Commit Graph

1000 Commits

Author SHA1 Message Date
Sam Lantinga
3f5fd55965 Organized joystick hotplug code a bit.
Cleaned up names, return types, etc.
2012-11-27 00:58:12 -08:00
Andreas Schiffler
8ee87a4da7 Add random module to test lib 2012-11-26 23:12:47 -08:00
Sam Lantinga
23950f0183 Added hotplug joystick support and simplified game controller API, courtesy of Alfred Reynolds 2012-11-26 16:37:54 -08:00
Sam Lantinga
9c2cdf677b Work in progress on an SDL test library 2012-11-26 07:53:56 -08:00
Sam Lantinga
d4219579f2 Fixed clang -Weverything warnings 2012-11-22 11:55:11 -08:00
stopiccot
0bb179ae8a SetMinimumWindowSize for OS X 2012-11-18 15:45:12 +03:00
Ryan C. Gordon
b8d7fecdf7 Removed some tab chars. 2012-11-21 23:00:06 -05:00
Ryan C. Gordon
4380a1eacf Removed commas at the end of enums, to make gcc's -pedantic happy.
Fixes Bugzilla #1647.
2012-11-21 22:59:42 -05:00
Sam Lantinga
ee5bc4e7ab Added code to testwm2 to test the system cursor support 2012-11-19 20:38:52 -08:00
Michael Sartain
f4161f1ea6 Add SDL_CreateSystemCursor for Windows and Linux. 2012-11-19 15:11:10 -08:00
Gabriel Jacobo
1995df04e8 Adds CMake build system by Marcus Von Appen (bug #1597) 2012-11-16 09:23:18 -03:00
Sam Lantinga
105e4c7072 Nobody will EVER use more than 8 buttons. Oh wait... Nobody will EVER use more than 32 buttons... 2012-11-12 12:14:44 -08:00
Sam Lantinga
d3d6706dfc SDL no longer grabs the keyboard by default on X11.
You can re-enable that functionality by setting a new hint SDL_HINT_GRAB_KEYBOARD
2012-11-07 15:55:43 -08:00
Sam Lantinga
4ff7b0238c Added SDL_ReadU8() and SDL_WriteU8() for consistency with the rest of the API. 2012-11-04 23:44:13 -08:00
Sam Lantinga
9e89faaf15 Synchronized the on-screen keyboard state with whether we are accepting text input.
The functions to show/hide/toggle the on-screen keyboard have been folded into the text input state.
Calling SDL_StartTextInput() will automatically show the on-screen keyboard if it's available.
Calling SDL_StopTextInput() will automatically hide the on-screen keyboard if it's available.
There is a new API function SDL_IsTextInputActive() which will return whether text input is currently active.
Text input is disabled by default, you must call SDL_StartTextInput() when you are ready to accept text input.
SDL_HasScreenKeyboardSupport() no longer needs to be passed a window.
The iPhone-specific on-screen keyboard functions have been removed.
2012-11-04 21:53:28 -08:00
Sam Lantinga
2a972eadfe Added documentation on loading assets on Android. 2012-11-04 09:45:18 -08:00
Sam Lantinga
e7ea5f6646 Added an API to get the size of a file - WARNING! ABI CHANGE! 2012-11-03 18:43:36 -07:00
Ryan C. Gordon
6c4223b251 More compiler warning fixes. 2012-11-02 14:03:14 -04:00
Ryan C. Gordon
28fbd54ae5 Fixed compiler warnings about "/*" inside a multi-line comment. 2012-11-02 14:00:44 -04:00
Sam Lantinga
525b3ca0e9 Added some platform specific API functions for Android:
SDL_AndroidGetJNIEnv()
SDL_AndroidGetActivity()
SDL_AndroidGetInternalStoragePath()
SDL_AndroidGetExternalStorageState()
SDL_AndroidGetExternalStoragePath()
2012-11-02 02:22:32 -07:00
Sam Lantinga
017bece619 We might actually have PI 2012-11-01 00:12:57 -07:00
Sam Lantinga
4bbe3a7073 Added an assert log category, and NSLog support on Mac OS X and iOS 2012-10-30 12:30:02 -07:00
Sam Lantinga
07f0419650 Added some documentation on the behavior of SDL_ShowMessageBox() 2012-10-30 10:07:32 -07:00
Sam Lantinga
35feaaaf51 It turns out that UCS2 and UCS4 are defined as big-endian encodings 2012-10-28 13:03:45 -07:00
Sam Lantinga
82f91da2d0 Added API for simple messagebox, courtesy of Mike Sartain 2012-10-23 17:11:22 -07:00
Sam Lantinga
93902fa034 Updated the copyright date on the default config file 2012-10-23 15:59:07 -07:00
Sam Lantinga
73c7d679a0 Switch C++ comment to C comment 2012-10-21 22:18:36 -07:00
Sam Lantinga
49796bf2b6 Fixed another gcc <-> Visual C++ ABI issue 2012-10-20 00:49:08 -07:00
Sam Lantinga
9090fb9b4c Make it possible to build a DLL with mingw that's ABI compatible with Visual C++ built applications 2012-10-20 00:14:58 -07:00
Sam Lantinga
9a6b1c641a Added SDL_GetRenderTarget() API function
Also fixed a bug with setting logical size for a render target.
2012-10-12 02:20:10 -07:00
Sam Lantinga
a1f39a5854 I'm becoming more and more convinced that the application should never use XRandR, and it's the window manager's responsibility to track and manage display modes for fullscreen windows.
Because it's so broken, I'm going to disable XRandR by default.  You can still enable it via environment variable or application hint (SDL_HINT_VIDEO_X11_XRANDR)
2012-10-04 13:50:41 -07:00
Sam Lantinga
aab04f8c71 Added SDL_RenderSetLogicalSize() and SDL_RenderGetLogicalSize() 2012-10-01 22:30:07 -07:00
Sam Lantinga
8e121270fa Added SDL_RenderSetScale() and SDL_RenderGetScale() 2012-10-01 20:59:33 -07:00
Sam Lantinga
ed4f2e1ccf Made it clear that locking a streaming texture is a write-only operation. 2012-09-28 03:29:36 -07:00
Sam Lantinga
225faf6595 Turned the X11 mode extension environment variables into hints so they can be more easily set from applications. 2012-09-27 11:29:13 -07:00
Gabriel Jacobo
8408ace068 Make SDL_atomic.h depend on the void pointer size determined at compile time
rather than at configure time. As OS X supports lipo'ed versions of SDL for i386
and x86_64, a single set of headers that work for both architectures is desired.
2012-09-26 15:57:28 -03:00
Sam Lantinga
e52130b426 Fixed bug 1606 - SDL does not implement SDL_GetPowerInfo() for Android.
Philipp Wiesemann 2012-09-22 05:26:11 PDT

