Commit graph

4341 commits

Author SHA1 Message Date
Sam Lantinga
f4dd9b9456 Allow you to override SDL's main override 2011-02-16 12:27:29 -08:00
Sam Lantinga
0a5c049c24 The scripts to generate header files are no longer necessary. 2011-02-16 12:15:04 -08:00
Sam Lantinga
911522c1fe Updated HG ignore file for Visual C++ files 2011-02-16 05:00:33 -08:00
Sam Lantinga
c2204a539c Fixed bug #1121 (More than one device through SDL_JOYSTICK_DEVICE)
Chusslove Illich      2011-02-13 04:30:28 PST

Currently SDL_JOYSTICK_DEVICE environment variable can be used to add
exactly one topmost device. I think it would be nice if one could also set
several devices (e.g. a stick and a throttle) in this way, as a colon-
separated list. The attached patch implements this
2011-02-16 04:51:13 -08:00
Sam Lantinga
e6accab8ba Fixed bug #1085 (Jump to NULL function pointer on ALSA_OpenDevice)
Bruno      2010-12-16 02:41:51 PST

Fix segfault in ALSA_OpenDevice()

When alsa is linked to libsdl instead of being loaded on demand at runtime the
alsa macro snd_pcm_hw_params_alloca(ptr); misbehaves.

That macro calls snd_pcm_hw_params_sizeof() in order to determine the amount of
memory to allocate but due to mis-placed define that function is replaced with
ALSA_snd_pcm_hw_params_sizeof by preprocessor (and in case of link to alsa that
function pointer is initialized to itself).

Attached patch fixes the issue.
2011-02-16 04:08:28 -08:00
Sam Lantinga
86ccb87283 Fixed bug #1064 (configure still has --enable-stdio-redirect option) 2011-02-16 03:59:39 -08:00
Sam Lantinga
e17d29cd0e Setup the screensaver in the OpenGL case as well. 2011-02-16 02:57:00 -08:00
Sam Lantinga
2266448814 Fixed bug #963 (Crash with OpenGL & window resizing)
The crash was already fixed, but the window doesn't need to be recreated if you're just changing the size of the OpenGL window.
2011-02-16 02:55:46 -08:00
Sam Lantinga
1eebb75596 Building SDL_revision.h is a dependency of installing the headers. :) 2011-02-16 02:55:32 -08:00
Sam Lantinga
e0bf2dc643 Made it possible to build SDL from a fresh checkout without any additional steps.
The trick is that if you're using configure and you don't want to have SDL_config.h and SDL_revision.h to show up as modified, you need to configure and build from a separate directory.

You also need to include SDL_revision.h directly if you want to use the SDL_REVISION constant, as a side effect of these changes.

--HG--
rename : include/SDL_config.h.default => include/SDL_config.h
2011-02-16 02:37:09 -08:00
Sam Lantinga
20ae4187a4 Needed to allocate memory for the shadow surface if we needed to create one. 2011-02-16 01:40:44 -08:00
Sam Lantinga
3c7c3d8d8b Okay, _now_ SDL_WM_ToggleFullScreen() works on all platforms. :) 2011-02-16 01:26:39 -08:00
Sam Lantinga
1738e5f49d Hot damn, SDL_WM_ToggleFullScreen() works on all platforms now. :) 2011-02-16 00:45:10 -08:00
Sam Lantinga
d119c3824f Fixed resetting the Direc3D renderer on mode change 2011-02-16 00:11:48 -08:00
Sam Lantinga
6c726ca475 Fixed a host of issues with Windows fullscreen modes. Toggling fullscreen OpenGL works now in my test environment. 2011-02-15 23:07:14 -08:00
Sam Lantinga
d865e46b13 Allow centering on a different display 2011-02-15 22:51:29 -08:00
Sam Lantinga
3e5d117b19 Fixed gcc -pedantic warning 2011-02-15 21:57:31 -08:00
Sam Lantinga
99260d91a1 Implemented X11 fullscreen toggling with modern window managers 2011-02-15 17:23:02 -08:00
Sam Lantinga
8abd1a0541 Patch to fix includes from Frank Zago 2011-02-15 16:41:04 -08:00
Sam Lantinga
c1b336b8ee Don't accidentally pick a YV12 format as the closest format. 2011-02-15 15:50:21 -08:00
Sam Lantinga
a6be4e7267 Don't reset the viewport unless you have to. 2011-02-15 14:17:42 -08:00
Sam Lantinga
2a4134c20a Whoops, need to actually clip to the viewport in the software renderer. 2011-02-15 14:10:50 -08:00
Sam Lantinga
c804b92b9e Changed the concept of a render clip rect to a render viewport.
The render viewport is automatically re-centered when the window changes size, so applications that don't care will not have to handle recalculating their rendering coordinates.

Fixed API for drawing and filling multiple rectangles - the parameter should be an array of rects, not an array of pointers to rects.

