Hi,
Since I upgraded to the latest SDL version (1.1.3) I’ve been having
problems using the SDL_WINDOWID hack, I get this message when I try to
call SDL_SetVideoMode ():
Gdk-ERROR **: BadWindow (invalid Window parameter)
serial 33 error_code 3 request_code 2 minor_code 0
And after that the program exits, I can’t even make the gtk-demo work
anymore (everything was fine before I upgraded). Does anyone have any
ideas or is it a bug in SDL ? If I don’t use the SDL_WINDOWID hack the
program works but I get the SDL display in another window.
Leonardo
Sorry, it was indeed my fault. The patch below should fix it (though I have
not tested it on strange visuals yet). Sam, please apply it and accept
my apologies.
Cheers,
Mattias.
diff -u -r1.6.2.39 SDL_x11video.c
— SDL_x11video.c 2000/03/22 18:12:09 1.6.2.39
+++ SDL_x11video.c 2000/04/03 17:46:08
@@ -338,6 +338,12 @@
return(-1);
}
-
/* allow for easier debugging (get errors when they happen) */
-
if(getenv("SDL_VIDEO_X11_SYNC")) {
-
XSynchronize(SDL_Display, True);
-
XSynchronize(GFX_Display, True);
-
}+
/* Set the normal X error handler */
X_handler = XSetErrorHandler(x_errhandler);
@@ -394,7 +400,7 @@
if ( SDL_windowid ) {
FSwindow = 0;
@@ -483,6 +489,12 @@
return -1;
vis = vi->visual;
depth = vi->depth;
-
} else if( SDL_windowid ) {
-
XWindowAttributes a;
-
SDL_Window = strtol(SDL_windowid, NULL, 0);
-
XGetWindowAttributes(SDL_Display, SDL_Window, &a);
-
vis = a.visual;
-
depth = a.depth;
} else {
for(i = 0; i < this->hidden->nvisuals; i++)
if(this->hidden->visuals[i].bpp == bpp)
@@ -560,9 +572,7 @@
}
/* Create (or use) the X11 display window */
@@ -590,8 +600,10 @@
}
XSetWindowColormap(SDL_Display, SDL_Window, SDL_XColorMap);
-
XSetWindowColormap(SDL_Display, FSwindow, SDL_XColorMap);
-
XSetWindowColormap(SDL_Display, WMwindow, SDL_XColorMap);
-
if( !SDL_windowid ) {
-
XSetWindowColormap(SDL_Display, FSwindow, SDL_XColorMap);
-
XSetWindowColormap(SDL_Display, WMwindow, SDL_XColorMap);
-
}
/* Create the graphics context */
gcv.graphics_exposures = False;
Mattias Engdeg?rd wrote:
Sorry, it was indeed my fault. The patch below should fix it (though I have
not tested it on strange visuals yet). Sam, please apply it and accept
my apologies.
Everything is working again, thanks !
Leonardo
Mattias Engdeg?rd wrote:
Sorry, it was indeed my fault. The patch below should fix it (though I have
not tested it on strange visuals yet). Sam, please apply it and accept
my apologies.
Everything is working again, thanks !
Great, thanks guys!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software