currently SDL (HG) does not implement the power management functionality of
SDL_GetPowerInfo() for Android.

I attached a patch which tries to implement this functionality (JNI only, API
5). It supports plugged state and battery percent return values but not
remaining seconds (which are not available on Android).
2012-09-23 01:37:44 -07:00
Ryan C. Gordon
b3b40aac16 Removed Windows CE support from SDL 2.0.
It's a long-dead platform, and we don't have any way to build for, test, or
maintain it, so there's no sense in doing acrobatics to support it.

If you need Windows CE support, use SDL 1.2. If you need Windows Phone support,
send SDL 2.0 patches for the newer Windows Mobile platform.
2012-09-15 10:59:39 -04:00
Ryan C. Gordon
0c926d9aea Fixed a typo in the docs. 2012-09-14 18:18:38 -04:00
Ryan C. Gordon
49d8c6fb12 Added SDL_SetWindowBordered() API. 2012-09-13 01:43:53 -04:00
Gabriel Jacobo
ceaf031283 Implements SDL_GL_BindTexture and SDL_GL_UnbindTexture (#1576) 2012-09-03 11:16:12 -03:00
Sam Lantinga
03410caaaf Renamed SDL_GL_CONTEXT_PROFILE_ES2 to SDL_GL_CONTEXT_PROFILE_ES 2012-08-12 23:10:16 -07:00
Sam Lantinga
c5eed5e522 Fixed bug 1565 - some small GL context creation enhancements
Matthias Bentrup 2012-08-09 12:53:17 PDT

With OpenGL 4.3 the ARB added a new context flag for context reset isolation
and renamed the existing ES2 profile bit to ES profile bit, as it can be used
to request GLES 3 compatible contexts, too.

