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.
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.
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.
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)
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.
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.
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?
There are still some problems with the ConvertNSRect() calculations when switching video modes, which causes wierd window positioning issues, and the fullscreen window is still minimized on exit.