#define SDL_NO_COMPAT
before you include SDL.h then SDL_compat.h will never be included in your code.
This is useful for making sure that your code uses only SDL 1.3 features.
It is also handy for finding things that are in SDL_compat.h that belong elsewhere.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403621
fixed is caused by clearing SDL_COPY_RLE_COLORKEY without setting SDL_COPY_RLE_DESIRED in SDL_UnRELSurface.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402746
Christian Walther. Currently only implemented on Mac OS X for sanity
checking purposes.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402715
From: Sam Lantinga
Subject: SDL 1.3 keyboard plan
After lots of discussion with Christian, this is what we came up with:
> So, to sum up...
> SDLK_* become the physical keys, starting at > (1<<21)
> We create a macro SDLK_INDEX(X)
> We have two functions SDL_GetLayoutKey(SDLKey) and SDL_GetKeyName()
> SDL_GetLayoutKey maps to UCS4 for printable characters, and SDLK* for
non-printable characters
> and does so based on the OS's current keyboard layout
> SDL_GetKeyName() handles both SDLK_* and UCS4, converting UCS4 to UTF-8 and
converting SDLK_* into our names, which are UTF-8 for printable characters.
> WASD folks use SDLK_*, and 'I' folks use SDL_GetLayoutKey(SDLK_*)
Here is the patch he came up with, and his e-mail about it:
Date: Fri, 17 Aug 2007 19:50:28 +0200
From: Christian Walther
Subject: Re: SDL 1.3 keyboard plan
> Sounds great, go ahead and send me a patch.
Here goes! Thanks for having a look. Don't hesitate to comment if
anything does not conform to your ideas.
One caveat: Committing this now may break compilability of some video
drivers - specifically, if they use any of the SDLK_* codes that were
obsoleted and moved into SDL_compat.h. I only tried Cocoa (which did
break, but is already fixed) and X11 (which didn't, but then its key
handling is #iffed out). If that's a problem, it may need to go into
a branch.
-Christian
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402630
- SDL_Surface is a system memory representation of pixel data
- SDL_Texture is a video memory representation of pixel data
The concept of SDL_Surface with SDL_HWSURFACE is no longer used.
Separated SDL_Texture types by usage rather than memory type
- SDL_TEXTUREACCESS_STATIC is for rarely changed pixel data,
can be placed in video memory.
- SDL_TEXTUREACCESS_STREAMING is for frequently changing pixel
data, usually placed in system memory or AGP memory.
Optimized the SDL_compat usage of the OpenGL renderer by only
using one copy of the framebuffer instead of two.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402584
On tracing it turns out to fail from SDL_WM_SetCaption()
On going through the function it looks like the SDL_free() function is called
every alternate time with an invalid pointer that has already been freed.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402101