Philipp Wiesemann
Maybe the fault is in the SDL_VIDEO_DRIVER_WINDOWS section in SDL_InitSubSystem() of "src/SDL.c". Because there only SDL_INIT_JOYSTICK is checked. The flags are adapted for SDL_INIT_GAMECONTROLLER afterwards.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.
A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
Coriiander
In src\timer\windows\SDL_systimer.c there is an error with regards to timeBeginPeriod and timeEndPeriod. These functions typically get called when no high resolution timer is available, and GetTickCount is not used.
According to MSDN (link: dd757624(v=vs.85).aspx), for every call to timeBeginPeriod a subsequent call to timeEndPeriod is required. While SDL is currently doing this, it fails to call timeEndPeriod when cleaning up/shutting down SDL. Please note that these functions affect things on a system level. Failing to call timeEndPeriod, disables applications for using WINMM-timers after usage&shutdown of SDL, as effectively they the mechanism is now broken.
Solution:
Ensure this code gets called when shutting down the timer subsystem:
#ifndef USE_GETTICKCOUNT
if (!hires_timer_available)
{
timeSetPeriod(0);
}
#endif
This will help reduce issues like that reported in bug 1819:
Wouter van Oortmerssen 2013-04-23 20:12:07 EDT
#0 0x01d1e881 in __HALT ()
#1 0x01c58971 in _CFRuntimeCreateInstance ()
#2 0x02e4acc1 in GSFontCreateWithName ()
#3 0x00adc0e1 in UINewFont ()
#4 0x00adc24c in +[UIFont systemFontOfSize:traits:] ()
#5 0x00adc298 in +[UIFont systemFontOfSize:] ()
#6 0x009fb5d9 in +[UITextFieldLabel defaultFont] ()
#7 0x00a8ccd5 in -[UILabel _commonInit] ()
#8 0x00a8ce14 in -[UILabel initWithFrame:] ()
#9 0x00a052eb in -[UITextField createTextLabelWithTextColor:] ()
#10 0x009fbede in -[UITextField initWithFrame:] ()
#11 0x00152ead in -[SDL_uikitview initializeKeyboard] at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitview.m:208
#12 0x0015290c in -[SDL_uikitview initWithFrame:] at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitview.m:50
#13 0x00153b5b in -[SDL_uikitopenglview initWithFrame:scale:retainBacking:rBits:gBits:bBits:aBits:depthBits:stencilBits:majorVersion:] at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitopenglview.m:53
#14 0x001524ff in UIKit_GL_CreateContext at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/uikit/SDL_uikitopengles.m:114
#15 0x0015078f in SDL_GL_CreateContext at /Users/aardappel/lobster/external/SDL-2.0.0-7046/Xcode-iOS/SDL/../../src/video/SDL_video.c:2666
#16 0x000d8c5c in SDLInit(char const*, vec<int, 2>&) at /Users/aardappel/lobster/dev/xcode/lobster/../../src/sdlsystem.cpp:193
Marcus von Appen
Trying to build SDL 2.x (HG) on Win32 platforms with either VS.NET or MinGW requires one to have the video subsystem and SDL_VIDEO_DRIVER_WINDOWS flag enabled due to the helper window creation routines.
The attached patch changes the helper window creation behaviour, so that one can build SDL2 without the video subsystem or Windows video drivers on Win32 platforms.
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.
- Fixes bug 1712 by not overwriting SDL_SubsystemRefCount in SDL_Init.
- Removes the SDL_initialized variable, and makes SDL_SubsystemRefCount
the canonical source of truth for whether or not a subsystem has been
initialized.
- Refactors SDL_InitSubSystem and SDL_QuitSubSystem to use helper
functions to manage refcount.
- Adds automated tests for SDL_Init/Quit*.
- Adds SDL_bits.h which contains SDL_MostSignificantBitIndex.
Pallav Nawani 2012-09-14 03:23:02 PDT
Looking through the code for SDL_GetPlatform(), it is obvious that the case for
Android platform doesn't exist. And hence SDL_GetPlatform() doesn't return a
useful string on Android Phones.
It's a long-dead platform, and we don't have any way to build for, test, or
maintain it, so there's no sense in doing acrobatics to support it.
If you need Windows CE support, use SDL 1.2. If you need Windows Phone support,
send SDL 2.0 patches for the newer Windows Mobile platform.
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
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.