view include/SDL_timer.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
*/

#ifndef _SDL_timer_h
#define _SDL_timer_h

/**
 *  \file SDL_timer.h
 *  
 *  Header for the SDL time management routines.
 */

#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

/**
 *  This is the OS scheduler timeslice, in milliseconds.
 */
#define SDL_TIMESLICE		10

/**
 *  This is the maximum resolution of the SDL timer on all platforms.
 */
#define TIMER_RESOLUTION	10      /**< Experimentally determined */

/**
 *  Get the number of milliseconds since the SDL library initialization.
 *  
 *  Note that this value wraps if the program runs for more than ~49 days.
 */
extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);

/**
 *  Wait a specified number of milliseconds before returning.
 */
extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);

/**
 *  Function prototype for the timer callback function.
 */
typedef Uint32(SDLCALL * SDL_TimerCallback) (Uint32 interval);

/**
 *  Set a callback to run after the specified number of milliseconds has
 *  elapsed. The callback function is passed the current timer interval
 *  and returns the next timer interval.  If the returned value is the 
 *  same as the one passed in, the periodic alarm continues, otherwise a
 *  new alarm is scheduled.  If the callback returns 0, the periodic alarm
 *  is cancelled.
 *  
 *  To cancel a currently running timer, call 
 *  \code SDL_SetTimer(0, NULL); \endcode
 *  
 *  The timer callback function may run in a different thread than your
 *  main code, and so shouldn't call any functions from within itself.
 *  
 *  The maximum resolution of this timer is 10 ms, which means that if
 *  you request a 16 ms timer, your callback will run approximately 20 ms
 *  later on an unloaded system.  If you wanted to set a flag signaling
 *  a frame update at 30 frames per second (every 33 ms), you might set a 
 *  timer for 30 ms:
 *  \code
 *    SDL_SetTimer((33/10)*10, flag_update);
 *  \endcode
 *  
 *  If you use this function, you need to pass ::SDL_INIT_TIMER to SDL_Init().
 *  
 *  Under UNIX, you should not use raise or use SIGALRM and this function
 *  in the same program, as it is implemented using setitimer().  You also
 *  should not use this function in multi-threaded applications as signals
 *  to multi-threaded apps have undefined behavior in some implementations.
 *  
 *  \return 0 if successful, or -1 if there was an error.
 */
extern DECLSPEC int SDLCALL SDL_SetTimer(Uint32 interval,
                                         SDL_TimerCallback callback);

/**
 *  \name Peter timers
 *  New timer API, supports multiple timers
 *  Written by Stephane Peter <megastep@lokigames.com>
 */
/*@{*/

/**
 *  Function prototype for the new timer callback function.
 *  
 *  The callback function is passed the current timer interval and returns
 *  the next timer interval.  If the returned value is the same as the one
 *  passed in, the periodic alarm continues, otherwise a new alarm is
 *  scheduled.  If the callback returns 0, the periodic alarm is cancelled.
 */
typedef Uint32(SDLCALL * SDL_NewTimerCallback) (Uint32 interval, void *param);

/**
 *  Definition of the timer ID type.
 */
typedef struct _SDL_TimerID *SDL_TimerID;

/**
 *  Add a new timer to the pool of timers already running.
 *  \return A timer ID, or NULL when an error occurs.
 */
extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval,
                                                 SDL_NewTimerCallback
                                                 callback, void *param);

/**
 *  Remove one of the multiple timers knowing its ID.
 *  \return A boolean value indicating success or failure.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID t);

/*@}*//*Peter timers*/

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

#endif /* _SDL_timer_h */

/* vi: set ts=4 sw=4 expandtab: */