Fix numlock and pause keys not being pressable on win32, they both report under
the same scancode, so use the VK to tell them apart
--HG--
extra : histedit_source : ea129a468bd8ca3164b1aaea0fa143cf2e130b7b
Philipp Wiesemann
SDL_RWFromFile() sets an error to be queried with SDL_GetError() on Android although a valid SDL_RWops pointer is returned.
This happens if the fallback implemented in SDL_android.cpp is used to load compressed assets (see README.android in section "Loading assets") and results in a message like "java.io.FileNotFoundException: This file can not be opened as a file descriptor; it is probably compressed". I think this is confusing and not needed because the loading works as expected.
I attached a patch which changes SDL_android.cpp to not set an error if compressed assets are loaded. In this case also no Exception is queried and no additional string are created.
Philipp Wiesemann
SDL's Android project template has old default icons from Android while iOS project template has custom icons with SDL's logo.
There is a Wizard in the Android Developer Tools to create "Android Icon Sets". As an example I created icons from the iOS loading screen and attached them in a ZIP archive. They are named "ic_launcher.png" instead of "icon.png" because that is the new name used in Android projects. To use them the AndroidManifest.xml needs to be changed to have "@drawable/ic_launcher" instead of "@drawable/icon". I do not know why there was no icon created for ldpi. Maybe it is deprecated.
Philipp Wiesemann
SDL sets an error to be queried with SDL_GetError() for the initial touch on Android.
Android_OnTouch() in SDL_androidtouch.c uses SDL_GetTouch() to check if a touch device was already added. SDL_GetTouch() sets the error "Unknown touch device" for an out of range access because touch devices are added after initial touch. I think this error is confusing because it always happens by design.
I attached a patch which removes the call to SDL_GetTouch() and only uses SDL_AddTouch() which does the check (if already added) again and does not set an error (if not added yet).
q66
The SDL_opengl.h header contains this:
#ifdef __FreeBSD__ /* !!! FIXME: temp compiler warning fix... */
#define NO_SDL_GLEXT 1
#endif
However, I can't seem to find what kind of compiler warning it was and it makes it unusable to use on FreeBSD. If I comment out these lines on my machine, everything works fine - I use FreeBSD 9-STABLE (x86_64, gcc and clang both, the same in a x86 chroot). All I could find is that this was causing an error on FreeBSD 8, but I can't test that on my machine (maybe if I set up some FreeBSD 8 chroot).
I set up a 8.2 chroot and investigated the problem. Apparently this issue was fixed in Mesa 7.6 (and in Git, June 4 2009, but it didn't get into 7.5). By the time those lines were added, FreeBSD contained the libGL port version 7.4.4, which suffered from the issue, but on April 2012 the version was updated to 7.6, which is available for FreeBSD 8 and FreeBSD 9 alike, which means those three lines should be safe to remove (it'll work fine for everyone with sufficiently up to date ports).
This lets us change things like this...
if (Failed) {
SDL_SetError("We failed");
return -1;
}
...into this...
if (Failed) {
return SDL_SetError("We failed");
}
Fixes Bugzilla #1778.
ny00
A minor patch is attached, with the following few changes to testjoystick.c:
- Unused constant definitions have been removed.
- Output for all analog axes is drawn, even when there is an odd number of axes. (I have a controller with 5 analog axes.)
- Buttons are now drawn on two rows, so there's room for more. In fact, it has been used for testing a proposed joystick patch for Android, where large button ID numbers have been involved (20 and up). For more details see http://bugzilla.libsdl.org/show_bug.cgi?id=1700.
- A few adaptations have been done for the Android platform, assuming joystick support is ever applied to it. One of them is that the very first joystick (in the enumeration of all joysticks) is opened for testing, if there is any.
- It is now possible to quit from the calibration by pressing on a mouse button, tapping on a touchscreen or pressing/tapping on the "Back" button of an Android device. Technically, a press on a key identified by key code SDLK_AC_BACK results in that.