HREF="sdlupdaterects.html"
>SDL_UpdateRects</A
>&nbsp;--&nbsp;Makes sure the given list of rectangles is updated on the given screen.</DT
><DT
><A
HREF="sdlflip.html"
>SDL_Flip</A
>&nbsp;--&nbsp;Swaps screen buffers</DT
><DT
><A
HREF="sdlsetcolors.html"
>SDL_SetColors</A
>&nbsp;--&nbsp;Sets a portion of the colormap for the given 8-bit surface.</DT
><DT
><A
HREF="sdlsetpalette.html"
>SDL_SetPalette</A
>&nbsp;--&nbsp;Sets the colors in the palette of an 8-bit surface.</DT
><DT
><A
HREF="sdlsetgamma.html"
>SDL_SetGamma</A
>&nbsp;--&nbsp;Sets the color gamma function for the display</DT
><DT
><A
HREF="sdlgetgammaramp.html"
>SDL_GetGammaRamp</A
>&nbsp;--&nbsp;Gets the color gamma lookup tables for the display</DT
><DT
><A
HREF="sdlsetgammaramp.html"
>SDL_SetGammaRamp</A
>&nbsp;--&nbsp;Sets the color gamma lookup tables for the display</DT
><DT
><A
HREF="sdlmaprgb.html"
>SDL_MapRGB</A
>&nbsp;--&nbsp;Map a RGB color value to a pixel format.</DT
><DT
><A
HREF="sdlmaprgba.html"
>SDL_MapRGBA</A
>&nbsp;--&nbsp;Map a RGBA color value to a pixel format.</DT
><DT
><A
HREF="sdlgetrgb.html"
>SDL_GetRGB</A
>&nbsp;--&nbsp;Get RGB values from a pixel in the specified pixel format.</DT
><DT
><A
HREF="sdlgetrgba.html"
>SDL_GetRGBA</A
>&nbsp;--&nbsp;Get RGBA values from a pixel in the specified pixel format.</DT
><DT
><A
HREF="sdlcreatergbsurface.html"
>SDL_CreateRGBSurface</A
>&nbsp;--&nbsp;Create an empty SDL_Surface</DT
><DT
><A
HREF="sdlcreatergbsurfacefrom.html"
>SDL_CreateRGBSurfaceFrom</A
>&nbsp;--&nbsp;Create an SDL_Surface from pixel data</DT
><DT
><A
HREF="sdlfreesurface.html"
>SDL_FreeSurface</A
>&nbsp;--&nbsp;Frees (deletes) a SDL_Surface</DT
><DT
><A
HREF="sdllocksurface.html"
>SDL_LockSurface</A
>&nbsp;--&nbsp;Lock a surface for directly access.</DT
><DT
><A
HREF="sdlunlocksurface.html"
>SDL_UnlockSurface</A
>&nbsp;--&nbsp;Unlocks a previously locked surface.</DT
><DT
><A
HREF="sdlloadbmp.html"
>SDL_LoadBMP</A
>&nbsp;--&nbsp;Load a Windows BMP file into an SDL_Surface.</DT
><DT
><A
HREF="sdlsavebmp.html"
>SDL_SaveBMP</A
>&nbsp;--&nbsp;Save an SDL_Surface as a Windows BMP file.</DT
><DT
><A
HREF="sdlsetcolorkey.html"
>SDL_SetColorKey</A
>&nbsp;--&nbsp;Sets the color key (transparent pixel) in a blittable surface and
RLE acceleration.</DT
><DT
><A
HREF="sdlsetalpha.html"
>SDL_SetAlpha</A
>&nbsp;--&nbsp;Adjust the alpha properties of a surface</DT
><DT
><A
HREF="sdlsetcliprect.html"
>SDL_SetClipRect</A
>&nbsp;--&nbsp;Sets the clipping rectangle for a surface.</DT
><DT
><A
HREF="sdlgetcliprect.html"
>SDL_GetClipRect</A
>&nbsp;--&nbsp;Gets the clipping rectangle for a surface.</DT
><DT
><A
HREF="sdlconvertsurface.html"
>SDL_ConvertSurface</A
>&nbsp;--&nbsp;Converts a surface to the same format as another surface.</DT
><DT
><A
HREF="sdlblitsurface.html"
>SDL_BlitSurface</A
>&nbsp;--&nbsp;This performs a fast blit from the source surface to the destination surface.</DT
><DT
><A
HREF="sdlfillrect.html"
>SDL_FillRect</A
>&nbsp;--&nbsp;This function performs a fast fill of the given rectangle with some color</DT
><DT
><A
HREF="sdldisplayformat.html"
>SDL_DisplayFormat</A
>&nbsp;--&nbsp;Convert a surface to the display format</DT
><DT
><A
HREF="sdldisplayformatalpha.html"
>SDL_DisplayFormatAlpha</A
>&nbsp;--&nbsp;Convert a surface to the display format</DT
><DT
><A
HREF="sdlwarpmouse.html"
>SDL_WarpMouse</A
>&nbsp;--&nbsp;Set the position of the mouse cursor.</DT
><DT
><A
HREF="sdlcreatecursor.html"
>SDL_CreateCursor</A
>&nbsp;--&nbsp;Creates a new mouse cursor.</DT
><DT
><A
HREF="sdlfreecursor.html"
>SDL_FreeCursor</A
>&nbsp;--&nbsp;Frees a cursor created with SDL_CreateCursor.</DT
><DT
><A
HREF="sdlsetcursor.html"
>SDL_SetCursor</A
>&nbsp;--&nbsp;Set the currently active mouse cursor.</DT
><DT
><A
HREF="sdlgetcursor.html"
>SDL_GetCursor</A
>&nbsp;--&nbsp;Get the currently active mouse cursor.</DT
><DT
><A
HREF="sdlshowcursor.html"
>SDL_ShowCursor</A
>&nbsp;--&nbsp;Toggle whether or not the cursor is shown on the screen.</DT
><DT
><A
HREF="sdlglloadlibrary.html"
>SDL_GL_LoadLibrary</A
