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11627 commits

Author SHA1 Message Date
Sam Lantinga
e68f366760 *** empty log message ***
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2004-08-21 14:54:49 +00:00
Sam Lantinga
08137364aa *** empty log message ***
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2004-08-21 13:49:22 +00:00
Sam Lantinga
639f022cf2 Date: Wed, 28 Jul 2004 14:56:57 +0800
From: Aaron Perez
Subject: [SDL] Fwd: SDL not checking malloc returning NULL

I was reading through the code and i found that in several places does a
malloc and without checking if it is NULL just use the pointer.

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2004-08-21 13:10:58 +00:00
Sam Lantinga
ddbdb49e06 Date: Sun, 18 Jul 2004 00:22:07 -0400
From: "Philippe Anctil"
Subject: [SDL] odd mouse event generated on init

The mouse relative and absolute coordinates appear to be always equal for
the first mouse event.

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2004-08-21 12:38:50 +00:00
Sam Lantinga
2c65409ade Here are patches for SDL12 and SDL_mixer for 4 or 6 channel
surround sound on Linux using the Alsa driver.  To use them, naturally
you need a sound card that will do 4 or 6 channels and probably also a
recent version of the Alsa drivers and library.   Since the  only  SDL
output  driver  that  knows  about  surround sound is the Alsa driver,
you���ll want to choose it, using:

     export SDL_AUDIODRIVER=alsa

     There are no syntactic changes to the  programming  API.  No  new
library calls, no differences in arguments.

     There are two semantic changes:

(1) For library calls with number of channels as an argument, formerly
     you  could  use only 1 or 2 for the number of channels.   Now you
     can also use 4 or 6.

(2) The two "left" and "right" arguments to Mix_SetPanning,   for  the
     case of 4 or 6 channels,  no longer simply control the volumes of
     the left and right channels. Now the "left" argument is converted
     to an angle and Mix_SetPosition is called,  and the "right" argu-
     ment is ignored.

     With two exceptions,  so far as I know,  the modified  SDL12  and
SDL_mixer work the same way as the original versions,  when opened for
1  or  2  channel output.   The two exceptions are bugs which I fixed.
Well, the first, anyway, is a bug for sure.   When rate conversions up
or down by a factor of two are applied (in  src/audio/SDL_audiocvt.c),
streams with different numbers of channels (that is,  mono and stereo)
are treated the same way:  either each sample is copied or every other
sample is omitted.  This is ok for mono, but for stereo,  it is frames
that should be copied or omitted, where by "frame" I mean a portion of
the stream containing one sample for each channel. (In the SDL source,
confusingly,   sometimes  frames are called "samples".)   So for these
rate conversions,  stereo streams have to be treated differently,  and
they are, in my modified version.

     The other problem that might be characterized  as  a  bug  arises
when  SDL_mixer  is passed a multichannel chunk which does not have an
integral number of frames.   Due to the way the  effect_position  code
loops  over frames,  when the chunk ends with a partial frame,  memory
outside the chunk buffer will be accessed.   In the  case  of  stereo,
it���s possible that because malloc may give more memory than requested,
this potential problem never actually causes a segment fault.  I don���t
know.   For 6 channel chunks,  I do know,  and it does  cause  segment
faults.


     If SDL_mixer is passed defective chunks and this causes a segment
fault, arguably, that���s not a bug in SDL_mixer.  Still, whether or not
it counts as a bug, it���s easy to protect against, so why not?  I added
code in mixer.c to discard any partial frame at the end of a chunk.

     Then what about when SDL or SDL_mixer is opened for 4 or 6  chan-
nel  output?    What  happens  with  the  parts of the current library
designed for stereo?  I don���t know whether I���ve covered all the bases,
but I���ve tried:

(1) For playing 2 channel waves, or other cases where SDL knows it has
     to match up a 2 channel source with a 4 or 6 channel output, I���ve
     added code in SDL_audiocvt.c to make the necessary conversions.

(2) For playing midis using timidity,  I���ve converted timidity to do 4
     or 6 channel output, upon request.

