Sam Lantinga
c4fe663b76
Fixed building with the latest iOS SDK (4.2)
2011-01-18 15:02:59 -08:00
Sam Lantinga
7083935583
Fixed building with the latest iOS SDK (4.2)
2011-01-18 15:00:56 -08:00
Sam Lantinga
c53fea3bcc
Fixed build against 10.4 SDK
2011-01-18 14:57:39 -08:00
Sam Lantinga
d16468c1cb
Fixed compiler error with the latest Xcode package
2011-01-18 14:26:30 -08:00
Sam Lantinga
e8d5bc7c67
Updated the snapshot script for Mercurial
2011-01-18 14:21:10 -08:00
Sam Lantinga
42a3df6fd3
Michael gave permission to use his test code
2011-01-18 10:57:28 -08:00
Sam Lantinga
0928bae0cd
SDL_atomic.h is safe to include in the main header now.
2011-01-17 14:08:00 -08:00
Sam Lantinga
b04eaeedc5
Fixed compiler warnings using Windows intrinsics
2011-01-17 14:07:15 -08:00
Sam Lantinga
cdb1bda300
Use compiler intrinsics on Windows
2011-01-17 14:05:43 -08:00
Sam Lantinga
6654cd07b3
Fixed compiler error
2011-01-17 14:05:14 -08:00
Sam Lantinga
f82346f528
Fixed compiler errors
2011-01-17 13:54:13 -08:00
Sam Lantinga
2216518b9a
Use compiler intrinsics, where available
2011-01-17 13:53:31 -08:00
Sam Lantinga
68afae139d
Use the portable intrinsic
2011-01-17 13:52:40 -08:00
Sam Lantinga
2bd8b29550
Added testatomic test project
2011-01-17 13:42:24 -08:00
Sam Lantinga
24cfae7d89
Minor documentation consistency cleanup
2011-01-17 09:09:15 -08:00
Sam Lantinga
ce2e619ac9
Fixed compiler warning
2011-01-16 17:48:04 -08:00
Sam Lantinga
264e590e65
Fixed compiler warning about symbol redefinition
2011-01-16 17:47:52 -08:00
Sam Lantinga
d428d9d5a1
Include windows.h in SDL_atomic.h by default, but don't include the atomic API in SDL.h
...
This allows all SDL code to take advantage of the atomic intrinsics on Windows, but doesn't cause applications just including SDL.h to pull in windows.h
2011-01-16 17:45:42 -08:00
Sam Lantinga
57d90f79d3
Don't hose code that isn't expecting a windows include
2011-01-16 15:31:09 -08:00
Sam Lantinga
b0e0f61c7e
Added native atomic operations for Windows, Mac OS X, and gcc compiler intrinsics.
...
Changed the CAS return value to bool, so it's efficient with OSAtomicCompareAndSwap32Barrier()
Added an atomic test adapted from code by Michael Davidsaver
2011-01-16 15:16:39 -08:00
Sam Lantinga
1bc8fe69ce
Updated the atomic API for better use cases
2011-01-15 12:41:59 -08:00
Sam Lantinga
4084438113
Added some missing config for the iPhone
2011-01-15 12:34:43 -08:00
Sam Lantinga
cab4e0652a
Added "mouse" support for the Android touch screen
2011-01-13 18:31:15 -08:00
Sam Lantinga
70c916a415
Cleaned up internal accelerometer interface
2011-01-13 18:03:56 -08:00
Sam Lantinga
0ce4324420
Make sure we shut down the app if SDL_main() returns instead of exiting.
2011-01-13 17:13:00 -08:00
Sam Lantinga
9fa1d4876d
The window is changed to reflect the actual screen dimensions, for now.
...
Implemented SDL_SetWindowTitle(), which turned out to be fairly complex
2011-01-13 15:10:17 -08:00
Sam Lantinga
82e985a8ba
Removed code from GetPrimtiveArrayCritical() experiment
2011-01-13 12:36:59 -08:00
Sam Lantinga
5b1882ee17
Fixed audio buffer lifecycle and implemented audio shutdown
2011-01-13 12:32:55 -08:00
Sam Lantinga
4f9db82a4c
Working audio implementation contributed by Joseph Lunderville
2011-01-13 11:14:20 -08:00
Sam Lantinga
a409f9858f
Added missing header
2011-01-13 09:15:51 -08:00
Sam Lantinga
738f971adb
Implemented translation from Android keycodes to SDL scancodes
2011-01-12 21:21:21 -08:00
Sam Lantinga
6e69fae33e
Added an extra line for consistency
2011-01-12 21:21:08 -08:00
Sam Lantinga
27dd18d80a
Fixed video mode format for unknown surface format
2011-01-12 19:33:29 -08:00
Sam Lantinga
d6dc10e868
Improved error message for unsupported texture format
2011-01-12 19:33:04 -08:00
Sam Lantinga
0fa1d9fe61
More Android cleanup:
...
* Formalized the interface with Java methods in SDL_android.h
* We don't need the feature system, at least right now
* Fixed waiting for the SDLMain thread
2011-01-12 17:53:06 -08:00
Sam Lantinga
f9f37e83fe
Whoops, need to pass that SDL format into native code
2011-01-12 16:35:03 -08:00
Sam Lantinga
36207555fb
Set blend mode for textures that were created from surfaces with a colorkey
2011-01-12 15:58:53 -08:00
Sam Lantinga
ce6f23bcc6
Renderer didn't advertise texture format SDL_PIXELFORMAT_ABGR8888
2011-01-12 15:42:26 -08:00
Sam Lantinga
aaa6a02fb0
Fixed blue-red channel swap in OpenGL ES 16-bit texture formats
2011-01-12 15:23:19 -08:00
Sam Lantinga
a4231ad5d8
Support the new 16-bit pixel formats in SDL_CreateTextureFromSurface()
2011-01-12 15:22:29 -08:00
Sam Lantinga
067058ff3a
Support the new 16-bit formats in SDL_MasksToPixelFormatEnum()
2011-01-12 15:21:12 -08:00
Sam Lantinga
fdea37a756
Added some missing pixel formats and SDL_GetPixelFormatName()
2011-01-12 14:53:23 -08:00
Sam Lantinga
25101525df
Fill in the video mode with the correct screen format
2011-01-12 14:29:01 -08:00
Sam Lantinga
a410db1ae6
A bit of cleanup in the Android driver
2011-01-12 13:52:41 -08:00
Sam Lantinga
74b33811bd
Added SDL errors to the Android log stream if DEBUG_ERROR is defined
2011-01-12 13:52:27 -08:00
Sam Lantinga
835dde1a18
You can't change the resolution on some devices
2011-01-12 13:46:37 -08:00
Sam Lantinga
9ec38356d0
Use a valid window when creating the default renderer
2011-01-12 13:38:10 -08:00
Sam Lantinga
60c77bdc43
Added information about starting a command shell on the device
2011-01-12 12:40:11 -08:00
Sam Lantinga
258951c86d
Added information about doing a clean build
2011-01-12 12:35:46 -08:00
Sam Lantinga
4d3709cdf6
Added info for building your code without optimizations on
2011-01-12 12:34:23 -08:00