view include/SDL.h @ 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 d3baf5ac4e37
children c5925cd41955
line wrap: on
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 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
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

/**
 *  \file SDL.h
 *  
 *  Main include header for the SDL library
 */

/**
 *  \mainpage Simple DirectMedia Layer (SDL)
 *  
 *  http://www.libsdl.org/
 *  
 *  \section intro_sec Introduction
 *  
 *  This is the Simple DirectMedia Layer, a general API that provides low
 *  level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
 *  and 2D framebuffer across multiple platforms.
 *  
 *  The current version supports Linux, Windows, Windows CE, BeOS, MacOS,
 *  Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX.
 *  The code contains support for AIX, OSF/Tru64, RISC OS, and SymbianOS,
 *  but these are not officially supported.
 *  
 *  SDL is written in C, but works with C++ natively, and has bindings to
 *  several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
 *  Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
 *  Pike, Pliant, Python, Ruby, and Smalltalk.
 *  
 *  This library is distributed under GNU LGPL version 2, which can be
 *  found in the file  "COPYING".  This license allows you to use SDL
 *  freely in commercial programs as long as you link with the dynamic
 *  library.
 *  
 *  The best way to learn how to use SDL is to check out the header files in
 *  the "include" subdirectory and the programs in the "test" subdirectory.
 *  The header files and test programs are well commented and always up to date.
 *  More documentation is available in HTML format in "docs/index.html", and
 *  a documentation wiki is available online at:
 *  	http://www.libsdl.org/cgi/docwiki.cgi
 *  
 *  The test programs in the "test" subdirectory are in the public domain.
 *  
 *  Frequently asked questions are answered online:
 *  	http://www.libsdl.org/faq.php
 *  
 *  If you need help with the library, or just want to discuss SDL related
 *  issues, you can join the developers mailing list:
 *  	http://www.libsdl.org/mailing-list.php
 *  
 *  Enjoy!
 *  	Sam Lantinga				(slouken@libsdl.org)
 */

#ifndef _SDL_H
#define _SDL_H

#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_loadso.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_rwops.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_video.h"
#include "SDL_version.h"
#include "SDL_compat.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif

/* As of version 0.5, SDL is loaded dynamically into the application */

/**
 *  \name SDL_INIT_*
 *  
 *  These are the flags which may be passed to SDL_Init().  You should
 *  specify the subsystems which you will be using in your application.
 */
/*@{*/
#define SDL_INIT_TIMER          0x00000001
#define SDL_INIT_AUDIO          0x00000010
#define SDL_INIT_VIDEO          0x00000020
#define SDL_INIT_JOYSTICK       0x00000200
#define SDL_INIT_HAPTIC         0x00001000
#define SDL_INIT_NOPARACHUTE    0x00100000      /**< Don't catch fatal signals */
#define SDL_INIT_EVENTTHREAD    0x01000000      /**< Not supported on all OS's */
#define SDL_INIT_EVERYTHING     0x0000FFFF
/*@}*/

/**
 *  This function loads the SDL dynamically linked library and initializes 
 *  the subsystems specified by \c flags (and those satisfying dependencies).
 *  Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
 *  signal handlers for some commonly ignored fatal signals (like SIGSEGV).
 */
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);

/**
 *  This function initializes specific SDL subsystems
 */
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);

/**
 *  This function cleans up specific SDL subsystems
 */
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);

/**
 *  This function returns mask of the specified subsystems which have
 *  been initialized.
 *  
 *  If \c flags is 0, it returns a mask of all initialized subsystems.
 */
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);

/**
 *  This function cleans up all initialized subsystems and unloads the
 *  dynamically linked library.  You should call it upon all exit conditions.
 */
extern DECLSPEC void SDLCALL SDL_Quit(void);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
}
/* *INDENT-ON* */
#endif
#include "close_code.h"

#endif /* _SDL_H */

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