kc3-lang/SDL

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Log

Author Commit Date CI Message
97948aef 2013-08-23 21:38:54 Add support for some BSDs and Solaris to SDL_GetBasePath().
f60bcf8b 2013-08-22 17:26:22 Fix warning in GL ES2 renderer
1c6d5576 2013-08-22 14:56:07 Separate EGL / GL ES detection in CMake
faf760d2 2013-08-22 13:32:27 XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
f77c2372 2013-08-22 13:00:05 Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!).
cc122ce5 2013-08-22 10:22:22 Fixes #2036 and #2038, bypass camera zoom and shutter keypresses on Android.
cd27a1ef 2013-08-21 12:12:04 Fixed compiling on old versions of the DirectX SDK
9faefccd 2013-08-21 10:32:04 SDL - 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
05d8c2dc 2013-08-21 10:31:44 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.
3d217ed7 2013-08-21 10:07:48 Fixed crash if the IC isn't set up for some reason (bad X11 locale?)
6107705a 2013-08-21 10:34:32 Fix a couple of warnings
5f8de2b9 2013-08-21 10:27:39 Patched to compile on Darwin
29dfdd1e 2013-08-21 10:13:12 More fixes for -Wdeclaration-after-statement
2490166d 2013-08-21 10:12:16 Fixes for -Wdeclaration-after-statement
1e49b1ed 2013-08-21 09:47:10 OCD fixes: Adds a space after /* (glory to regular expressions!)
695344d1 2013-08-21 09:43:09 OCD fixes: Adds a space before */
3984c7d8 2013-08-20 23:20:32 Actually, this should be a memcpy(). 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.
38dc821b 2013-08-20 21:29:40 Added filesystem code to Mac and iOS Xcode projects.
9ff379ba 2013-08-20 21:21:57 Patched to compile on iOS.
fb7a0291 2013-08-20 20:39:22 More Haiku fixes.
24006be2 2013-08-20 20:31:57 Fixed compiler warning.
ad8aa33b 2013-08-20 20:29:30 More Windows fixes for filesystem code.
13e67150 2013-08-20 20:27:42 Regenerate configure script.
06f6a592 2013-08-20 20:16:15 Corrected Haiku build.
c9152adc 2013-08-20 20:15:15 Patched new filesystem code to compile.
2dd7091e 2013-08-20 19:57:11 Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
552b04c5 2013-08-20 20:34:40 More non C89 compliant comments
63fe3a77 2013-08-20 19:49:24 Fixes a few non C89 compliant comments
d8f66188 2013-08-20 15:56:08 add missing SDL_bits.h from OS X framework - also add in headers to static and shared targets (for completeness)
63447366 2013-08-20 15:28:14 Fixed cut-and-paste error.
abbaa90d 2013-08-20 14:21:35 Added SDL_DEPRECATED #define.
094a72b8 2013-08-20 14:17:48 Added SDL_assert_always (never disabled).
e43ff8fb 2013-08-20 12:43:06 Added some FIXMEs for later.
0eeb76d8 2013-08-19 16:29:46 Fixes bug #2037, common EGL code for Android and X11
b4426769 2013-08-19 11:02:44 Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!). Fixes Bugzilla #2047.
0ca50661 2013-08-18 23:18:11 Fixed warnings building with gcc 2 and gcc 4 on Haiku
c2a29aed 2013-08-18 22:05:53 Fixed Haiku build (thanks Alexander!)
a46437f7 2013-08-18 11:15:30 Replaced introduction in header file with more recent version from README.txt.
ad608e2d 2013-08-18 11:12:46 Corrected file names in header file comments.
8cf73055 2013-08-18 11:08:52 Changed some documentation comments in header files to be used by doxygen.
7e3b7dbc 2013-08-17 20:46:34 Patched to compile with Visual Studio.
1455a947 2013-08-17 17:14:15 Fixed Windows build
d7817f42 2013-08-17 17:04:14 Fixed for consistency with the other platforms
e187810e 2013-08-17 18:07:29 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
6995ff18 2013-08-17 09:54:30 Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
9ab14aa5 2013-08-16 17:50:44 Fixed windows build
ff77ca8d 2013-08-16 15:38:06 The keyboard text events should be sent after the key down events
b4b12d95 2013-08-16 15:35:10 Fixed bug 1876 - SDL_TEXTINPUT only returns '?' (0x3F) in event.text.text with Khmer language input 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.
bb2671b7 2013-08-16 14:38:04 Android quirk:Some devices don't report GL_OES_framebuffer_object but support it
4cb0ead7 2013-08-16 12:51:29 Patched to compile.
02868b69 2013-08-16 13:37:27 [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally Also, fail more gracefully when creating texture to avoid double free errors.
76b7b1e9 2013-08-16 09:20:33 Fixed alpha composition when destination alpha is transparent. Jianyu Guan I found I make a big mistake that when dstA==0, I just simply let *dstp=*srcp and forgot to make dstRGB = srcRGB*srcA. The if consition "(*dstp & amask) == 0" in BlitRGBtoRGBPixelAlphaMMX and BlitRGBtoRGBPixelAlphaMMX3dNow should be removed.
89bc80f1 2013-08-16 06:59:19 Fixed alpha blending for the MMX blit functions I see the Remarks of function SDL_BlitSurface shows that "when SDL_BLENDMODE_BLEND, we have dstA = srcA + (dstA * (1-srcA))". however, I tested some pictures but the result implies "dstA=arcA" actually. I stepped into the source code, and found after I set SDL_BLENDMODE_BLEND for the source surface, the final blit function is BlitRGBtoRGBPixelAlphaMMX when I use SDL_BlitSurface on my computer. And I found these codes: else if (alpha == amask) { /* opaque alpha -- copy RGB, keep dst alpha */ *dstp = (*srcp & chanmask) | (*dstp & ~chanmask); The same code is used in BlitRGBtoRGBPixelAlphaMMX3DNOW and BlitRGBtoRGBPixelAlpha. So I think they still keep dst alpha. Best regards, Jianyu Guan
65728477 2013-08-14 23:30:10 Fix bug 2034: replace printf by SDL_Log in tests; update loopwave VS solution: copy missing dependency
67367be0 2013-08-12 22:00:21 Don't print "unrecognized key" message for an X11 keycode of 0. This can happen with composed characters.
5d1865c2 2013-08-12 19:18:48 Fixed the tag name for the SDL 2.0 release
14bf230d 2013-08-12 11:09:13 Mac: Fix restoring of Cmd-H-hidden fullscreen desktop windows. This should fix http://bugzilla.libsdl.org/show_bug.cgi?id=1996
a84a97fe 2013-08-12 08:45:37 Added Julian Winter to the credits for the SDL 2.0 website.
03477ef6 2013-08-12 08:40:49 Added tag release_2.0.0 for changeset d4ce48ff30d1
dad42067 2013-08-12 11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.