Gabriel Jacobo
3d70638fcf
Fix warning in GL ES2 renderer
2013-08-22 17:26:22 -03:00
Gabriel Jacobo
0f8f61d79d
Separate EGL / GL ES detection in CMake
2013-08-22 14:56:07 -03:00
Ryan C. Gordon
4db9e1c7a1
XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
2013-08-22 13:32:27 -04:00
Ryan C. Gordon
6832f3e1de
Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!).
2013-08-22 13:00:05 -04:00
Gabriel Jacobo
86025d2275
Fixes #2036 and #2038 , bypass camera zoom and shutter keypresses on Android.
2013-08-22 10:22:22 -03:00
Sam Lantinga
c6a11602a3
Fixed compiling on old versions of the DirectX SDK
2013-08-21 12:12:04 -07:00
Sam Lantinga
8685ca6cdd
SDL
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- 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
a9be917e0f
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
113a00b54e
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
acff11318d
Fix a couple of warnings
2013-08-21 10:34:32 -03:00
Gabriel Jacobo
49f7c02626
Patched to compile on Darwin
2013-08-21 10:27:39 -03:00
Gabriel Jacobo
bb01614557
More fixes for -Wdeclaration-after-statement
2013-08-21 10:13:12 -03:00
Gabriel Jacobo
bc514bada3
Fixes for -Wdeclaration-after-statement
2013-08-21 10:12:16 -03:00
Gabriel Jacobo
8515791f86
OCD fixes: Adds a space after /* (glory to regular expressions!)
2013-08-21 09:47:10 -03:00
Gabriel Jacobo
871473e032
OCD fixes: Adds a space before */
2013-08-21 09:43:09 -03:00
Ryan C. Gordon
0382f2f764
Actually, this should be a memcpy().
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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
24180610d4
Added filesystem code to Mac and iOS Xcode projects.
2013-08-20 21:29:40 -04:00
Ryan C. Gordon
66098d3179
Patched to compile on iOS.
2013-08-20 21:21:57 -04:00
Ryan C. Gordon
14cd2136c6
More Haiku fixes.
2013-08-20 20:39:22 -04:00
Ryan C. Gordon
f73a517eb4
Fixed compiler warning.
2013-08-20 20:31:57 -04:00
Ryan C. Gordon
9588bae18a
More Windows fixes for filesystem code.
2013-08-20 20:29:30 -04:00
Ryan C. Gordon
613a7a7abf
Regenerate configure script.
2013-08-20 20:27:42 -04:00
Ryan C. Gordon
022317db13
Corrected Haiku build.
2013-08-20 20:16:15 -04:00
Ryan C. Gordon
27f294dbb5
Patched new filesystem code to compile.
2013-08-20 20:15:15 -04:00
Ryan C. Gordon
8fe1cf47f2
Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
2013-08-20 19:57:11 -04:00
Ryan C. Gordon
6ba2ab4600
Fixed cut-and-paste error.
2013-08-20 15:28:14 -04:00
Ryan C. Gordon
c3f2a8dbda
Added SDL_DEPRECATED #define.
2013-08-20 14:21:35 -04:00
Ryan C. Gordon
0669807485
Added SDL_assert_always (never disabled).
2013-08-20 14:17:48 -04:00
Gabriel Jacobo
f93c78450b
More non C89 compliant comments
2013-08-20 20:34:40 -03:00
Gabriel Jacobo
d239c42447
Fixes a few non C89 compliant comments
2013-08-20 19:49:24 -03:00
Edward Rudd
56ab16d185
add missing SDL_bits.h from OS X framework
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- also add in headers to static and shared targets (for completeness)
2013-08-20 15:56:08 -04:00
Ryan C. Gordon
4806b2259c
Added some FIXMEs for later.
2013-08-20 12:43:06 -04:00
Gabriel Jacobo
84f07d804a
Fixes bug #2037 , common EGL code for Android and X11
2013-08-19 16:29:46 -03:00
Ryan C. Gordon
ae735be7ec
Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
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Fixes Bugzilla #2047 .
2013-08-19 11:02:44 -04:00
Sam Lantinga
8498376baa
Fixed warnings building with gcc 2 and gcc 4 on Haiku
2013-08-18 23:18:11 -07:00
Sam Lantinga
4a4a243e8d
Fixed Haiku build (thanks Alexander!)
2013-08-18 22:05:53 -07:00
Philipp Wiesemann
7c8b4cdc44
Replaced introduction in header file with more recent version from README.txt.
2013-08-18 11:15:30 +02:00
Philipp Wiesemann
69fc4812b7
Corrected file names in header file comments.
2013-08-18 11:12:46 +02:00
Philipp Wiesemann
e0130f52c4
Changed some documentation comments in header files to be used by doxygen.
2013-08-18 11:08:52 +02:00
Ryan C. Gordon
a2907d64fc
Patched to compile with Visual Studio.
2013-08-17 20:46:34 -04:00
Sam Lantinga
aaeb2536aa
Fixed Windows build
2013-08-17 17:14:15 -07:00
Sam Lantinga
ec0aa51cec
Fixed for consistency with the other platforms
2013-08-17 17:04:14 -07:00
Edward Rudd
3f7516d961
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
997833aa8a
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
b5015cf0a2
Fixed windows build
2013-08-16 17:50:44 -07:00
Sam Lantinga
0545c919a3
The keyboard text events should be sent after the key down events
2013-08-16 15:38:06 -07:00
Sam Lantinga
97c745d442
Fixed bug 1876 - SDL_TEXTINPUT only returns '?' (0x3F) in event.text.text with Khmer language input
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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
973b6fec27
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
6d08ab8e93
Patched to compile.
2013-08-16 12:51:29 -04:00
Gabriel Jacobo
6af114230c
[Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally
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Also, fail more gracefully when creating texture to avoid double free errors.
2013-08-16 13:37:27 -03:00