(3) For playing mods using mikmod,  I put ad hoc code  in  music.c  to
     convert  the  stereo  output that mikmod produces to 4 or 6 chan-
     nels.   Obviously it would be better to change the mikmod code to
     mix down into 4 or 6 channels,  but I have a hard time  following
     the code in mikmod, so I didn���t do that.

(4) For  playing mp3s,  I put ad hoc code in smpeg to copy channels in
     the case when 4 or 6 channel output is needed.

(5) There seems to be no problem with .ogg files - stereo .oggs can be
     up converted as .wavs are.

(6) The  effect_position  code  in SDL_mixer is now generalized to in-
     clude the cases of 4 and 6 channel streams.

     I���ve done a very limited amount of compatibility testing for some
of  the games using SDL I happen to have.   For details,  see the file
TESTS.

     I���ve put into a separate archive,  Surround-SDL-testfiles.tgz,  a
couple of 6 channel wave files for testing and a 6 channel  ogg  file.
If you have the right hardware and version of Alsa, you should be able
to  play  the  wave  files  with  the Alsa utility aplay (and hear all
channels, except maybe lfe, for chan-id.wav, since it���s rather faint).
Don���t expect aplay to give good sound,   though.    There���s  something
wrong with the current version of aplay.

     The canyon.ogg file is to test loading of 6 channel oggs.   After
patching and compiling, you can play it with playmus.   (My version of
ogg123 will not play it,  and I had to patch mplayer to get it to play
6 channel oggs.)

Greg Lee <greg@ling.lll.hawaii.edu>
Thus, July 1, 2004

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2004-08-21 12:27:02 +00:00
Sam Lantinga
87de03dc14 Date: Mon, 12 Jul 2004 14:17:47 -0500
From: Richard Smith
Subject: Re: [SDL] Disableing color depth and mode searching

> Also, I should add that a quick way to get the desired effect is to
> #define BROKEN_MODES on top of the SDL_fbvideo.c file.
>

Ah yes, I see that looks like that will do what I need.  Curious as to
why this is a #define and not an enviroment variable like the other
settings.

I would think that finding cards (or chips) with broken modes would be
the norm rather than the execption.

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2004-08-21 11:34:24 +00:00
Sam Lantinga
cebd45ab2d Date: Sat, 10 Jul 2004 21:02:33 +0200
From: "Philippe Plantier (ayin)"
Subject: [SDL] Problems allocating large surfaces

There are problems when allocating large surfaces using SDL_CreateRGBSurface.

When, for example, we try to allocate a surface wider than 16384 pixels,
the calculation of the pitch overflows; this leads to a surface that
has the w and h flags correctly set, but whose "pixels" buffer is too
small. That may lead to heap corruption.

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2004-08-21 05:29:45 +00:00
Sam Lantinga
b3fa599851 Date: Tue, 01 Jun 2004 15:27:44 +0300
From: Martin_Storsj
Subject: Update for dynamic loading of ALSA

I sent you a patch a few months ago which enables SDL to load ALSA
dynamically. Now I've finally got time to tweak this yet some more. I've
added code from alsa.m4 (from alsa's dev package) to acinclude.m4, and
made the detection of the alsa library name a bit better. I've also
fixed up the loading versioned symbols with dlvsym, so that it falls
back to dlsym.

I wouldn't say the configure script is complete yet, but this is how far
I've come this time, and I'm no expert at those things.

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2004-08-21 04:20:00 +00:00
Sam Lantinga
1d9ee0370f Hmm, this should work a little better. :)
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2004-08-21 03:55:12 +00:00
Sam Lantinga
fa46eb0b7c Date: Tue, 27 Jul 2004 17:14:00 +0200
From: "Eckhard Stolberg"
Subject: Controller names in SDL for Windows

I'm working on an Atari 2600 emulator for different systems that uses
the SDL. Some time ago someone created an adaptor that lets you use
your old Atari controllers with your computer through the USB port.
Some of the Atari controllers require special handling by the emulator,
so it would be nice, if it would be possible to detect if any of the
controllers connected to the computer is this adaptor.

