Commit Graph

602 Commits

Author SHA1 Message Date
Sam Lantinga
40887c474e Updated Visual C++ projects 2003-02-26 16:58:49 +00:00
Sam Lantinga
581b7ebd1a *** empty log message *** 2003-02-26 07:27:32 +00:00
Sam Lantinga
8cfb584690 Fixed building thread code under BSD/OS (thanks Steven!) 2003-02-21 17:16:38 +00:00
Sam Lantinga
cc3fd6a8dd *** empty log message *** 2003-02-12 15:24:39 +00:00
Sam Lantinga
2969ebb722 *** empty log message *** 2003-02-10 00:39:33 +00:00
Sam Lantinga
32a34e7872 CVS should ignore files automatically generated by building on MacOS X 2003-02-09 02:58:40 +00:00
Sam Lantinga
d8d60f727b Don't warp the mouse when a video mode hasn't been set 2003-02-07 05:47:15 +00:00
Sam Lantinga
c7e1b04c0c Added support for HID sliders wheels and dials on MacOS X 2003-02-04 21:05:20 +00:00
Sam Lantinga
29564702b0 Date: Fri, 31 Jan 2003 15:17:30 +0100
From: Patrice Mandin
Subject: [SDL] Small patches for SDL

- One for SDL, which removes check for SDL_VIDEODRIVER in the Atari video
drivers. It is unnecessary 'cause it is done in SDL_video.c
2003-02-04 21:01:03 +00:00
Sam Lantinga
07ac96f42a Fixed crash in SDL_SetIcon() under Quartz (thanks Darrell!) 2003-02-01 20:33:59 +00:00
Sam Lantinga
99a4825fd7 Allow icons of any size 2003-02-01 20:32:44 +00:00
Sam Lantinga
3c651ffc1f Fixed a problem with dlltool when building under MSYS on Windows 2003-02-01 20:30:55 +00:00
Sam Lantinga
416454888d Removed obsolete Linux joystick code 2003-02-01 20:25:34 +00:00
Sam Lantinga
42672c8663 Darrell added support for emulated SDL_DOUBLEBUF on MacOSX 2003-02-01 19:59:23 +00:00
Sam Lantinga
3f9d5f4381 Added code to testsprite to detect tearing when flipping 2003-02-01 19:56:45 +00:00
Sam Lantinga
713abbb21a Missing has been re-added 2003-02-01 19:50:22 +00:00
Sam Lantinga
6602d68964 Working around broken objective C support - Take 2 2003-02-01 19:47:43 +00:00
Sam Lantinga
10d5d40cc0 *** empty log message *** 2003-02-01 19:27:05 +00:00
Sam Lantinga
a2dac8310c Doh, this doesn't work on all automake versions. 2003-02-01 19:01:26 +00:00
Sam Lantinga
09421a77df Worked around objective C brokenness in Cygwin's automake 2003-02-01 18:58:42 +00:00
Sam Lantinga
88359c2f2a *** empty log message *** 2003-01-26 11:41:37 +00:00
Sam Lantinga
454697a169 If a double-buffered surface was requested, and a plain hardware surface
was returned, we should create a shadow surface.
2003-01-26 04:30:18 +00:00
Sam Lantinga
421f10e497 Added some language bindings to the README 2003-01-21 09:36:41 +00:00
Sam Lantinga
7120e863f3 *** empty log message *** 2003-01-21 09:18:20 +00:00
Sam Lantinga
9abb04139f Fixed header docs for the joystick hat position 2003-01-21 05:33:34 +00:00
Sam Lantinga
1a9d5e0466 Fixed QZ_ToggleFullScreen() return value (thanks Max!) 2003-01-21 05:29:50 +00:00
Sam Lantinga
78e5bcd7c6 Applied Corona688's patch for output redirection on Windows CE 2003-01-21 04:15:21 +00:00
Sam Lantinga
1f58bc7a38 Cth converted the MMX audio mixing routines to VC++ syntax 2003-01-20 16:01:20 +00:00
Sam Lantinga
fbf504d7d7 Fixed build error on BeOS 2003-01-20 02:34:04 +00:00
Sam Lantinga
7a4792b7e7 Mike Nordell _really_ fixed Win32 windib shift state handling this time. :) 2003-01-20 02:11:07 +00:00
Sam Lantinga
93ddac21c1 Date: Thu, 16 Jan 2003 13:48:31 +0200
From: "Mike Gorchak"
Subject: All QNX patches

whole patches concerning QNX. Almost all code has been rewritten by Julian
and me. Added initial support for hw overlays in QNX and many many others
fixes.

P.S. This patches has been reviewed by Dave Rempel from QSSL and included in
SDL 1.2.5 distribution, which coming on 3rd party CD for newest 6.2.1
version of QNX, which will be available soon.
2003-01-20 01:38:37 +00:00
Sam Lantinga
eca650425a ate: Thu, 16 Jan 2003 13:48:31 +0200
From: "Mike Gorchak"

added support for checking libtool's version of libdl for dlopen.
2003-01-20 01:37:07 +00:00
Sam Lantinga
cae60fcfb6 Date: Thu, 16 Jan 2003 13:48:31 +0200
From: "Mike Gorchak"

added help and options -mono to force monochrome RGB2YUB conversion and
-lum <percent> - luminance of image during conversion. Also rewritten code
which moves overlay into window. Now it depends on window size.
Also fully rewritten -scale option, image now scaling from 50% from center
of screen until border of window is reached - it really tests scaler, old
-scale test doesn't test downscale.
2003-01-20 01:36:28 +00:00
Sam Lantinga
6c4c4dba45 Date: Thu, 16 Jan 2003 13:48:31 +0200
From: "Mike Gorchak"

added showing of type of the track, when adding -list arg
2003-01-20 01:35:44 +00:00
Sam Lantinga
52523f04a9 From: David Hedbor
Subject: Qtopia patches (input grabbing and iconify)

