Commit graph

61 commits

Author SHA1 Message Date
Ryan C. Gordon
c9caaf317a Add support for some BSDs and Solaris to SDL_GetBasePath(). 2013-08-23 21:38:54 -04:00
Gabriel Jacobo
e8e09674f9 Fix warning in GL ES2 renderer 2013-08-22 17:26:22 -03:00
Gabriel Jacobo
efa7502f52 Separate EGL / GL ES detection in CMake 2013-08-22 14:56:07 -03:00
Ryan C. Gordon
74df3ce2f8 XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!). 2013-08-22 13:32:27 -04:00
Ryan C. Gordon
a5b404a075 Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!). 2013-08-22 13:00:05 -04:00
Gabriel Jacobo
27bd826129 Fixes #2036 and #2038, bypass camera zoom and shutter keypresses on Android. 2013-08-22 10:22:22 -03:00
Sam Lantinga
c660649e07 Fixed compiling on old versions of the DirectX SDK 2013-08-21 12:12:04 -07:00
Sam Lantinga
c3ad265a89 SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)

CR: SamL
2013-08-21 10:32:04 -07:00
Sam Lantinga
dbeed82880 Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized.
This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight.  May look at improving how the indexes are assigned more significanly later.  The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
2013-08-21 10:31:44 -07:00
Sam Lantinga
92c2ef2556 Fixed crash if the IC isn't set up for some reason (bad X11 locale?) 2013-08-21 10:07:48 -07:00
Gabriel Jacobo
07aa49b745 Fix a couple of warnings 2013-08-21 10:34:32 -03:00
Gabriel Jacobo
2b0edd42d0 Patched to compile on Darwin 2013-08-21 10:27:39 -03:00
Gabriel Jacobo
c2cdb9c5f4 More fixes for -Wdeclaration-after-statement 2013-08-21 10:13:12 -03:00
Gabriel Jacobo
0923b0873d Fixes for -Wdeclaration-after-statement 2013-08-21 10:12:16 -03:00
Gabriel Jacobo
fde7308882 OCD fixes: Adds a space after /* (glory to regular expressions!) 2013-08-21 09:47:10 -03:00
Gabriel Jacobo
28046de503 OCD fixes: Adds a space before */ 2013-08-21 09:43:09 -03:00
Ryan C. Gordon
ec08df6bad Actually, this should be a memcpy().
We already know the exact length we just allocated, and we plan to append
 our own null terminator to the end of the copy, so this makes more sense.
2013-08-20 23:20:32 -04:00
Ryan C. Gordon
2576d2f741 Added filesystem code to Mac and iOS Xcode projects. 2013-08-20 21:29:40 -04:00
Ryan C. Gordon
1551ff427b Patched to compile on iOS. 2013-08-20 21:21:57 -04:00
Ryan C. Gordon
433252b9e8 More Haiku fixes. 2013-08-20 20:39:22 -04:00
Ryan C. Gordon
e3073916d8 Fixed compiler warning. 2013-08-20 20:31:57 -04:00
Ryan C. Gordon
1fd2f5f98d More Windows fixes for filesystem code. 2013-08-20 20:29:30 -04:00
Ryan C. Gordon
bbd2c3ba5f Regenerate configure script. 2013-08-20 20:27:42 -04:00
Ryan C. Gordon
48a48176c9 Corrected Haiku build. 2013-08-20 20:16:15 -04:00
Ryan C. Gordon
bfd88e7351 Patched new filesystem code to compile. 2013-08-20 20:15:15 -04:00
Ryan C. Gordon
c9218e986d Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module. 2013-08-20 19:57:11 -04:00
Ryan C. Gordon
2617500503 Fixed cut-and-paste error. 2013-08-20 15:28:14 -04:00
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