SDL would allow that with the SDL_JoystickName function, but unfortunately
it doesn't work properly on Windows. On Linux and MacOSX this function
returns the name of the controller, but on Windows you'll only get the
name of the joystick driver. Most joysticks nowadays use the generic
Microsoft driver, so they all return the same name.

In an old MSDN article
(http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnarinput/html/msdn_extdirect.asp)
Microsoft describes how to read out the OEM controller names from the registry.
I have implemented this for the SDL controller handler on Windows,
and now reading the joystick name works properly there too.

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2004-08-21 03:45:58 +00:00
Sam Lantinga
0ac2cf1847 CoreAudio driver works on Mac OSX 10.1
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2004-08-21 03:21:44 +00:00
Sam Lantinga
35c8da7adb Audio improvements from Max Horn, including a new CoreAudio driver for MacOSX
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2004-08-21 02:06:30 +00:00
Sam Lantinga
fddd0153c8 Date: Thu, 17 Jun 2004 11:38:51 -0700 (PDT)
From: Eric Wing <ewing2121@yahoo.com>
Subject: New OS X patch (was Re: [SDL] Bug with inverted mouse coordinates in

I have a new patch for OS X I would like to submit.
First, it appears no further action has been taken on
my fix from Apple on the OpenGL windowed mode mouse
inversion problem. The fix would reunify the code, and
no longer require case checking for which version of
the OS you are running. This is probably a good fix
because the behavior with the old code could change
again with future versions of the OS, so those fixes
are included in this new patch.

But in addition, when I was at Apple, I asked them
about the ability to distinguish between the modifier
keys on the left and right sides of the keyboard (e.g.
Left Shift, Right Shift, Left/Right Alt, L/R Cmd, L/R
Ctrl). They told me that starting with Panther, the OS
began supporting this feature. This has always been a
source of annoyance for me when bringing a program
that comes from Windows or Linux to OS X when the
keybindings happened to need distinguishable left-side
and right-side keys. So the rest of the patch I am
submitting contains new code to support this feature
on Panther (and presumably later versions of the OS).

So after removing the OS version checks for the mouse
inversion problem, I reused the OS version checks to
activate the Left/Right detection of modifier keys. If
you are running Panther (or above), the new code will
attempt to distinguish between sides. For the older
OS's, the code path reverts to the original code.

I've tested with Panther on a G4 Cube, G5 dual
processor, and Powerbook Rev C. The Cube and G5
keyboards demonstrated the ability to distinguish
between sides. The Powerbook seems to only have
left-side keys, but the patch was still able to handle
it by producing the same results as before the patch.

I also wanted to test a non-Apple keyboard.
Unfortunately, I don't have any PC USB keyboards.
However, I was able to borrow a Sun Microsystems USB
keyboard, so I tried that out on the G5, and I got the
correct behavior for left and right sides. I'm
expecting that if it worked with a Sun keyboard, most
other keyboards should work with no problems.

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2004-08-20 22:35:23 +00:00
Sam Lantinga
0ef2a5d6b7 Added an option to show the logo at the cursor position for debugging
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2004-08-20 22:33:11 +00:00
Sam Lantinga
ce19d347ff Use the canonical glext.h on MacOS X as well (#define NO_SDL_GLEXT if you don't want this)
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2004-08-20 22:32:05 +00:00
Sam Lantinga
26528307dc *** empty log message ***
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2004-08-20 19:42:44 +00:00
Sam Lantinga
8feb4edf9e Date: Fri, 20 Aug 2004 08:31:20 +0200
From: "Markus F.X.J. Oberhumer"
Subject: [SDL-CVS][patch] add missing SDLCALL to headers

the small patch attached below (against current CVS) adds some missing SDLCALL
decorations to callback types and arguments.

Unfortunately one of these changes breaks your gen{def,exp}.pl scripts which
should be changed to use non-greedy regular expression matching...