Fixed API for updating window rects for consistency with other APIs - the order is pointer to array followed by count in array.
2011-02-15 13:59:59 -08:00
Ken Rogoway
32d70d6f2b Software scaling support. Not very fast, but it seems to work. 2011-02-14 11:50:18 -06:00
Sam Lantinga
20b4d9f762 Patch from Ken Rogoway:
Migrate all of the recent changes into the SDL VS2005 project file.
Fix missing return value in SDL_pixels.c
Fix compile error in testscale.c, variable was incorrectly named.
Added VS2005 project file for testscale
2011-02-14 00:45:16 -08:00
Sam Lantinga
72cdb910fb Center the old SDL 1.2 screen in the window if we can't get the size we wanted. 2011-02-13 23:09:18 -08:00
Sam Lantinga
98f0920828 Fixed crash while resizing a window on Mac OS X. 2011-02-13 22:53:12 -08:00
Sam Lantinga
da8fc93d71 The format_version isn't used anymore. 2011-02-13 22:30:06 -08:00
Sam Lantinga
19ffc209ef Fixed renderer variable scope. 2011-02-13 14:05:33 -08:00
Sam Lantinga
1c7ff9df09 Removed renderer definition, removed extra -I statements since no other platform has them (files should be explicit in their include paths). 2011-02-13 14:02:37 -08:00
Sam Lantinga
f9a5f416fb Frank Zago to SDL
On 02/12/2011 01:44 PM, Sam Lantinga wrote:
> BTW, you probably want to nuke the NDS renderer and just implement these three
> functions instead:
>     int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 *
> format, void ** pixels, int *pitch);
>     int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects,
> SDL_Rect * rects);
>     void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window);

Patch attached. The renderer for the DS is not used anymore, but I left the
file in place if someone wants to finish it.

I've also added a README.ds and fixed the spinlocks.
2011-02-13 14:01:02 -08:00
Sam Lantinga
5095592ce5 A few fixes:
Fixed creating render texture framebuffer.
Removed the need for palette watch, added surface format caching.
Added an SDL_DONTFREE flag so you can't free the window and 1.2 shadow surfaces.
2011-02-13 13:46:10 -08:00
Sam Lantinga
13ba84bf0e Whoops, work in progress, didn't mean to commit. 2011-02-13 01:31:07 -08:00
Sam Lantinga
978839d076 Updated the platform test for the new CPU feature functions. 2011-02-13 01:29:29 -08:00
Sam Lantinga
5fe61f6aaa Needed to pass the renderer in. 2011-02-13 00:18:05 -08:00
Eric Wing
38437fce7f Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well. 2011-02-12 21:52:30 -08:00
Eric Wing
bfd339b994 merged 2011-02-12 21:34:36 -08:00
Eric Wing
9a464ae798 merged 2011-02-12 19:16:09 -08:00
Sam Lantinga
93ab733085 Fixed bug #1117
There's a new event that's always sent when the window changes size, and that event is what the renderers listen for to determine if they need to rebind their context.
2011-02-12 19:02:14 -08:00
Sam Lantinga
fbfad97573 Fixed bug #1116
Don't allocate the window's texture data until after creating the renderer, in case the renderer recreates the window.
2011-02-12 17:51:47 -08:00
Sam Lantinga
9526c9da70 changeset: 5278:b4b71ec2af73
tag: tip
user: Martin Decky <martin@decky.cz>
date: Sat Feb 12 22:27:14 2011 +0100
summary: fix typo (assigning height value into displayrect.w instead of displayrect.h)
2011-02-12 17:36:09 -08:00
Sam Lantinga
bb1d345990 This should match the header change. 2011-02-12 12:04:23 -08:00
Sam Lantinga
52df6c6092 changeset: 5272:cb08ef104ac4
tag: tip
user: Martin Decky <martin@decky.cz>
date: Sat Feb 12 20:53:06 2011 +0100
summary: improve header files compatibility with SDL 1.2 applications (namely QEMU)
2011-02-12 12:04:00 -08:00
Sam Lantinga
e38cbfcc5a Removed the atomic file for the old API 2011-02-12 11:43:22 -08:00
Sam Lantinga
96656bb924 Frank Zago to sdl
The following patch fixes some of the bitrot for the Nintendo DS port.
The support is still basic at the moment, but it allows to run the "general"
test under the current head of tree (parent: 5269:11bd1585efb5 tip).
Most of the patch is mine, but I integrated a couple changes that John
Magnotti posted on Feb 1st.
2011-02-12 11:36:56 -08:00
Sam Lantinga
5fc9a80e24 The YV12 image isn't w*h*2, it's actually w*h + w*h/4 + w*h/4 2011-02-12 10:13:53 -08:00
Sam Lantinga
ba0ff6d7c8 Fixed a crash caused by the 1.2 code path getting a YV12 texture. :) 2011-02-12 08:17:58 -08:00
Sam Lantinga
e74e437b3c Only expose the OpenGL flag to SDL 1.2 if it was requested.
The window flags mean the window is OpenGL capable.  The surface flag means that the surface is a stub surface representing a window that has an OpenGL context attached.
2011-02-12 08:17:37 -08:00
Sam Lantinga
8443161ffd Removed private API use that was causing AppStore rejection
Pavel Kanzelsberger to SDL

I tried to submit a SDL application to the Mac AppStore and it got rejected because SDL cocoa is using a Private (non-public) API. Problematic part is here:

SDL_cocoaevents.m

@implementation NSApplication(SDL)
- (void)setRunning
{
    _running = 1;
}
@end

Symbol _running in NSApplication is private and shouldn't be used. Any ideas what could I do about this?
2011-02-12 07:57:35 -08:00
Sam Lantinga
78a17dbc64 Ah there, that fixed it. :) 2011-02-12 00:42:39 -08:00