Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitappdelegate.m @ 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 | ec4db979dddb |
children | 64ce267332c6 |
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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 */ #import "SDL_uikitappdelegate.h" #import "SDL_uikitopenglview.h" #import "SDL_events_c.h" #import "jumphack.h" #ifdef main #undef main #endif extern int SDL_main(int argc, char *argv[]); static int forward_argc; static char **forward_argv; int main(int argc, char **argv) { int i; NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; /* store arguments */ forward_argc = argc; forward_argv = (char **)malloc(argc * sizeof(char *)); for (i=0; i<argc; i++) { forward_argv[i] = malloc( (strlen(argv[i])+1) * sizeof(char)); strcpy(forward_argv[i], argv[i]); } /* Give over control to run loop, SDLUIKitDelegate will handle most things from here */ UIApplicationMain(argc, argv, NULL, @"SDLUIKitDelegate"); [pool release]; } @implementation SDLUIKitDelegate @synthesize window; @synthesize windowID; /* convenience method */ +(SDLUIKitDelegate *)sharedAppDelegate { /* the delegate is set in UIApplicationMain(), which is garaunteed to be called before this method */ return (SDLUIKitDelegate *)[[UIApplication sharedApplication] delegate]; } - (id)init { self = [super init]; window = nil; windowID = 0; return self; } - (void)postFinishLaunch { /* run the user's application, passing argc and argv */ int exit_status = SDL_main(forward_argc, forward_argv); /* free the memory we used to hold copies of argc and argv */ int i; for (i=0; i<forward_argc; i++) { free(forward_argv[i]); } free(forward_argv); /* exit, passing the return status from the user's application */ exit(exit_status); } - (void)applicationDidFinishLaunching:(UIApplication *)application { /* Set working directory to resource path */ [[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]]; [self performSelector:@selector(postFinishLaunch) withObject:nil afterDelay:0.0]; } - (void)applicationWillTerminate:(UIApplication *)application { SDL_SendQuit(); /* hack to prevent automatic termination. See SDL_uikitevents.m for details */ longjmp(*(jump_env()), 1); } - (void) applicationWillResignActive:(UIApplication*)application { // NSLog(@"%@", NSStringFromSelector(_cmd)); SDL_SendWindowEvent(self.windowID, SDL_WINDOWEVENT_MINIMIZED, 0, 0); } - (void) applicationDidBecomeActive:(UIApplication*)application { // NSLog(@"%@", NSStringFromSelector(_cmd)); SDL_SendWindowEvent(self.windowID, SDL_WINDOWEVENT_RESTORED, 0, 0); } -(void)dealloc { [window release]; [super dealloc]; } @end