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2004-08-20 18:57:01 +00:00
Sam Lantinga
c05a3f257e Date: Mon, 05 Jul 2004 14:37:59 +0200
From: Yves Maurischat
Subject: [SDL] Crashes when using aRts on Linux

We had a problem with my app using SDL. It always crashed after SDL_OpenAudio(),
if the artsd was running on a Linux machine with KDE. After some investigation
(and searching for differences in other apps using arts) we found out, that the
problem resulted from loading, calling arts_init(), calling arts_free() and
unloading the aRts-Library in .../src/audio/arts/SDL_artsaudio.c twice: first in
"static int Audio_Available()", the second time in "static SDL_AudioDevice
*Audio_CreateDevice(int devindex)".

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2004-08-18 21:41:39 +00:00
Patrice Mandin
7df9f8266a Forgot to initialize maximum position for mouse
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2004-08-10 20:58:47 +00:00
Patrice Mandin
beeb39367a Wrong check for minimum mouse position
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2004-08-10 18:59:58 +00:00
Patrice Mandin
aab65909fe Give mouse position relative to window position, and do not generate mouse button event if outside of the window
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2004-08-10 18:53:38 +00:00
Patrice Mandin
957b40a020 Do not destroy window on resize, so we can go back to original size from maximized size
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2004-08-09 11:53:14 +00:00
Patrice Mandin
a5687fe059 Too much backslash-n at end of line
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2004-08-05 19:50:06 +00:00
Patrice Mandin
a1135ef524 Correctly center window on creation
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2004-08-05 19:43:07 +00:00
Patrice Mandin
d8a54a0f4a Correctly set window size if resized or maximized
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2004-08-05 19:40:23 +00:00
Patrice Mandin
745040d205 Use meaningful define instead of numeral value
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2004-08-05 19:37:45 +00:00
Patrice Mandin
39debe6a83 Use SDL_SetError instead of fprintf
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2004-08-05 19:34:44 +00:00
Patrice Mandin
899423b986 Absolute mouse position was given as relative movement to SDL
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2004-08-03 15:40:18 +00:00
Patrice Mandin
8c1f9b7977 Wrongly test if width multiple of 16
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2004-08-03 08:50:52 +00:00
Patrice Mandin
b1493fe892 Lock the screen before doing its backup
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2004-08-02 18:39:50 +00:00
Sam Lantinga
b9185e54c2 Date: Sun, 25 Jul 2004 23:10:03 +0800
From: Chris Taylor
Subject: SDL for Macintosh Programmer's Workshop: removed dynamic loading

I'm working on a game called D2X which uses SDL, and I recently ported
it to Mac OS 9. I used MPW to build it. It uses OpenGL. To get it to
work, I had to build SDL so it doesn't dynamically load OpenGL. This is
because I don't think MPW supports dynamic loading. The following patch
makes sure when SDL is built under MPW, dynamic loading of shared
libraries is disabled.

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2004-07-25 19:43:56 +00:00
Sam Lantinga
ee92972637 You can't free locked surfaces!
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2004-07-25 18:43:07 +00:00
Sam Lantinga
a69bbd4764 Date: Wed, 23 Jun 2004 17:05:33 -0400
From: Chris Nelson
Subject: [SDL] [Patch] WiseGroup MP-8800 / MP-8866 (PS2 Joystick)

In the current cvs version, SDL doesn't handle these Playstation2
controller => USB adapters correctly, in linux.

It will always assume that the maximum number of joysticks (2 in the
case of the MP-8866, 4 in the case of the 8800) are plugged in. This is
bad not only because it allows SDL to exaggerate the number of logical
joysticks, but primarily because the joystick axes are mapped
incorrectly, all over the place, such that the devices are effectively
unusable unless you have the maximum number of joysticks plugged in.

My changes to src/joystick/linux/SDL_sysjoystick.c build on another's
previous work (which was a special case for this very joystick,
actually), and fix both of these problems, as well as making the current
code a little more general, to allow for others to more easily drop in
code for quirky joysticks such as these.