This patch adds these changes to SDL on Linux and Windows.

Also SDL lacks the ability to create shared contexts. This patch also adds a
new GL attribute to enable context sharing. As casting a GL context to int is
not portable, I added only a boolean attribute
SDL_GL_SHARE_WITH_CURRENT_CONTEXT, which makes the new context share resources
with the context current on the creating thread.
2012-08-12 11:16:24 -07:00
Sam Lantinga
e6d37e6522 Fixed bug 1564 - SDL has no function to open a screen keyboard on Android.
Philipp Wiesemann implemented a general on-screen keyboard API for SDL, and I switched iOS code over to use it.
2012-08-11 10:15:59 -07:00
Ryan C. Gordon
4abe53d466 Fixed building on Mac OS X with Xcode 4.4 (OS X 10.8 SDK).
I think you'll need to install Xquartz, the external-but-official replacement
 for Apple's X11, to get the Xlib headers: http://support.apple.com/kb/HT5293
2012-08-09 15:43:39 -04:00
Ryan C. Gordon
f32956dc1b Add support for (GLX|WGL)_EXT_swap_control_tear.
This required a small public API change: SDL_GL_SetSwapInterval() now accepts
 negative values, and SDL_GL_GetSwapInterval() doesn't report errors anymore
 (if it can't work, it'll return zero as a reasonable default).

If you need to test for errors, such as a lack of swap_control_tear support,
 check the results of SDL_GL_SetSwapInterval() when you set your desired
 value.
2012-08-01 20:29:36 -04:00
Sam Lantinga
5fd86fdeac Fixed bug 1542 - SDL_Touch should reserve tilt_x and tilt_y
Gerry JJ 2012-07-14 19:42:23 PDT
The SDL_Touch structure currently reserves fields for tablet tilt and rotation
(marked "for future use"), but a tablet stylus can tilt in both x and y
directions in addition to rotation around itself (or, put another way, it can
rotate in x, y and z). So, the struct should probably reserve fields for both
tilt_x and tilt_y, not just tilt.
2012-07-18 15:53:33 -07:00
Sam Lantinga
719eabe5ee Improved simultaneous support for OpenGL and OpenGL ES
From Scott Percival

Okay, I think I have something for this. Tested it on GL and GLES
machines, it seems to work okay.

- Add a new SDL GL attribute SDL_GL_CONTEXT_EGL:
        - Only useful for the X11 video driver at the moment
        - Set to 1 for an EGL context, 0 to use the default for the video driver
        - Default is 0, unless library is built for EGL only
        - Should be set after SDL init, but before window/context
creation (i.e. same place you'd specify attributes for major/minor GL
version)
- After a lot of agony pondering the least-terrible way to go about
it, made it so that X11_GL_LoadLibrary and X11_GLES_LoadLibrary check
SDL_GL_CONTEXT_EGL. If no GL context exists yet, and the attribute
choice doesn't match with the checking function, then it changes all
the function pointers in the video driver and passes control on to the
new LoadLibrary method.
- Likewise, make X11_CreateWindow check this attribute before firing
off a call to X11_GL_GetVisual/X11_GLES_GetVisual
- Added a sanity check to the start of X11_GL_LoadLibrary
- Tidied up SDL_x11opengles.h
- Moved ownership of the gles_data structure over to
X11_GLES_LoadLibrary/UnloadLibrary
- Should incorporate the 3 fixes posted by Andre Heider

