- 17 Feb, 2011 1 commit
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Sam Lantinga authored
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- 16 Feb, 2011 26 commits
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Sam Lantinga authored
--HG-- rename : include/SDL_keysym.h => include/SDL_keycode.h
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Sam Lantinga authored
Even if we're blitting between two different surfaces their pixels might still overlap, because of SDL_CreateRGBSurfaceFrom(), so always use SDL_BlitCopy() and check for overlap in that function. When handling overlapping surfaces, don't assume that memcpy() iterates forward, instead use memmove() correctly, and provide a fallback implementation of SDL_memmove() that handles the different cases. Fixed a bug with SDL_memset() not completely filling lengths that aren't a multiple of 4. Optimized SDL_memcpy() a bit using the same technique as SDL_memset().
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
Chusslove Illich 2011-02-13 04:30:28 PST Currently SDL_JOYSTICK_DEVICE environment variable can be used to add exactly one topmost device. I think it would be nice if one could also set several devices (e.g. a stick and a throttle) in this way, as a colon- separated list. The attached patch implements this
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Sam Lantinga authored
Bruno 2010-12-16 02:41:51 PST Fix segfault in ALSA_OpenDevice() When alsa is linked to libsdl instead of being loaded on demand at runtime the alsa macro snd_pcm_hw_params_alloca(ptr); misbehaves. That macro calls snd_pcm_hw_params_sizeof() in order to determine the amount of memory to allocate but due to mis-placed define that function is replaced with ALSA_snd_pcm_hw_params_sizeof by preprocessor (and in case of link to alsa that function pointer is initialized to itself). Attached patch fixes the issue.
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
The crash was already fixed, but the window doesn't need to be recreated if you're just changing the size of the OpenGL window.
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Sam Lantinga authored
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Sam Lantinga authored
The trick is that if you're using configure and you don't want to have SDL_config.h and SDL_revision.h to show up as modified, you need to configure and build from a separate directory. You also need to include SDL_revision.h directly if you want to use the SDL_REVISION constant, as a side effect of these changes. --HG-- rename : include/SDL_config.h.default => include/SDL_config.h
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
Fixed a host of issues with Windows fullscreen modes. Toggling fullscreen OpenGL works now in my test environment.
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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- 15 Feb, 2011 4 commits
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
The render viewport is automatically re-centered when the window changes size, so applications that don't care will not have to handle recalculating their rendering coordinates. Fixed API for drawing and filling multiple rectangles - the parameter should be an array of rects, not an array of pointers to rects. Fixed API for updating window rects for consistency with other APIs - the order is pointer to array followed by count in array.
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- 14 Feb, 2011 5 commits
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Ken Rogoway authored
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Sam Lantinga authored
Migrate all of the recent changes into the SDL VS2005 project file. Fix missing return value in SDL_pixels.c Fix compile error in testscale.c, variable was incorrectly named. Added VS2005 project file for testscale
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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- 13 Feb, 2011 4 commits
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Sam Lantinga authored
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Sam Lantinga authored
Removed renderer definition, removed extra -I statements since no other platform has them (files should be explicit in their include paths).
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Sam Lantinga authored
On 02/12/2011 01:44 PM, Sam Lantinga wrote: > BTW, you probably want to nuke the NDS renderer and just implement these three > functions instead: > int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 * > format, void ** pixels, int *pitch); > int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects, > SDL_Rect * rects); > void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window); Patch attached. The renderer for the DS is not used anymore, but I left the file in place if someone wants to finish it. I've also added a README.ds and fixed the spinlocks.
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Sam Lantinga authored
Fixed creating render texture framebuffer. Removed the need for palette watch, added surface format caching. Added an SDL_DONTFREE flag so you can't free the window and 1.2 shadow surfaces.
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