I've tested this code under 2.6.7 as well as 2.4.24... Both work as
advertised (provided you load the JOYDEV linux code as a module,
otherwise they won't work at all, new code or old, but that's another
issue entirely).

Though this sounds horribly formal, you have my permission to distribute
all of my work on this issue under the LGPL. So there.

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2004-07-25 18:31:50 +00:00
Sam Lantinga
564da8e6d2 Date: Mon, 28 Jun 2004 23:15:55 +0200
From: Ivo Danihelka
Subject: [SDL] [PATCH] SDL_WM_SetCaption with UTF-8

This patch enables UTF-8 suport for SDL_WM_SetCaption() in x11.

XFree86 >= 4.0.2 supports text strings in UTF-8. Presence of this
feature is indicated by the macro X_HAVE_UTF8_STRING.

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2004-07-25 17:33:33 +00:00
Sam Lantinga
dd48804e18 *** empty log message ***
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2004-07-21 04:53:26 +00:00
Sam Lantinga
f70b972d49 Date: Mon, 3 May 2004 03:15:01 +0100
From: David Symmonds
Subject: SDL Typedef Structs

Hi, Thanks for the SDL libraries, I have been using them for about a year
now and they are really brilliant. One thing that I have just found whilst
using them through C++ (and needing forward declarations) is that when you
typedef structs you sometimes use

typedef struct Name
{
...
}Name;

e.g. SDL_Surface


and other times use

typedef struct
{
...
}Name;


e.g. SDL_Rect

The first type works fine, when I define a header file I can just put
'struct Name;' at the top and use the Name throughout. However, the second
type is harder to use in a header, and I haven't found a way yet, other than
to include 'SDL.h' in the header file (undesirable). Would there be any harm
in changing the definition of SDL_Rect and such like to the second form?

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2004-07-18 22:57:40 +00:00
Sam Lantinga
1ac1efb053 Date: Sat, 26 Jun 2004 14:58:42 +0300
From: "Mike Gorchak"
Subject: QNX 6.3 fixes for SDL

Sam, I've added new OpenGL framework for SDL, which appeared in the new QNX version - 6.3. I've leave compatibility with previous QNX versions. And I've moved all GL specific functions to the separate module, like it done for the other platforms.

SDL is now ready for the QNX 6.3 :)

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2004-07-18 19:46:38 +00:00
Sam Lantinga
7a8d040a8c *** empty log message ***
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2004-07-18 19:44:06 +00:00
Sam Lantinga
2e7908c36f Date: Mon, 28 Jun 2004 19:58:08 +0900
From: Hayashi Naoyuki
Subject: SDL_types.h - fix for Tru64 MME

The following two problems are fixed.
1. Type of Uint64 is "long long" in SDL_types.h,
   but is "long" in mmbasic.h(Tru64 UNIX MME header file).
2. Uint8, Uint16 and Uint32 are redefined
   if you compile a file including mmbasic.h and SDL_types.h.

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2004-07-18 19:42:03 +00:00
Sam Lantinga
b84dba5751 Date: Mon, 21 Jun 2004 16:52:47 +0200
From: Marcin Konicki
Subject: SDL 1.2.7 patch for BeOS (new input handling code)

I rewrote input handling code for BeOS. It should be faster now (i got
report that mouse is faster, keyboard should be too, but it's harder to
observe).

I'll try to add mouse wheel support too, soon.

Stefano Ceccherini (a.k.a Jack Burton) helped me beautify code (working
version was less clean), and it was he who asked me to write this thing ;).

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2004-07-18 19:36:06 +00:00
Sam Lantinga
3eaf8adb30 Date: Sat, 03 Jul 2004 02:23:48 +0200
From: Marcin Konicki
Subject: [PATCH] Add missing functions and bring back OpenGL

This patch adds missing functions:
IconifyWindow
GetWMInfo
GL_LoadLibrary
GL_GetProcAddress
GL_GetAttribute
GL_MakeCurrent

Adding GL_* functions brings back working OpenGL in SDL for BeOS :).
With addd GL_* functions there are few changes in Window class to handle
changes better.