This is obviously quite a bit to take in, but is (at least) a proof of
concept for the approach I think EGL/GLX mingling should take. Any
comments/criticism is much appreciated.
2012-07-18 15:17:27 -07:00
Ryan C. Gordon
641161f677 Patched to compile on FreeBSD 8.2. 2012-07-11 22:20:02 -04:00
Ryan C. Gordon
0cdd02b4de Patched to compile on Mac OS X with Xcode (Unix configure already worked). 2012-07-11 20:40:02 -04:00
Sam Lantinga
c45ef572c4 Disable the SDL event pump after the SDL main routine returns, since events will be dispatched by the Cocoa event loop. 2012-06-25 11:10:34 -04:00
Sam Lantinga
5160c3d202 Created a header file for system dependent API functions, and added SDL_iPhoneSetAnimationCallback() 2012-06-22 19:19:18 -04:00
Sam Lantinga
3da89b1dd0 Updated Mac OS X and iOS projects 2012-06-21 10:41:25 -04:00
Gabriel Jacobo
2e96488df0 RenderCopyEx,rotation and flipping for all hardware/software backends (#1308) 2012-06-01 19:51:08 -03:00
Dimitris Zenios
e387df94fc 1.Fixed a memory leak inside XInput2 code
2.Replaced XKeycodeToKeysym with XkbKeycodeToKeysym since XKeycodeToKeysym is deprecated in newer X11 version
3.Rewrote testime.c since it was disabled after SDL_compat.c removal
4.Take into account common arguments also in testrelative.c
2012-05-31 19:23:30 +03:00
Dimitris Zenios
689dd07956 1.Moved all xinput2 functionality to its own file
2.Implement touch events using Xinput2.Leave evtouch as a fallback when xinput2 is not supported
2012-05-31 13:37:02 +03:00
Sam Lantinga
ff4a156632 Fixed define for consistency 2012-05-30 11:45:09 -04:00
Sam Lantinga
94597260b7 Fixed compile error with both new and old Xext headers (bug 1498) 2012-05-30 11:44:57 -04:00
Sam Lantinga
a74c7583bc Initial support for XInput2 by Dimitris Zenios
1.initial work on XInput2 support
2.Implemented relative mouse motion when XInput2 is enabled
3.Created a test app to test relative mouse motion
4.Fixed Bug #1498
2012-05-30 11:25:35 -04:00
Gabriel Jacobo
a6c03533e0 Fixes issue #1500 "SDL_RWops fails under Android 4" by removing stale Local Refs
and replacing them for their global equivalents.
2012-05-25 15:35:41 -03:00
Sam Lantinga
c24538ae24 Add OpenGL 3.X context creation support
Matthias Bentrup 2011-10-30 03:58:24 PDT

I've updated the context creation patch to include the bugfixes by Martin
Schreiber and also included a profile bit to request a ES2 compatible profile.

The wgl context creation may use 2 call to wglChoosePixelFormat if no
acceleration attribute is selected, this should work around a bug with buggy
AMD drivers (see #1254).
2012-02-20 23:37:57 -05:00
Ryan C. Gordon
a6a93eaeae Check for _STDINT_H in SDL_config_minimal.h 2012-02-07 01:26:00 -05:00
Sam Lantinga
b5844a1c07 Added a convenience function SDL_CreateWindowAndRenderer() 2012-01-22 19:22:53 -05:00
Sam Lantinga
07b8dc102e Re-added SDL_SWSURFACE, because it looks silly to always pass 0 to SDL_CreateRGBSurface() 2012-01-22 18:37:46 -05:00
Sam Lantinga
9c4c023744 Removed the SDL 1.2 compatibility API... we'll see how painful this is. 2012-01-22 18:11:41 -05:00
Sam Lantinga
128821901c Removing some more references to SDL 1.3 2012-01-22 17:26:45 -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
c5b09f0da7 You need to create the texture with the SDL_TEXTUREACCESS_TARGET flag. 2012-01-22 01:29:26 -05:00
Sam Lantinga
b291116502 Renamed SetTargetTexture() to SetRenderTarget() 2012-01-22 01:26:28 -05:00
Sam Lantinga
1af7c2fe96 Added a renderer flag to expose whether a renderer supports render to texture. 2012-01-19 21:06:47 -05:00
Sam Lantinga
9853ab62c8 Switched back to configure generating SDL_config.h
It was very confusing to have configure generate an SDL_config.h and then not have it be used when building on Mac OS X or Windows.  I'll just have to remember to use SDL_config_windows.h when building official releases that are supposed to be ABI compatible with Visual Studio.
2012-01-19 01:55:51 -05:00
Sam Lantinga
9e37906060 Implementation of render targets, by Mason Wheeler and Gabriel Jacobo
Thanks guys!
2012-01-18 22:45:49 -05:00
Sam Lantinga
47034fa31b Fixed configure build 2012-01-16 19:21:07 -05:00
Sam Lantinga
243a72784f Check for sem_timedwait(), which isn't available on some systems (including OpenBSD 2012-01-15 03:34:14 -05:00
Sam Lantinga
d4c4a98f59 Make sure that we use consistent configuration options on platforms like Windows so that command line builds and IDE builds have ABI compatibility.
Make sure we don't clobber SDL_revision.h when building from Mercurial
2012-01-14 13:21:19 -05:00
Sam Lantinga
59f51ede60 Unofficial builds should have a 0 revision number - if this accidentally gets checked in with a different revision, this file should be reverted to this content. 2012-01-14 13:17:01 -05:00
Sam Lantinga
e2df95c6f2 Fixed inline assembly warning for PPC
input constraint with a matching output constraint of incompatible type
2012-01-14 00:49:25 -05:00
Sam Lantinga
1781323edc Fixed structure alignment mismatch between Visual Studio and gcc on 64-bit architectures. 2012-01-09 07:07:43 -05:00
Sam Lantinga
07f8710f47 Fixed bug 1242 - PATCH: Improve support for OpenGL ES under X11
Scott Percival 2011-07-03 06:41:51 PDT

