view src/video/ps2gs/SDL_gsmouse.c @ 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
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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"

#include <sys/ioctl.h>

#include "SDL_mouse.h"
#include "../../events/SDL_events_c.h"
#include "../SDL_cursor_c.h"
#include "SDL_gsvideo.h"
#include "SDL_gsmouse_c.h"


/* The implementation dependent data for the window manager cursor */
struct WMcursor
{
    int unused;
};

/* There isn't any implementation dependent data */
void
GS_FreeWMCursor(_THIS, WMcursor * cursor)
{
    return;
}

/* There isn't any implementation dependent data */
WMcursor *
GS_CreateWMCursor(_THIS,
                  Uint8 * data, Uint8 * mask, int w, int h, int hot_x,
                  int hot_y)
{
    return ((WMcursor *) 0x01);
}

static void
GS_MoveCursor(_THIS, SDL_Cursor * cursor, int x, int y)
{
    SDL_Surface *screen;
    struct ps2_image image;
    SDL_Rect area;
    int mouse_y1, mouse_y2;
    void *saved_pixels;
    int screen_updated;

    /* Lock so we don't interrupt an update with mouse motion */
    SDL_LockCursor();

    /* Make sure any pending DMA has completed */
    if (dma_pending) {
        ioctl(console_fd, PS2IOC_SENDQCT, 1);
        dma_pending = 0;
    }

    /* Remove the cursor image from the DMA area */
    screen = this->screen;
    saved_pixels = screen->pixels;
    screen->pixels = mapped_mem + screen->offset;
    screen_updated = 0;
    if (cursor_drawn) {
        SDL_EraseCursorNoLock(screen);
        cursor_drawn = 0;
        screen_updated = 1;
    }

    /* Save the current mouse area */
    SDL_MouseRect(&area);
    mouse_y1 = area.y;
    mouse_y2 = area.y + area.h;

    /* Only draw the new cursor if there was one passed in */
    if (cursor) {
        /* Set the new location */
        cursor->area.x = (x - cursor->hot_x);
        cursor->area.y = (y - cursor->hot_y);

        /* Draw the cursor at the new location */
        if ((SDL_cursorstate & CURSOR_VISIBLE) && screen->pixels) {
            SDL_DrawCursorNoLock(screen);
            cursor_drawn = 1;
            screen_updated = 1;
        }
    }
    screen->pixels = saved_pixels;

    /* Update the affected area of the screen */
    if (screen_updated) {
        SDL_MouseRect(&area);
        if (area.y < mouse_y1) {
            mouse_y1 = area.y;
        }
        if ((area.y + area.h) > mouse_y2) {
            mouse_y2 = area.y + area.h;
        }
        image = screen_image;
        image.y += screen->offset / screen->pitch + mouse_y1;
        image.h = mouse_y2 - mouse_y1;
        image.ptr = mapped_mem + (image.y - screen_image.y) * screen->pitch;
        ioctl(console_fd, PS2IOC_LOADIMAGE, &image);

        /* Need to scale offscreen image to TV output */
        if (image.y > 0) {
            scaleimage_nonblock(console_fd, tex_tags_mem, scale_tags_mem);
        }
    }

    /* We're finished */
    SDL_UnlockCursor();
}

void
GS_MoveWMCursor(_THIS, int x, int y)
{
    GS_MoveCursor(this, SDL_cursor, x, y);
}

int
GS_ShowWMCursor(_THIS, WMcursor * wmcursor)
{
    SDL_Cursor *cursor;
    int x, y;

    /* Draw the cursor at the appropriate location */
    SDL_GetMouseState(&x, &y);
    if (wmcursor) {
        cursor = SDL_cursor;
    } else {
        cursor = NULL;
    }
    GS_MoveCursor(this, cursor, x, y);
    return (1);
}

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