Here's the patch we use when building SDL-1.2.14 and 1.2-hg on Haiku,
it only affects Haiku specific files so should be ok to apply in hg. -Scott McCreary HaikuPorts --HG-- branch : SDL-1.2
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3 changed files with 5 additions and 4 deletions
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@ -39,13 +39,15 @@ static SDL_Thread *SDL_AppThread = NULL;
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static int StartBeApp(void *unused)
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static int StartBeApp(void *unused)
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{
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{
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if(!be_app) {
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BApplication *App;
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BApplication *App;
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App = new BApplication("application/x-SDL-executable");
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App = new BApplication("application/x-SDL-executable");
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App->Run();
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App->Run();
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delete App;
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delete App;
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return(0);
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}
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return(0);
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}
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}
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/* Initialize the Be Application, if it's not already started */
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/* Initialize the Be Application, if it's not already started */
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@ -86,7 +88,7 @@ int SDL_InitBeApp(void)
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++SDL_BeAppActive;
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++SDL_BeAppActive;
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/* The app is running, and we're ready to go */
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/* The app is running, and we're ready to go */
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return(0);
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return(0);
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}
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}
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/* Quit the Be Application, if there's nothing left to do */
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/* Quit the Be Application, if there's nothing left to do */
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@ -57,7 +57,6 @@ static void BE_UnlockHWSurface(_THIS, SDL_Surface *surface);
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static void BE_FreeHWSurface(_THIS, SDL_Surface *surface);
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static void BE_FreeHWSurface(_THIS, SDL_Surface *surface);
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static int BE_ToggleFullScreen(_THIS, int fullscreen);
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static int BE_ToggleFullScreen(_THIS, int fullscreen);
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static SDL_Overlay *BE_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface *display);
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/* OpenGL functions */
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/* OpenGL functions */
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#if SDL_VIDEO_OPENGL
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#if SDL_VIDEO_OPENGL
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@ -62,7 +62,7 @@ struct private_yuvhwdata
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};
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};
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extern BBitmap * BE_GetOverlayBitmap(BRect bounds, color_space cs);
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extern BBitmap * BE_GetOverlayBitmap(BRect bounds, color_space cs);
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SDL_Overlay* BE_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface* display);
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extern SDL_Overlay* BE_CreateYUVOverlay(_THIS, int width, int height, Uint32 format, SDL_Surface* display);
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extern int BE_LockYUVOverlay(_THIS, SDL_Overlay* overlay);
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extern int BE_LockYUVOverlay(_THIS, SDL_Overlay* overlay);
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extern void BE_UnlockYUVOverlay(_THIS, SDL_Overlay* overlay);
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extern void BE_UnlockYUVOverlay(_THIS, SDL_Overlay* overlay);
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extern int BE_DisplayYUVOverlay(_THIS, SDL_Overlay* overlay, SDL_Rect* src, SDL_Rect* dst);
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extern int BE_DisplayYUVOverlay(_THIS, SDL_Overlay* overlay, SDL_Rect* src, SDL_Rect* dst);
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