This submission is aimed at making life easier for OpenGL ES capable devices
running a X11 stack (e.g. Maemo, Meego, TrimSlice, other ARM SoC boards not
running Android). SDL's Pandora support already has the neccesary GLES-to-X11
glue code, however it's all ghetto'd off in Makefile.pandora and not very
flexible.

The patch:
- adds an awesome --enable-video-opengles option to configure
- re-modifies the opengles and opengles2 SDL_renderers to use function pointers
- no idea why this was removed?
- for SDL_Renderers, links in libGLESv1_CM, libGLES_CM (for PowerVR fans) or
libGLESv2 at runtime
- links in libEGL.so at runtime - the old code made an assumption that
eglFunctions could be pulled from the active GLES library, PowerVR for one
doesn't let you do that with their libGLESv2
- allows you to pick which of GLES v1 or v2 to load via
SDL_GL_CONTEXT_MAJOR_VERSION

So far I've tested this on a Nokia N900 (OMAP 3430/SGX 530 running Maemo 5) and
a Toshiba AC100 (Tegra 2 running Ubuntu 10.10). I haven't tested it on... well,
everything that isn't those two, such as a Pandora, iOS or Android device. The
Pandora specific code should be kept intact (fingers crossed), and nothing
painfully drastic has been added to the SDL_renderers. The library loading
sequence in SDL_x11opengles has been updated to accomodate both NVIDIA's
propensity to let developers get away with murder and PowerVR's alternative of
punishing every missed step.

The test apps work okay with GLES or GLES2 as the renderer. For some reason
alpha blending doesn't seem to work on the Tegra 2; last week NVIDIA pushed out
a new set of X11 GLES drivers, so I'll try and investigate once I upgrade
those. Also, this patch adds things to configure.in, include/SDL_config.h.in
and test/configure.in. I didn't know what the policy was re. committing
generated spaghetti from autotools, so ./autogen.sh has to be run again. Sorry.

