- 20 Dec, 2008 1 commit
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Sam Lantinga authored
From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
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- 27 Aug, 2008 1 commit
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Sam Lantinga authored
Port SDL 1.3 to the Nintendo DS by Darren Alton, mentored by Sam Lantinga --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403188
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- 07 Feb, 2008 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402718
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- 19 Aug, 2007 1 commit
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Sam Lantinga authored
From: Sam Lantinga Subject: SDL 1.3 keyboard plan After lots of discussion with Christian, this is what we came up with: > So, to sum up... > SDLK_* become the physical keys, starting at > (1<<21) > We create a macro SDLK_INDEX(X) > We have two functions SDL_GetLayoutKey(SDLKey) and SDL_GetKeyName() > SDL_GetLayoutKey maps to UCS4 for printable characters, and SDLK* for non-printable characters > and does so based on the OS's current keyboard layout > SDL_GetKeyName() handles both SDLK_* and UCS4, converting UCS4 to UTF-8 and converting SDLK_* into our names, which are UTF-8 for printable characters. > WASD folks use SDLK_*, and 'I' folks use SDL_GetLayoutKey(SDLK_*) Here is the patch he came up with, and his e-mail about it: Date: Fri, 17 Aug 2007 19:50:28 +0200 From: Christian Walther Subject: Re: SDL 1.3 keyboard plan > Sounds great, go ahead and send me a patch. Here goes! Thanks for having a look. Don't hesitate to comment if anything does not conform to your ideas. One caveat: Committing this now may break compilability of some video drivers - specifically, if they use any of the SDLK_* codes that were obsoleted and moved into SDL_compat.h. I only tried Cocoa (which did break, but is already fixed) and X11 (which didn't, but then its key handling is #iffed out). If that's a problem, it may need to go into a branch. -Christian --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402630
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- 23 Jul, 2007 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402566
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- 12 Jul, 2007 2 commits
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Bob Pendleton authored
This code adds support for DirectColor visuals to SDL 1.3. The support uses part of the Xmu library. To ensure that the library is available and to keep people form having to install yet another library I have added the essential parts of Xmu in src/video/extensions/XmuStdCmap and an include file in src/video/extensions. The support makes use of standard X11 mechanisms to create color maps and make sure that an application uses the same color map for each window/visual combination. This should make it possible for gamma support to be implemented based on a single color map per application. Hurm... it looks like "make indent" modified a few extra files. Those are getting committed too. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402509
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402498
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- 11 Jul, 2007 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402490
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- 06 Jul, 2007 1 commit
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Bob Pendleton authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402432
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- 06 Aug, 2006 2 commits
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402017
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402016
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- 05 Aug, 2006 2 commits
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402014
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402012
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- 29 Jul, 2006 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402003
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- 24 Jul, 2006 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401978
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- 22 Jul, 2006 3 commits
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Sam Lantinga authored
If the OpenGL renderer is selected for a non-OpenGL window, recreate the window with OpenGL enabled. Added OpenGL renderer error checking. Use fast-path texture formats in the OpenGL renderer. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401969
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Sam Lantinga authored
Query the maximum texture size and show the current render parameters. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401968
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401966
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- 19 Jul, 2006 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401961
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- 18 Jul, 2006 1 commit
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Sam Lantinga authored
Started work on multi-window OpenGL demo --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401959
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