• Ryan C. Gordon's avatar
    (Said Max Horn on the SDL mailing list...) · 71a0f25a
    Ryan C. Gordon authored
    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
    71a0f25a