view src/video/bwindow/SDL_BView.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 99210400e8b9
children f7b03b6838cb
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
*/
#include "SDL_config.h"

#ifndef _SDL_BView_h
#define _SDL_BView_h

/* This is the event handling and graphics update portion of SDL_BWin */

extern "C"
{
#include "../../events/SDL_events_c.h"
};

class SDL_BView:public BView
{
  public:
    SDL_BView(BRect frame):BView(frame, "SDL View", B_FOLLOW_ALL_SIDES,
                                 (B_WILL_DRAW | B_FRAME_EVENTS))
    {
        image = NULL;
        xoff = yoff = 0;
        SetViewColor(0, 0, 0, 0);
        SetHighColor(0, 0, 0, 0);
    }
    virtual ~ SDL_BView()
    {
        SetBitmap(NULL);
    }
    /* Set drawing offsets for fullscreen mode */
    virtual void SetXYOffset(int x, int y)
    {
        xoff = x;
        yoff = y;
    }
    virtual void GetXYOffset(int &x, int &y)
    {
        x = xoff;
        y = yoff;
    }
    /* The view changed size. If it means we're in fullscreen, we
     * draw a nice black box in the entire view to get black borders.
     */
    virtual void FrameResized(float width, float height)
    {
        BRect bounds;
        bounds.top = bounds.left = 0;
        bounds.right = width;
        bounds.bottom = height;
        /* Fill the entire view with black */
        FillRect(bounds, B_SOLID_HIGH);
        /* And if there's an image, redraw it. */
        if (image) {
            bounds = image->Bounds();
            Draw(bounds);
        }
    }

    /* Drawing portion of this complete breakfast. :) */
    virtual void SetBitmap(BBitmap * bitmap)
    {
        if (image) {
            delete image;
        }
        image = bitmap;
    }
    virtual void Draw(BRect updateRect)
    {
        if (image) {
            if (xoff || yoff) {
                BRect dest;
                dest.top = updateRect.top + yoff;
                dest.left = updateRect.left + xoff;
                dest.bottom = updateRect.bottom + yoff;
                dest.right = updateRect.right + xoff;
                DrawBitmap(image, updateRect, dest);
            } else {
                DrawBitmap(image, updateRect, updateRect);
            }
        }
    }
    virtual void DrawAsync(BRect updateRect)
    {
        if (xoff || yoff) {
            BRect dest;
            dest.top = updateRect.top + yoff;
            dest.left = updateRect.left + xoff;
            dest.bottom = updateRect.bottom + yoff;
            dest.right = updateRect.right + xoff;;
            DrawBitmapAsync(image, updateRect, dest);
        } else {
            DrawBitmapAsync(image, updateRect, updateRect);
        }
    }

  private:
    BBitmap * image;
    int xoff, yoff;
};

#endif /* _SDL_BView_h */
/* vi: set ts=4 sw=4 expandtab: */