Commit Graph

135 Commits

Author SHA1 Message Date
Ryan C. Gordon
0a26fda2e1 Patched to compile on Windows with VS2008 and VS2010. 2012-07-11 20:56:15 -04:00
Sam Lantinga
ffabd91859 Added SDL_system.h to the various projects 2012-06-23 06:46:06 -04:00
Sam Lantinga
e3179ba01b Fixed compiling with Visual Studio 2012-06-19 13:50:14 -04:00
Sam Lantinga
7fda375925 Updated VS2010 project for the new version.rc location - thanks to Rainer Deyke 2012-02-04 10:42:12 -05:00
Sam Lantinga
254cf2c53c Removed old compat files from Visual Studio and Xcode projects 2012-01-22 22:09:29 -05:00
Sam Lantinga
c484f884c5 Updated to SDL 2.0, and SDL 2.0 can now be installed coexisting with SDL 1.2 2012-01-22 17:21:00 -05:00
Sam Lantinga
a2c8422c6c Added testscale and testrendertarget projects 2012-01-21 21:50:28 -05:00
Sam Lantinga
27f336ae6e Added the correct version.rc to the Visual Studio build. 2012-01-21 12:10:14 -05:00
Sam Lantinga
ce42b7c89d Added spaces for the include path 2012-01-16 20:40:10 -05:00
Sam Lantinga
094db18796 Don't hardcode output paths, Visual Studio does the right thing. 2012-01-09 04:53:58 -05:00
Sam Lantinga
91c26c9eb7 Removing test projects for Visual Studio 2005 2012-01-09 04:39:55 -05:00
Sam Lantinga
cc8501bdc4 I can't test Visual Studio 2005 configurations anymore, and I don't think anyone is using it for production games. 2012-01-09 04:38:34 -05:00
Sam Lantinga
5972cfa610 Fixed bug 1287 - VS2010 project doesn't include the SDL_syscond.c file
Liam 2011-08-23 09:09:18 PDT
Hiya!

Seems like there's no implementation of condition variables included when
building with VS2010, adding the generic SDL_syscond.c file to the project
seems to fix it right up.
2012-01-08 01:15:20 -05:00
Sam Lantinga
e256711bb9 Happy New Year! 2011-12-31 09:28:07 -05:00
Andreas Schiffler
7d44cb1995 Updated VS2010 project files 2011-12-04 21:45:34 -08:00
Ryan C. Gordon
3bd23ad70f Removed SDL_xaudio2.h ... no real need for this to be separate. 2011-08-22 14:37:45 -04:00
Ryan C. Gordon
854a2e9098 Implemented XAudio2 target for Windows (and Xbox360, theoretically!). 2011-08-04 01:07:09 -04:00
Ryan C. Gordon
7de8cc401e Reworked Windows waveOut code.
Implemented multi-device support, changed name to "winmm".
2011-08-04 01:24:22 -04:00
Ryan C. Gordon
26705b7afc Reworked Windows DirectSound code.
Now supports multiple devices, and uses DirectSound 8 instead of 5. Changed
name to "directsound" and renamed source directory.
2011-08-04 01:26:12 -04:00
Tim Angus
e4de79558c * SDL_IOS_IDLE_TIMER_DISABLED hint 2011-06-10 14:23:36 +01:00
Dennis Cappendijk
61b88719cb Debug win 32 settings was wrongfully set to build the Release 32bit version. 2011-04-20 11:25:01 +02:00
Sam Lantinga
4b0ddc8d7c Fixed bug 1185 (VS 2010 project files do not support side-by-side 32-bit and 64-bit builds)
Ed Kiser      2011-04-19 09:28:53 PDT

The Visual Studio 2010 project files have hard-coded relative paths which
prevent them from doing side-by-side 32-bit and 64-bit builds.