I think that's about everything, let me know if there's anything I've
overlooked.
2012-01-08 02:23:37 -05:00
Sam Lantinga
1d1fc9c715 Updated iOS projects and renamed iPhoneOS to iOS 2012-01-05 21:41:55 -05:00
Sam Lantinga
aeb5be9fe8 This file keeps getting clobbered... *sigh* 2012-01-03 01:46:52 -05:00
Sam Lantinga
e256711bb9 Happy New Year! 2011-12-31 09:28:07 -05:00
Sam Lantinga
53e2399003 Fixed documentation typo 2011-12-29 13:54:22 -05:00
Sam Lantinga
2696dd4032 Fixed so the header is consistent with the source 2011-12-29 13:51:42 -05:00
Sam Lantinga
2da6fd7637 Fixes bug 1296 - SDL_SetVideoMode crashes because of unaligned MOVAPS instruction
t.grundner@goto3d.de 2011-09-01 03:59:17 PDT
I figured out what is going on. GCC 4.5.2 assumes the stack is 16 byte aligned
by default. Therefore there are no AND alignment corrections necessary if we
wish to align a stack variable to a 16 byte boundary. That is bad if your OS
ABI is not 16 byte aligned. Windows 32 bit stacks are 4 byte aligned. This
results in the above mentioned SIGSEGV. This is also no problem if I compile
both SDL.dll and my app with MingW because MinGW/GCC inserts a

        andl    $-16, %esp

instruction right in the beginning of the main function. So at least the stack
of the thread calling the main function is 16 byte aligned. But as soon as I
start to use the SDL.dll from an application not compiled by MinGW there is no
ANDL safing my app.

However there is a GCC option that can change the default stack alignment:

        -mpreferred-stack-boundary=num

Setting num=2 assumes a the stack is aligned to a 4 byte boundary. This results
in GCC inserting the necessary

        andl    $-16, %esp

into SDL_FillRect. Rebuilding SDL with

       ./configure "CFLAGS=-mpreferred-stack-boundary=2 -g -O3"

solved the problem.

IMHO this should also be a problem on Solaris.

The following links contain further information:

http://gcc.gnu.org/onlinedocs/gcc-4.5.2/gcc/i386-and-x86_002d64-Options.html#i386-and-x86_002d64-Options

http://www.agner.org/optimize/calling_conventions.pdf
2011-12-29 05:36:39 -05:00
Sam Lantinga
4ec39d8333 Fixed bug 1336 - Added a timestamp on all SDL events
Gueniffey 2011-11-23 04:11:31 PST

The attached simple patch adds a timestamp to all SDL events. It is useful to
dismiss old events and add UI responsiveness (my application does some
extensive tasks that creates a delay in the event queue handling. With this
patch, I can deal only with the most recent events.
2011-12-29 05:13:55 -05:00
Ryan C. Gordon
abe9021987 Backed out most of changeset 4b88086910d3, at Andreas's request. 2011-12-05 12:43:50 -05:00
Andreas Schiffler
5e0fdc8f9e Fix buildbot sdl-macosx-unix-x86 and sdl-macosx-amd64 compiler warnings 2011-12-05 07:41:20 -08:00
Sam Lantinga
79494aee9d First pass at a simple drag and drop API, allowing you to accept files dropped into your application. 2011-11-20 19:38:18 -05:00
Sam Lantinga
5fedcb50d8 GIMP wrote bmp files in RGBX format. Huh. 2011-11-09 22:53:44 -05:00
Sam Lantinga
76714d4f99 Fixed a typo in the header. 2011-11-07 02:25:01 -05:00
Sam Lantinga
6371c44a9e Lots of fixes importing SDL source wholesale into a new iOS project 2011-10-31 05:56:58 -04:00
Sam Lantinga
a347411651 SDL_ConvertPixels() returns 0 on success 2011-10-31 02:44:21 -04:00
Sam Lantinga
c2a6df6073 The draw color affects RenderClear() as well. (thanks to the feedback form to whoever pointed this out) 2011-10-30 17:53:54 -04:00
Sam Lantinga
66d375d59e Fixed typo - thanks Sheena! 2011-10-30 17:31:59 -04:00
Andreas Schiffler
bc907fee45 Update SDL_HasClipboardText functions to return value based on clipboard content; Fix memory leak in fallback SetClipboard implementation 2011-10-29 23:43:59 -07:00
Sam Lantinga
6d456a4116 Added SDL_GetScancodeFromName() and SDL_GetKeyFromName() 2011-10-24 21:34:54 -04:00
Tim Angus
092332dd71 * Android's InputStream::skip is apparently buggy, so instead read into a dummy buffer 2011-10-14 17:29:49 +01:00
Ryan C. Gordon
15426080c6 Specify joystick (accelerometer) support for iOS in the config header.
Fixes Bugzilla #1292.

