Mercurial > sdl-ios-xcode
view include/SDL_joystick.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 | f7b03b6838cb |
line wrap: on
line source
/* 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_joystick.h * * Include file for SDL joystick event handling */ #ifndef _SDL_joystick_h #define _SDL_joystick_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif /** * \file SDL_joystick.h * * In order to use these functions, SDL_Init() must have been called * with the ::SDL_INIT_JOYSTICK flag. This causes SDL to scan the system * for joysticks, and load appropriate drivers. */ /* The joystick structure used to identify an SDL joystick */ struct _SDL_Joystick; typedef struct _SDL_Joystick SDL_Joystick; /* Function prototypes */ /** * Count the number of joysticks attached to the system */ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void); /** * Get the implementation dependent name of a joystick. * This can be called before any joysticks are opened. * If no name can be found, this function returns NULL. */ extern DECLSPEC const char *SDLCALL SDL_JoystickName(int device_index); /** * Open a joystick for use. * The index passed as an argument refers tothe N'th joystick on the system. * This index is the value which will identify this joystick in future joystick * events. * * \return A joystick identifier, or NULL if an error occurred. */ extern DECLSPEC SDL_Joystick *SDLCALL SDL_JoystickOpen(int device_index); /** * Returns 1 if the joystick has been opened, or 0 if it has not. */ extern DECLSPEC int SDLCALL SDL_JoystickOpened(int device_index); /** * Get the device index of an opened joystick. */ extern DECLSPEC int SDLCALL SDL_JoystickIndex(SDL_Joystick * joystick); /** * Get the number of general axis controls on a joystick. */ extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick * joystick); /** * Get the number of trackballs on a joystick. * * Joystick trackballs have only relative motion events associated * with them and their state cannot be polled. */ extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick * joystick); /** * Get the number of POV hats on a joystick. */ extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick * joystick); /** * Get the number of buttons on a joystick. */ extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick * joystick); /** * Update the current state of the open joysticks. * * This is called automatically by the event loop if any joystick * events are enabled. */ extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void); /** * Enable/disable joystick event polling. * * If joystick events are disabled, you must call SDL_JoystickUpdate() * yourself and check the state of the joystick when you want joystick * information. * * The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE. */ extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state); /** * Get the current state of an axis control on a joystick. * * The state is a value ranging from -32768 to 32767. * * The axis indices start at index 0. */ extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick, int axis); /** * \name Hat positions */ /*@{*/ #define SDL_HAT_CENTERED 0x00 #define SDL_HAT_UP 0x01 #define SDL_HAT_RIGHT 0x02 #define SDL_HAT_DOWN 0x04 #define SDL_HAT_LEFT 0x08 #define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP) #define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN) #define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP) #define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN) /*@}*/ /** * Get the current state of a POV hat on a joystick. * * The hat indices start at index 0. * * \return The return value is one of the following positions: * - ::SDL_HAT_CENTERED * - ::SDL_HAT_UP * - ::SDL_HAT_RIGHT * - ::SDL_HAT_DOWN * - ::SDL_HAT_LEFT * - ::SDL_HAT_RIGHTUP * - ::SDL_HAT_RIGHTDOWN * - ::SDL_HAT_LEFTUP * - ::SDL_HAT_LEFTDOWN */ extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick * joystick, int hat); /** * Get the ball axis change since the last poll. * * \return 0, or -1 if you passed it invalid parameters. * * The ball indices start at index 0. */ extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick * joystick, int ball, int *dx, int *dy); /** * Get the current state of a button on a joystick. * * The button indices start at index 0. */ extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick * joystick, int button); /** * Close a joystick previously opened with SDL_JoystickOpen(). */ extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick * joystick); /* Ends C function definitions when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include "close_code.h" #endif /* _SDL_joystick_h */ /* vi: set ts=4 sw=4 expandtab: */