I have attached a patch that appears to fix this problem.
2011-04-19 09:53:01 -07:00
Sam Lantinga
117146456c Removed buggy and LGPL MMX mixing routines. 2011-04-08 13:16:33 -07:00
Sam Lantinga
f45b146128 Fixed permissions 2011-03-25 10:54:13 -07:00
Sam Lantinga
6af452ca77 Added quotes to the post-build copy commands 2011-03-15 22:42:26 -07:00
Sam Lantinga
de7e7ed3e2 Fixed dependencies for testcursor 2011-03-15 22:41:14 -07:00
Sam Lantinga
9ad3d2ebf8 Copy icon.bmp for the testcursor build 2011-03-11 14:30:00 -08:00
Sam Lantinga
069fbf4861 Gamma support is back!
New API functions:
	SDL_SetWindowBrightness()
	SDL_GetWindowBrightness()
	SDL_SetWindowGammaRamp()
	SDL_GetWindowGammaRamp()
	SDL_CalculateGammaRamp()
2011-03-11 08:49:20 -08:00
Sam Lantinga
b206d7290d Include an updated Version.rc in Visual Studio builds 2011-03-09 18:26:35 -08:00
Sam Lantinga
cd962003a0 Fixed 64-bit compiling 2011-03-07 23:27:51 -08:00
Sam Lantinga
6b919539d3 The msimg library isn't needed anymore. 2011-03-07 22:06:12 -08:00
Sam Lantinga
89d7238dbf Fixed the libraries linked with Visual Studio 2010, the msimg library isn't needed anymore. 2011-03-07 22:03:11 -08:00
Sam Lantinga
572abba9b9 Added support for Windows cursors 2011-02-28 23:50:32 -08:00
Sam Lantinga
a3bb35d039 Removed extra NoStdio configuration 2011-02-28 20:16:12 -08:00
Sam Lantinga
7fa84f6a78 Re-added the 3DNow! and AltiVec instruction support. 2011-02-22 21:44:36 -08:00
Sam Lantinga
c2092ce469 Fixed debug format 2011-02-17 18:53:46 -08:00
Sam Lantinga
579f2fc55e Removed the obsolete NoSTDIO configurations 2011-02-17 12:16:01 -08:00
Sam Lantinga
dbb0a44739 Renamed SDL_keysym.h to SDL_keycode.h to avoid confusion. 2011-02-16 15:46:12 -08:00
Sam Lantinga
307a90d292 Made it possible to build SDL from a fresh checkout without any additional steps.
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.
2011-02-16 02:37:09 -08:00
Sam Lantinga
e66826bbdf Patch from Ken Rogoway:
Migrate all of the recent changes into the SDL VS2005 project file.
Fix missing return value in SDL_pixels.c
Fix compile error in testscale.c, variable was incorrectly named.
Added VS2005 project file for testscale
2011-02-14 00:45:16 -08:00
Sam Lantinga
76489b5e9e Removed unused leak detection code. 2011-02-11 14:23:22 -08:00
Sam Lantinga
7e3a76e238 Fixed compiling on Windows 2011-02-11 10:13:30 -08:00
Sam Lantinga
efc19178c7 Fixed compiling on Windows
Added an untested shader for YV12 textures
2011-02-09 10:31:12 -08:00
Sam Lantinga
47818cfba9 Added a simple log message API 2011-02-07 16:45:40 -08:00
Sam Lantinga
8d99feca16 Updated projects 2011-02-05 12:01:36 -08:00
Sam Lantinga
64db716d1b Updated Visual Studio 2010 project 2011-02-04 14:06:01 -08:00
Sam Lantinga
9f81da0aa6 Removed missing file 2011-02-04 13:57:55 -08:00
Sam Lantinga
93a4e38e98 Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.
The software renderer has been re-routed to use the framebuffer interface, which makes it possible to have software rendering available even on simple ports.
2011-02-03 15:49:37 -08:00
Sam Lantinga
405d4ed7e4 Made it possible to create a texture of any format, even if not supported by the renderer.
This allows me to reduce the set of formats supported by the renderers to the most optimal set, for a nice speed boost.
2011-02-03 00:19:40 -08:00
Sam Lantinga
8bf50cc83c Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library. 2011-02-02 14:34:54 -08:00