Thanks to Vittorio Giovara for the patch!
2011-10-14 00:20:44 -04:00
Ryan C. Gordon
2ef51927fe 1.3 API CHANGE: Add support for naming threads. 2011-10-02 00:29:16 -04:00
Ryan C. Gordon
a4ede00263 Fixed compiler warnings on Haiku. 2011-09-18 03:52:08 +00:00
Andreas Schiffler
0a29e84930 Fix SDL_RectEquals define 2011-09-17 22:35:10 -07:00
Andreas Schiffler
acb9d90a85 Add NULL handling in SDL_RectEmpty and SDL_RectEquals 2011-09-16 08:25:49 -07:00
Ryan C. Gordon
b84e7104b1 Clean up the win32 compiler warnings for SDL threads, in the 1.3 branch. 2011-09-12 13:36:38 -04:00
Ryan C. Gordon
82df1959c1 Removed legacy Mac OS X dlcompat code.
It was only needed for Mac OS X 10.0 through 10.2, so it seems silly to keep
 it around for SDL 1.3.

I'll leave it in the 1.2 branch for now, though.
2011-09-09 00:34:48 -04:00
Andreas Schiffler
576988acf2 Update SDL_REVISION 2011-09-04 20:45:38 -07:00
Ryan C. Gordon
e0fe768768 Fixed another Apple typedef in SDL_opengl.h 2011-09-02 13:54:45 -04:00
Ryan C. Gordon
fefd678dfd Backed out SDL_config.h overwrite that got committed by accident. 2011-08-30 17:11:51 -04:00
Ryan C. Gordon
370cdc709c Automated merge with https://bitbucket.org/Markusk/sdl-gsoc 2011-08-29 13:17:07 -04:00
Ryan C. Gordon
56e1918d11 Fixed missing audio on iOS. 2011-08-29 00:27:43 -04:00
Ryan C. Gordon
586e5b252b Fix another Apple conflict in SDL_opengl.h 2011-08-26 03:38:46 -04:00
Ryan C. Gordon
1248146aa2 Removed the MAC_OS_X_VERSION_10_x macros from the 1.3 branch. 2011-08-25 03:11:28 -04:00
Ryan C. Gordon
8f50763692 Fixed -pedantic warning in SDL_assert.h.
Fixes Bugzilla #1282.
2011-08-21 12:36:55 -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
59168c5bf2 Apple uses a void* for GLhandleARB, not an unsigned int. 2011-08-04 00:46:27 -04:00
Ryan C. Gordon
4ef8847cc5 Allow Android platforms to read from .apk files via the RWOPS interface.
Fixes Bugzilla #1261.

Thanks to Tim Angus for the patch!
2011-07-29 16:51:25 -04:00
Ryan C. Gordon
75d8b324e2 Work on systems without sa_sigaction. 2011-07-20 16:35:37 -07:00
Markus Kauppila
9932ea0a03 Testing out implementation for skipping unsupported test
automatically.
2011-07-18 22:26:26 +03:00
Nathan Heisey
65e5a15393 Implemented pthread spinlocks. 2011-06-22 10:33:48 +00:00
Tim Angus
e4de79558c * SDL_IOS_IDLE_TIMER_DISABLED hint 2011-06-10 14:23:36 +01:00
Tim Angus
2b47e23dc8 * SDL_IOS_ORIENTATIONS hint 2011-06-10 14:23:24 +01:00
Sam Lantinga
2b4bb0d58b Make SDL_QuitRequested() return an SDL_bool 2011-06-12 12:23:39 -04:00
Ryan C. Gordon
a74c9aa88d Fixed gcc warnings for apps using SDL headers with -Wundef flag.
Fixes Bugzilla #1216.

