Commit graph

34 commits

Author SHA1 Message Date
Ryan C. Gordon
a165b0ddb5 Added SDL_DEPRECATED #define. 2013-08-20 14:21:35 -04:00
Ryan C. Gordon
36b1778dfb Added SDL_assert_always (never disabled). 2013-08-20 14:17:48 -04:00
Gabriel Jacobo
b3ca66a00f More non C89 compliant comments 2013-08-20 20:34:40 -03:00
Gabriel Jacobo
a0cd92a644 Fixes a few non C89 compliant comments 2013-08-20 19:49:24 -03:00
Edward Rudd
37aaf7bc88 add missing SDL_bits.h from OS X framework
- also add in headers to static and shared targets  (for completeness)
2013-08-20 15:56:08 -04:00
Ryan C. Gordon
96358477cb Added some FIXMEs for later. 2013-08-20 12:43:06 -04:00
Gabriel Jacobo
a665c8eb41 Fixes bug #2037, common EGL code for Android and X11 2013-08-19 16:29:46 -03:00
Ryan C. Gordon
c3edcbf968 Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
Fixes Bugzilla #2047.
2013-08-19 11:02:44 -04:00
Sam Lantinga
96f09a5af1 Fixed warnings building with gcc 2 and gcc 4 on Haiku 2013-08-18 23:18:11 -07:00
Sam Lantinga
97128e3941 Fixed Haiku build (thanks Alexander!) 2013-08-18 22:05:53 -07:00
Philipp Wiesemann
645d51ea1b Replaced introduction in header file with more recent version from README.txt. 2013-08-18 11:15:30 +02:00
Philipp Wiesemann
7c915c8ceb Corrected file names in header file comments. 2013-08-18 11:12:46 +02:00
Philipp Wiesemann
646e85fffb Changed some documentation comments in header files to be used by doxygen. 2013-08-18 11:08:52 +02:00
Ryan C. Gordon
35fe3c3252 Patched to compile with Visual Studio. 2013-08-17 20:46:34 -04:00
Sam Lantinga
c830512c80 Fixed Windows build 2013-08-17 17:14:15 -07:00
Sam Lantinga
6f06b9db7a Fixed for consistency with the other platforms 2013-08-17 17:04:14 -07:00
Edward Rudd
5e8897a82a auto init the ticks if the GetTicks and the like methods are called before SDL_Init().. This prevents annoying game bugs such as caching SDL_GetPerformanceFrequency in a static initializer 2013-08-17 18:07:29 -04:00
Sam Lantinga
8a8f81a1d7 Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8. 2013-08-17 09:54:30 -07:00
Sam Lantinga
022c8ff651 Fixed windows build 2013-08-16 17:50:44 -07:00
Sam Lantinga
d69b098e11 The keyboard text events should be sent after the key down events 2013-08-16 15:38:06 -07:00
Sam Lantinga
e38292a8a9 Fixed bug 1876 - SDL_TEXTINPUT only returns '?' (0x3F) in event.text.text with Khmer language input
Andreas

The issue comes down to this line on MSDN:
"TranslateMessage produces WM_CHAR messages only for keys that are mapped to ASCII characters by the keyboard driver."

"WM_KEYDOWN and WM_KEYUP combinations produce a WM_CHAR or WM_DEADCHAR message. WM_SYSKEYDOWN and WM_SYSKEYUP combinations produce a WM_SYSCHAR or WM_SYSDEADCHAR message."
Except for WM_CHAR, none of these messages are used in SDL. Hence TranslateMessage should be dropped entirely and proper handling be included in the WM_KEYDOWN event.
Currently TranslateMessage is called for every message even if it must not be called in certain cases (like "An application should not call TranslateMessage if the TranslateAccelerator function returns a nonzero value.").

WM_CHAR message handling should remain for external processes posting these messages - additionally, WM_UNICHAR should be added.

I made a patch for src/video/windows/SDL_windowsevents.c that seems to work fine. It doesn't solve the "missing" composition for Khmer, but at least input for languages that cannot be mapped to ASCII characters (and for which IME is not used) will now work on Windows.
2013-08-16 15:35:10 -07:00
Gabriel Jacobo
8d71d5576e Android quirk:Some devices don't report GL_OES_framebuffer_object but support it 2013-08-16 14:38:04 -03:00
Ryan C. Gordon
72b1cffe4a Patched to compile. 2013-08-16 12:51:29 -04:00
Gabriel Jacobo
ba73ff1bf2 [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally
Also, fail more gracefully when creating texture to avoid double free errors.
2013-08-16 13:37:27 -03:00
Sam Lantinga
95d6fa4ff4 Fixed alpha composition when destination alpha is transparent.
Jianyu Guan

I found I make a big mistake that when dstA==0, I just simply let *dstp=*srcp and forgot to make dstRGB = srcRGB*srcA.

The if consition "(*dstp & amask) == 0" in BlitRGBtoRGBPixelAlphaMMX and BlitRGBtoRGBPixelAlphaMMX3dNow should be removed.
2013-08-16 09:20:33 -07:00
Sam Lantinga
a848fd2462 Fixed alpha blending for the MMX blit functions
I see the Remarks of function SDL_BlitSurface shows that "when SDL_BLENDMODE_BLEND, we have dstA = srcA + (dstA * (1-srcA))". however, I tested some pictures but the result implies "dstA=arcA" actually. I stepped into the source code, and found after I set SDL_BLENDMODE_BLEND for the source surface, the final blit function is BlitRGBtoRGBPixelAlphaMMX when I use SDL_BlitSurface on my computer. And I found these codes:

    else if (alpha == amask) {
    /* opaque alpha -- copy RGB, keep dst alpha */
    *dstp = (*srcp & chanmask) | (*dstp & ~chanmask);

The same code is used in BlitRGBtoRGBPixelAlphaMMX3DNOW and BlitRGBtoRGBPixelAlpha. So I think they still keep dst alpha.

Best regards,
Jianyu Guan
2013-08-16 06:59:19 -07:00
Andreas Schiffler
25a28bb7d9 Fix bug 2034: replace printf by SDL_Log in tests; update loopwave VS solution: copy missing dependency 2013-08-14 23:30:10 -07:00
Sam Lantinga
39919e16cc Don't print "unrecognized key" message for an X11 keycode of 0. This can happen with composed characters. 2013-08-12 22:00:21 -07:00
Sam Lantinga
262de9c61a Fixed the tag name for the SDL 2.0 release 2013-08-12 19:18:48 -07:00
J?rgen P. Tjern?
53e84315bb Mac: Fix restoring of Cmd-H-hidden fullscreen desktop windows.
This should fix http://bugzilla.libsdl.org/show_bug.cgi?id=1996
2013-08-12 11:09:13 -07:00
Sam Lantinga
932a87582e Added Julian Winter to the credits for the SDL 2.0 website. 2013-08-12 08:45:37 -07:00
Sam Lantinga
9b9f5112d6 Added tag release_2.0.0 for changeset d4ce48ff30d1 2013-08-12 08:40:49 -07:00
Gabriel Jacobo
84997a4c12 Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.

Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
2013-08-12 11:13:50 -03:00
Sam Lantinga
1ad936eb29 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke

I'm running Linux Mint 15 with the Cinnamon window manager.  SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
2013-08-11 19:56:43 -07:00