>&nbsp;--&nbsp;Specify an OpenGL library</DT
><DT
><A
HREF="sdlglgetprocaddress.html"
>SDL_GL_GetProcAddress</A
>&nbsp;--&nbsp;Get the address of a GL function</DT
><DT
><A
HREF="sdlglgetattribute.html"
>SDL_GL_GetAttribute</A
>&nbsp;--&nbsp;Get the value of a special SDL/OpenGL attribute</DT
><DT
><A
HREF="sdlglsetattribute.html"
>SDL_GL_SetAttribute</A
>&nbsp;--&nbsp;Set a special SDL/OpenGL attribute</DT
><DT
><A
HREF="sdlglswapbuffers.html"
>SDL_GL_SwapBuffers</A
>&nbsp;--&nbsp;Swap OpenGL framebuffers/Update Display</DT
><DT
><A
HREF="sdlcreateyuvoverlay.html"
>SDL_CreateYUVOverlay</A
>&nbsp;--&nbsp;Create a YUV video overlay</DT
><DT
><A
HREF="sdllockyuvoverlay.html"
>SDL_LockYUVOverlay</A
>&nbsp;--&nbsp;Lock an overlay</DT
><DT
><A
HREF="sdlunlockyuvoverlay.html"
>SDL_UnlockYUVOverlay</A
>&nbsp;--&nbsp;Unlock an overlay</DT
><DT
><A
HREF="sdldisplayyuvoverlay.html"
>SDL_DisplayYUVOverlay</A
>&nbsp;--&nbsp;Blit the overlay to the display</DT
><DT
><A
HREF="sdlfreeyuvoverlay.html"
>SDL_FreeYUVOverlay</A
>&nbsp;--&nbsp;Free a YUV video overlay</DT
><DT
><A
HREF="sdlglattr.html"
>SDL_GLattr</A
>&nbsp;--&nbsp;SDL GL Attributes</DT
><DT
><A
HREF="sdlrect.html"
>SDL_Rect</A
>&nbsp;--&nbsp;Defines a rectangular area</DT
><DT
><A
HREF="sdlcolor.html"
>SDL_Color</A
>&nbsp;--&nbsp;Format independent color description</DT
><DT
><A
HREF="sdlpalette.html"
>SDL_Palette</A
>&nbsp;--&nbsp;Color palette for 8-bit pixel formats</DT
><DT
><A
HREF="sdlpixelformat.html"
>SDL_PixelFormat</A
>&nbsp;--&nbsp;Stores surface format information</DT
><DT
><A
HREF="sdlsurface.html"
>SDL_Surface</A
>&nbsp;--&nbsp;Graphical Surface Structure</DT
><DT
><A
HREF="sdlvideoinfo.html"
>SDL_VideoInfo</A
>&nbsp;--&nbsp;Video Target information</DT
><DT
><A
HREF="sdloverlay.html"
>SDL_Overlay</A
>&nbsp;--&nbsp;YUV video overlay</DT
></DL
></DIV
><P
>SDL presents a very simple interface to the display framebuffer.  The
framebuffer is represented as an offscreen surface to which you can write
directly.  If you want the screen to show what you have written, call the <A
HREF="sdlupdaterects.html"
>update</A
> function which will
guarantee that the desired portion of the screen is updated.</P
><P
>Before you call any of the SDL video functions, you must first call
<SPAN
CLASS="TOKEN"
>SDL_Init(SDL_INIT_VIDEO)</SPAN
>, which initializes the video
and events in the SDL library.  Check the return code, which should be
<SPAN
CLASS="RETURNVALUE"
>0</SPAN
>, to see if there were any errors in starting up.</P
><P
>If you use both sound and video in your application, you need to call
<SPAN
CLASS="TOKEN"
>SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)</SPAN
> before opening the
sound device, otherwise under Win32 DirectX, you won't be able to set
full-screen display modes.</P
><P
>After you have initialized the library, you can start up the video display in a
number of ways.  The easiest way is to pick a common screen resolution and
depth and just initialize the video, checking for errors.  You will probably
get what you want, but SDL may be emulating your requested mode and converting
the display on update.  The best way is to
<A
HREF="sdlgetvideoinfo.html"
>query</A
>, for the best
video mode closest to the desired one, and then
<A
HREF="sdldisplayformat.html"
>convert</A
>
your images to that pixel format.</P
><P
>SDL currently supports any bit depth &gt;= 8 bits per pixel.  8 bpp formats are
considered 8-bit palettized modes, while 12, 15, 16, 24, and 32 bits per pixel
are considered "packed pixel" modes, meaning each pixel contains the RGB color
components packed in the bits of the pixel.</P
><P
>After you have initialized your video mode, you can take the surface that was
returned, and write to it like any other framebuffer, calling the update
routine as you go.</P
><P
>When you have finished your video access and are ready to quit your
application, you should call "<SPAN
CLASS="TOKEN"
>SDL_Quit()</SPAN
>" to shutdown the
video and events.</P
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