Thanks to Dimitris Zenios for the patch!
2011-06-06 12:20:04 -04:00
Andreas Schiffler
40bfbbdbf9 Fixed global suite declaration segfault via external linkage declaration 2011-05-26 20:13:49 -07:00
Sam Lantinga
fa1116223a Clarified SDL_GetWindowSurface() documentation
Matthew Orlando to Sam

Someone asked in IRC whether they should free the surface from SDL_GetWindowSurface. The doc comment is a bit vague so i checked the code and revised the comment.
2011-04-22 09:06:29 -07:00
Sam Lantinga
057ae6ca57 Fixed so SDL_quit.h doesn't require SDL_compat.h 2011-04-21 09:50:29 -07:00
Ryan C. Gordon
1b953ac714 Removed assertion list terminator (just do it like a normal linked list). 2011-04-19 14:12:56 -04:00
Sam Lantinga
37865236cc Minor missing parameter name 2011-04-18 12:20:30 -07:00
Sam Lantinga
6196aa221e SDL 1.3 is now under the zlib license. 2011-04-08 13:03:26 -07:00
Sam Lantinga
a46d9b6758 Added SDL_GetRenderer() 2011-04-04 09:29:13 -07:00
Sam Lantinga
56c4464487 Added high resolution timing API: SDL_GetPerformanceCounter(), SDL_GetPerformanceFrequency() 2011-03-25 14:45:04 -07:00
Sam Lantinga
f0c424685b SDL 1.3 requires a 64-bit type for the platform. 2011-03-25 13:47:49 -07:00
Sam Lantinga
73247db7d8 The API sets the priority for the current thread, not an arbitrary thread.
Implemented thread priority as the 'nice' value on Linux.  High priority threads require root permissions (you shouldn't give your game root permissions though!)
2011-03-25 12:44:06 -07:00
Sam Lantinga
eeb5f362e4 Implemented SDL_SetThreadPriority() 2011-03-25 10:47:49 -07:00
Sam Lantinga
023e6fa996 Fixed related function documentation 2011-03-22 10:48:33 -07:00
Ken Rogoway
75029512ef Split SDL_BlitScaled into SDL_UpperBlitScaled and SDL_LowerBlitScaled.
Fixed issue when calling SDL_BlitScaled() directly with src or dst rectangles that were out of bounds.
2011-03-13 22:38:41 -05:00
Sam Lantinga
a99d79de70 Fixed error because intrin.h contains C++ code and can't be included in an extern "C" block. 2011-03-15 19:37:38 -07:00
Sam Lantinga
3f21fa761c Fixed typo 2011-03-14 10:58:35 -07:00
Sam Lantinga
4fd91c5eed Added the SDL_HINT_RENDER_SCALE_QUALITY hint, which defaults to nearest pixel sampling. 2011-03-13 11:18:35 -07:00
Sam Lantinga
b710eb9280 Fixed so code will compile with SDL_config_minimal.h 2011-03-12 13:21:57 -08:00
Sam Lantinga
2d4e47a5a7 Added a function to create color cursors: SDL_CreateColorCursor() 2011-03-11 14:14:38 -08:00
Sam Lantinga
d58ee21159 Added support for the Xcursor library for color cursors 2011-03-11 13:56:53 -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
634567b09a The MMX and 3DNow! instructions can't be compiled by 64-bit Visual Studio. 2011-03-07 22:04:10 -08:00
Sam Lantinga
821c92eab1 Fixed bitmap order interpretation; SDL defaults to MSB ordering so a bitstream corresponds to a pixel stream.
The bitmap ordering is defined such that the numbering refers to the pixel index from left to right, and the number position refers to the bit position in the byte.

SDL_BITMAPORDER_4321 is the fourth pixel at the high bit and the first pixel at the low bit (LSBFirst)

SDL_BITMAPORDER_1234 is the first pixel at the high bit and the fourth pixel at the low bit (MSBFirst)
2011-03-07 00:30:05 -08:00
Sam Lantinga
f78f25504b Added padding for better aligned access to *shift/*loss members 2011-03-06 23:54:20 -08:00
Sam Lantinga
2a60f966cb a Nintendo ds update
Frank Zago to SDL

For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.

With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.

In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?

The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c.  Is that ok, or is there a better way ?

To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
Sam Lantinga
d32d1ee244 OSF isn't supported anymore. 2011-02-28 09:09:13 -08:00
Sam Lantinga
9f410819dc IRIX is not supported anymore. :) 2011-02-28 09:06:29 -08:00