Mercurial > sdl-ios-xcode
view README.Watcom @ 3485:e77a69aae239
Mason Wheeler to sdl
I updated SDL, and suddenly my SDL frames stopped working. They'd "initialize" full of gibberish, and I couldn't render anything to them. After a bit of digging, I found a problem: the renderer initialization routine in my SDL frame code wasn't getting called anymore.
procedure TSdlFrame.Paint;
begin
if SDL_SelectRenderer(FWindowID) = -1 then
CreateRenderer;
SDL_RenderPresent;
end;
function TSdlFrame.CreateRenderer: boolean;
const
pf: tagPIXELFORMATDESCRIPTOR = (nSize: sizeof(pf); nVersion: 1;
dwFlags: PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER;
iPixelType: PFD_TYPE_RGBA; cColorBits: 24; cAlphaBits: 8;
iLayerType: PFD_MAIN_PLANE);
RENDERERS: array[TRendererType] of AnsiString = ('software', 'gdi', 'opengl', 'd3d');
var
pFormat: integer;
begin
if (SDL_SelectRenderer(FWindowID) = 0) then
begin
result := true;
Exit;
end;
if FRendererType = rtOpenGL then
begin
pFormat := ChoosePixelFormat(canvas.Handle, @pf);
if not SetPixelFormat(canvas.Handle, pFormat, @pf) then
outputDebugString(PChar(SysErrorMessage(GetLastError)));
if wglCreateContext(canvas.Handle) = 0 then
outputDebugString(PChar(SysErrorMessage(GetLastError)));
end;
if (SDL_CreateRenderer(FWindowID, SDL_RendererIndex(RENDERERS[FRendererType]), [sdlrPresentFlip3, sdlrAccelerated]) = 0) then
begin
SDL_ShowWindow(FWindowID);
assert(SDL_SetRenderDrawColor(0, 0, 0, 255) = 0);
FFlags := SDL_GetWindowFlags(FWindowID);
if assigned(FOnAvailable) then
FOnAvailable(self);
end
else outputDebugString(pChar(format('SDL_CreateRenderer failed: %s', [sdl_GetError])));
result := SDL_SelectRenderer(FWindowID) = 0;
end;
This is a critical issue. The Paint method gets called when the control receives a WM_PAINT message from Windows. I can't create the renderer before then, or it will fail and cause trouble. And when I do create it, it needs to be created with certain parameters. So imagine my surprise when I started debugging into the DLL and found that SDL_SelectRenderer was trying to be "helpful" by creating the renderer for me if it didn't already exist! Now not only does my initialization code not get called, I end up with the wrong renderer and so things don't render as expected when I try to use the window.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Nov 2009 04:48:12 +0000 |
parents | 488eba319a25 |
children | 8c72321542f6 |
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Using SDL under Windows with the OpenWatcom compiler ==================================================== Prerequisites ------------- I have done the port under Windows XP Home with SP2 installed. Windows 2000 should also be working. I'm not so sure about ancient Windows NT, since only DirectX 3 is available there. Building should be possible, but running the compiled applications will probalbly fail with SDL_VIDEODRIVER=directx. The windib driver should work, though. To compile and use the SDL with Open Watcom you will need the following: - Open Watcom compiler. I used version 1.5. The environment variables PATH, WATCOM and INCLUDE need to be set appropriately - please consult the OpenWatcom documentation and instructions given during the installation of the compiler. My setup looks like this in owvars.bat: set WATCOM=C:\watcom set INCLUDE=%WATCOM%\h;%WATCOM%\h\nt set PATH=%PATH%;%WATCOM%\binnt;%WATCOM%\binw - A fairly recent DirectX SDK. The original unmodified DX8 SDK works, as well as the minimal DirectX 7 SDK from the Allegro download site (<http://alleg.sourceforge.net/files/dx70_min.zip>). - The SDL sources from Subversion - The file Watcom-Win32.zip (now available in Subversion) Building the Library -------------------- 1) In the SDL base directory extract the archive Watcom-Win32.zip. This creates a subdirectory named 'watcom'. 2) The makefile expects the environment variable DXDIR to be set to the base directory of a DirectX SDK. I have tried a stock DX8 SDK from Microsoft as well as the minimal DirectX 7 SDK from the Allegro download site. You can also edit the makefile directly and hard code your path to the SDK on your system. I have this in my setup: set DXDIR=D:\devel\DX8_SDK 3) Enter the watcom directory and run wmake sdl 4) All tests from the test directory are working and can be built by running wmake tests Notes: The makefile offers some options to tweak the way the library is built. You have at your disposal the option to build a static (default) library, or a DLL (with tgt=dll). You can also choose whether to build a Release (default) or a Debug version (with build=debug) of the tests and library. Please consult the usage comment at the top of the makefile for usage instructions. If you specify a test target (i.e. 'wmake tests' for all tests, or selected targets like 'wmake testgl testvidinfo testoverlay2'), the tests are always freshly compiled and linked. This is done to minimise hassle when switching between library versions (static vs. DLL), because they require subtly different options. Also, the test executables are put directly into the test directory, so they can find their data files. The clean target of the makefile removes the test executables and the SDL.dll file from the test directory. To use the library in your own projects with Open Watcom, you can use the way the tests are built as base of your own build environment. The library can also be built with the stack calling convention of the compiler (-6s instead of -6r). Test applications ----------------- I've tried to make all tests work. The following table gives an overview of the current status. Testname Status ~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ checkkeys + graywin + loopwave + testalpha + testbitmap + testdyngl + testerror + testfile + testgamma + testgl + testhread + testiconv - (all failed) testkeys + testlock + testoverlay + (needs 'set SDL_VIDEODRIVER=directx') testoverlay2 + (needs 'set SDL_VIDEODRIVER=directx') testpalette + testplatform + testsem + testsprite + testtimer + testver + testvidinfo + testwin ? (fading doesn't seem right) testwm + torturethread + testcdrom + testjoystick not tested threadwin + testcursor + TODO ---- There is room for further improvement: - Test joystick functionality. - Investigate fading issue in 'testwin' test. - Fix the UTF-8 support. - Adapt the makefile/object file list to support more target systems - Use "#pragma aux" syntax for the CPU info functions. Questions and Comments ---------------------- Please direct any questions or comments to me: <mailto:macpete@gmx.de> Happy Coding! Marc Peter