Ok, here's a patch that adds support for SDL_WM_GrabInput (default
state is "ungrabbed") and SDL_WM_IconifyWindow. Also has some other
tweaks such as taking additional steps to clean up when exiting
(bypassing certain bugs in some versions of Qtopia and/or OPIE) and it
also maps Key_F33 to Key_Return (this is the Zaurus 'ok' key).
2003-01-20 01:08:20 +00:00
Sam Lantinga
e68974b2d1 Enable the glXGetProcAddressARB code (fixes problems with NVidia drivers) 2003-01-20 00:25:28 +00:00
Sam Lantinga
61e7ca331d David MacCormack fixed a bug in window sizing with Windows menus 2003-01-20 00:17:01 +00:00
Sam Lantinga
0e1284505c Test of the CVS mailing list 2003-01-19 23:01:35 +00:00
Ryan C. Gordon
64c6c74bc0 Massive Quartz input enhancements from Darrell Walisser. His email:
Enclosed is a patch that addresses the following:

--Various minor cleanups.
Removed dead/obsolete code, made some style cleanups

--Mouse Events
Now keep track of what button(s) were pressed so we know when to send
the mouse up event. This fixes the case where the mouse is dragged
outside of the game window and released (in which case we want to send
the mouse up event even though the mouse is outside the game window).

--Input Grabbing
Here is my take on the grabbing situation, which is the basis for the
new implementation.

There are 3 grab states, ungrabbed (UG), visible (VG), and invisible
(IG). Both VG and IG keep the mouse constrained to the window and
produce relative motion events. In VG the cursor is visible (duh), in
IG it is not. In VG, absolute motion events also work.

There are 6 actions that can affect grabbing:

1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do
nothing. However, a fullscreen visible grab can be treated just like a
windowed visible grab, which is what I have done to help simplify
things.

2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the
grab is an invisible grab. If the cursor is visible, the grab should
just constrain the mouse to the window.

3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to
the window as should the keyboard input. On Mac OS X, the keyboard
input is implicitly grabbed by confining the cursor, except for
command-tab which can switch away from the application. Should the
window come to the foreground if the application is deactivated and
grab input is called? This isn't necessary in this implementation
because the grab state will be asserted upon activation.

Using my notation, these are all the cases that need to be handled
(state + action = new state).

UG+U = UG
UG+G = VG or IG, if cursor is visible or not
UG+H = UG
UG+S = UG

VG+U = UG
VG+G = VG
VG+H = IG
VG+S = VG

IG+U = UG
IG+G = IG
IG+H = IG
IG+S = VG

The cases that result in the same state can be ignored in the code,
which cuts it down to just 5 cases.

Another issue is what happens when the app loses/gains input focus from
deactivate/activate or iconify/deiconify. I think that if input focus
is ever lost (outside of SDL's control), the grab state should be
suspended and the cursor should become visible and active again. When
regained, the cursor should reappear in its original location and/or
grab state. This way, when reactivating the cursor is still in the same
position as before so apps shouldn't get confused when the next motion
event comes in. This is what I've done in this patch.
2002-12-27 20:52:41 +00:00
Ryan C. Gordon
fb8eba0ceb Added some code to toggle fullscreen and input grab for testing... --ryan. 2002-12-20 03:37:28 +00:00
Sam Lantinga
3ce86ce435 Date: Sat, 14 Dec 2002 13:33:05 -0500
From: Darrell Walisser
Subject: Re: crash in SDL / OSX

> Yes, compose keys and other "dead" keys should have unicode 0.
> As a hack, if you get multiple composed characters, you can send the
> sequence with a valid unicode and a keysym of 0.  It's because of
> things like this that I'm separating the key and char events in SDL 2.0

I've done this and here's the patch.
2002-12-15 09:09:31 +00:00
Ryan C. Gordon
384d2f742c Moved some cleanup stuff to QZ_VideoQuit() from QZ_UnsetVideoMode()...fixes
cursor hiding, etc when calling SDL_SetVideoMode() multiple times. Fixed by
 Darrell Walisser.
2002-12-13 21:09:52 +00:00
Sam Lantinga
fa194129e8 Fixed invalid memory access in DGA video driver (thanks ldb!) 2002-12-11 05:52:28 +00:00
Sam Lantinga
6c06857010 Fixed left/right shift detection on Windows (thanks Mike!) 2002-12-11 05:47:32 +00:00
Sam Lantinga
d1a8d6261c Updated Atari port for new system headers (thanks Patrice!) 2002-12-07 06:54:47 +00:00
Sam Lantinga
f5fa76f848 Fixed compile error if there is no X11 shared memory support. 2002-12-07 06:51:03 +00:00
Sam Lantinga
d651d82abb From: Darrell Walisser
Subject: Re: [SDL] OS X and power save

Here ya go. This works just fine. One might complain that it doesn't
generate the event until after wake as completed (there is about 5
seconds between the screen coming up and the expose event), but I think
that's OK.
2002-12-07 06:48:49 +00:00
Sam Lantinga
957178f75d Linux joystick cleanups from Alan Swanson 2002-12-02 03:11:36 +00:00
Sam Lantinga
7548e315b5 There's a bug in the VC7 optimizer relating to the duff loop optimization 2002-12-02 02:40:58 +00:00
Sam Lantinga
a503d7728e *** empty log message *** 2002-12-02 02:35:58 +00:00