1. 20 Dec, 2008 1 commit
    • Sam Lantinga's avatar
      Date: Fri, 19 Dec 2008 20:17:35 +0100 · 9ba72107
      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.
      
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  2. 27 Aug, 2008 1 commit
  3. 07 Feb, 2008 1 commit
    • Sam Lantinga's avatar
      Fixed compile errors · 0f15089e
      Sam Lantinga authored
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  4. 19 Aug, 2007 1 commit
    • Sam Lantinga's avatar
      Date: Thu, 05 Jul 2007 14:02:33 -0700 · f0da180b
      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
      
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  5. 23 Jul, 2007 1 commit
  6. 12 Jul, 2007 2 commits
    • Bob Pendleton's avatar
      This code adds support for DirectColor visuals to SDL 1.3. The support uses... · abcafc21
      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.
      
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    • Sam Lantinga's avatar
      Visual C++ compiler warning fixes · a154c5da
      Sam Lantinga authored
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  7. 11 Jul, 2007 1 commit
    • Sam Lantinga's avatar
      indent · bc4e3e95
      Sam Lantinga authored
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  8. 06 Jul, 2007 1 commit
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  11. 29 Jul, 2006 1 commit
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  14. 19 Jul, 2006 1 commit
  15. 18 Jul, 2006 1 commit