Patch also fixes bug which freezed window when using MesaGL instead of
BeOS r5 GL - it just needed Window->Quit() added into BE_VideoQuit().
THX to Michael Weirauch (a.k.a emwe) who worked on that bug before and
found that it freezes because of lock somewhere.

THX to Matti "Mictlantecuhtli" Lev��nen for testing, Rod��ric Vicaire
(a.k.a. Ingenu) for OpenGL wisdom, and Stefano Ceccherini (a.k.a Jack
Burton) for asking me to fix SDL on BeOS :).

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2004-07-18 19:14:33 +00:00
Sam Lantinga
249a5dcd55 Date: Wed, 7 Jul 2004 12:57:58 +0200
From: "Markus F.X.J. Oberhumer"
Subject: [SDL-CVS] [patch] small fix for SDL_joystick.h

the tiny patch below (against current CVS) fixes a syntax error
(not allow compilers allow multiple __cdecl).

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2004-07-18 19:05:06 +00:00
Sam Lantinga
fc16e92976 Date: Fri, 16 Jul 2004 17:25:45 +0200
From: "A. Umbach"
Subject: Patch for bug in SDL cdrom resume handling

Black| pointed out a bug on #sdl today, that when you pause CD playback,
and then Resume it, it'll play until the end of the disk, and not until
the track you specified.

Attached is a patch that fixes the issue, by saving the desired end position
in the SDL_CD struct, and seting it again upon resume

- Andreas

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2004-07-18 19:01:27 +00:00
Sam Lantinga
c496d3e3b8 Date: Sun, 18 Jul 2004 16:46:44 +0200
From: Georg Schwarz
Subject: Compiling SDL on IRIX 5.3

in order to make SDL compile on IRIX 5.3 I had to apply the following patch

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2004-07-18 18:33:28 +00:00
Patrice Mandin
d2ee3368ef Forgot to initialize video mode list
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2004-07-17 08:58:24 +00:00
Sam Lantinga
a43c7bf823 Date: Thu, 24 Jun 2004 15:13:40 +0300 (EEST)
From: Martin_Storsj�
Subject: Small patches for SDL/win32

I've tried playing with running SDL compiled for Windows with Wine (and
WineX) under Linux. It didn't originally work too well, but I somehow
managed to make it work. Most of the fixes was patches to Wine(X), but I
also found something in video/windx5/SDL_dx5video.c which, as far as I can
tell, actually is a bug in SDL. The result from the COM method Release,
which returns the new reference count, is compared to DD_OK. Because
QueryInterface is called immediately before, the reference count shouldn't
be DD_OK (== 0).

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2004-06-25 05:24:50 +00:00
Sam Lantinga
b8d2b6a0c5 *** empty log message ***
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2004-05-27 22:57:30 +00:00
Sam Lantinga
c1fba56529 The tenth time is the charm...
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2004-05-20 10:05:59 +00:00
Sam Lantinga
e442725177 *** empty log message ***
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2004-05-17 22:42:51 +00:00
Sam Lantinga
17d60ba5d4 Date: Tue, 11 May 2004 22:05:32 -0400
From: Bob Ippolito
Subject: [SDL] SDL_QuartzWM patches

I've sent in two small patches to SDL_QuartzWM directly to Sam over the
past few months (well, I think I sent both anyway) and neither of them
have been implemented.  I didn't receive a response, so I'm sure he was
just busy and/or they got lost, so I decided to sign up to the list and
post them here.

This patch rolls both of them together:
- Mouse cursor becomes visible if hidden when it moves outside of the
game window.  If you want it to stay invisible you should warp it
because if it's not warped a user might click some random other
application!  Commercial games behave in this way (or at least Warcraft
III does, which is the only one that uses a custom mouse cursor and no
warping that I've played in recent memory).
- Right mouse button emulation is changed from Command-Click to
Control-Click, which is how OS X behaves.

Consider copyright assigned to whomever needs it under whichever
license it needs to be under.. yadda yadda yadda.

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2004-05-17 00:16:24 +00:00