Fixed bug 2525 - Keyboard focus crash
authorSam Lantinga <slouken@libsdl.org>
Wed, 25 Jun 2014 02:08:37 -0700
changeset 8926 38e89ab78465
parent 8925 8469a1c3e484
child 8953 dc80dc0bd22e
Fixed bug 2525 - Keyboard focus crash Todd Seiler Call Stack: #0 0x0000000101c29291 in Cocoa_StartTextInput at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoakeyboard.m:512 #1 0x0000000101c110c5 in SDL_SetKeyboardFocus at /Users/Todd/Desktop/codes/sources/SDL/src/events/SDL_keyboard.c:643 #2 0x0000000101c32be4 in SetupWindowData at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:981 #3 0x0000000101c32d2a in Cocoa_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:1092 #4 0x0000000101c99999 in SDL_CreateWindowFrom_REAL at /Users/Todd/Desktop/codes/sources/SDL/src/video/SDL_video.c:1338 #5 0x0000000101ce1484 in SDL_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/dynapi/SDL_dynapi_procs.h:547 #6 0x0000000100018a5e in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:138 #7 0x0000000100017ca5 in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:145 #8 0x000000010000cd96 in App::execute(int, char**) at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/App.cpp:28 #9 0x0000000100004402 in main at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/main.cpp:8 This issue occurred when using Ogre3D Graphics engine on Mac (cocoa) to create the window. Then handing the window handle off to SDL_CreateWindowFrom(). In Ogre3D application you do the following: window_ = root_->initialise(true, "Ogre Window 2"); loadOgreResources(); Ogre::WindowEventUtilities::addWindowEventListener(window_, this); #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE NSWindow* Data = 0; window_->getCustomAttribute("WINDOW", &Data); sdl_window_ = SDL_CreateWindowFrom((void*)Data); #endif It results in a crash in this function: SDL_cocoakeyboard.m void Cocoa_StartTextInput(_THIS) { SDL_VideoData *data = (SDL_VideoData *) _this->driverdata; NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; SDL_Window *window = SDL_GetKeyboardFocus(); NSWindow *nswindow = nil; if (window) nswindow = ((SDL_WindowData*)window->driverdata)->nswindow; // ... } The crash occurred because "driverdata" was nil. Before this function call, a call to SetupWindowData is called: SDL_cocoawindow.m static int SetupWindowData(_THIS, SDL_Window * window, NSWindow *nswindow, SDL_bool created) { // ... if ([nswindow isKeyWindow]) { window->flags |= SDL_WINDOW_INPUT_FOCUS; SDL_SetKeyboardFocus(data->window); } /* Prevents the window's "window device" from being destroyed when it is * hidden. See http://www.mikeash.com/pyblog/nsopenglcontext-and-one-shot.html */ [nswindow setOneShot:NO]; /* All done! */ [pool release]; window->driverdata = data; return 0; } As you can see: "window->driverdata = data" is performed after the "SDL_SetKeyboardFocus()" call, which eventually leads to "Cocoa_StartTextInput()" where the crash occurs.
src/video/cocoa/SDL_cocoawindow.m
--- a/src/video/cocoa/SDL_cocoawindow.m	Wed Jun 25 01:43:58 2014 -0700
+++ b/src/video/cocoa/SDL_cocoawindow.m	Wed Jun 25 02:08:37 2014 -0700
@@ -921,7 +921,7 @@
     SDL_WindowData *data;
 
     /* Allocate the window data */
-    data = (SDL_WindowData *) SDL_calloc(1, sizeof(*data));
+    window->driverdata = data = (SDL_WindowData *) SDL_calloc(1, sizeof(*data));
     if (!data) {
         return SDL_OutOfMemory();
     }
@@ -995,7 +995,6 @@
 
     /* All done! */
     [pool release];
-    window->driverdata = data;
     return 0;
 }