(Said Max Horn on the SDL mailing list...)
Hi folks, based on Eric Wing's patch, I created the attached patch which fixes the OpenGL coordinate inversion bug in SDL. It works fine over here on 10.3 with Ryan's test program (which I also attached). There is another change in it: I removed the "- 1" in the two lines using CGDisplayPixelsHigh()... while I understand from a logical point of view why they *should* be correct, I checked the actual values computed that way, and they were off-by-one. After removing the " - 1", the returned mouse coordinates are correct. I checked this by moving the mouse to the screen top/bottom in fullscreen mode, BTW. With the change, the proper values 0 and 479 are returned (in 640x480 mode). Sam, you may still want to test on 10.1, it's very simple using Ryan's minimal test code :-) Cheers, Max (Here is the reproduction case for revision history's sake...) /* * To compile: * gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL * * --ryan. */ #include <stdio.h> #include "SDL.h" #include "SDL_opengl.h" int main(int argc, char **argv) { Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */; SDL_Surface *screen; SDL_Event event; int done = 0; GLfloat ratio; SDL_Init(SDL_INIT_VIDEO); SDL_ShowCursor(0); if ((argv[1]) && (strcmp(argv[1], "--grab") == 0)) SDL_WM_GrabInput(SDL_GRAB_ON); screen = SDL_SetVideoMode(640, 480, 0, flags); if (!screen) return(42); ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClearDepth( 1.0f ); glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glViewport( 0, 0, screen->w, screen->h); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0f, ratio, 0.1f, 100.0f ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapBuffers(); // eh, close enough. #define MAX_X 6.12 #define MAX_Y 4.50 while (!done) { int x, y; GLfloat glx, gly; if (!SDL_WaitEvent(&event)) break; switch (event.type) { case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) done = 1; break; } SDL_GetMouseState(&x, &y); glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X; gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(glx,-gly,-6.0f); glBegin(GL_TRIANGLES); glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f); glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f); glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f); glEnd(); SDL_GL_SwapBuffers(); } SDL_Quit(); return(0); } /* end of test.c ... */ --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40877
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3 changed files with 12 additions and 2 deletions
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@ -107,6 +107,7 @@ typedef struct SDL_PrivateVideoData {
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SDL_sem *sem1, *sem2; /* synchronization for async screen updates */
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Uint8 *current_buffer; /* the buffer being copied to the screen */
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BOOL quit_thread; /* used to quit the async blitting thread */
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SInt32 system_version; /* used to dis-/enable workarounds depending on the system version */
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ImageDescriptionHandle yuv_idh;
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MatrixRecordPtr yuv_matrix;
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@ -152,6 +153,7 @@ typedef struct SDL_PrivateVideoData {
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#define sem2 (this->hidden->sem2)
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#define current_buffer (this->hidden->current_buffer)
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#define quit_thread (this->hidden->quit_thread)
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#define system_version (this->hidden->system_version)
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/* grab states - the input is in one of these states */
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enum {
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@ -205,6 +205,9 @@ static int QZ_VideoInit (_THIS, SDL_PixelFormat *video_format) {
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cursor_visible = YES;
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current_mods = 0;
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if ( Gestalt(gestaltSystemVersion, &system_version) != noErr )
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system_version = 0;
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/* register for sleep notifications so wake from sleep generates SDL_VIDEOEXPOSE */
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QZ_RegisterForSleepNotifications (this);
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@ -135,7 +135,7 @@ void QZ_PrivateSDLToCocoa (_THIS, NSPoint *p) {
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if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */
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p->y = CGDisplayPixelsHigh (display_id) - p->y - 1;
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p->y = CGDisplayPixelsHigh (display_id) - p->y;
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}
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else {
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@ -152,7 +152,7 @@ void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) {
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if ( CGDisplayIsCaptured (display_id) ) { /* capture signals fullscreen */
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p->y = CGDisplayPixelsHigh (display_id) - p->y - 1;
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p->y = CGDisplayPixelsHigh (display_id) - p->y;
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}
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else {
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@ -161,6 +161,11 @@ void QZ_PrivateCocoaToSDL (_THIS, NSPoint *p) {
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newPoint = [ window_view convertPoint:*p fromView:[ qz_window contentView ] ];
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*p = newPoint;
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/* If OSX version is 10.3.0 or later, we need a workaround in OpenGL mode */
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if( system_version >= 0x1030 && (SDL_VideoSurface->flags & (SDL_OPENGL | SDL_OPENGLBLIT)) ) {
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p->y = [window_view frame].size.height - p->y - 1;
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}
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}
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}
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