1. 20 Dec, 2008 13 commits
    • Sam Lantinga's avatar
      Added missing return · 4058b718
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Turn on line antialiasing (requires blending to be enabled) · bb191f10
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Add a few test pattern lines · c24222cb
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      indent · 67946ae5
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Placeholder for line drawing algorithm (current code doesn't work) · bab3f5e8
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Fixed crash in software line drawing · 6efea2c6
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Added stubs for software implementations of blending fills and line drawing · af675594
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Added a test program for line drawing · 34bffd20
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Minor corrections · d29d0c96
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      indent · 2092365e
      Sam Lantinga authored
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    • 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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    • Sam Lantinga's avatar
      indent · 60c39418
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Fixed crash when resizing YUV textures · 03fa1566
      Sam Lantinga authored
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  2. 19 Dec, 2008 5 commits
  3. 17 Dec, 2008 2 commits
    • Sam Lantinga's avatar
      indent · 67861b22
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      * Implemented X11 fullscreen input grab · c0775dd4
      Sam Lantinga authored
      * Progress towards being able to toggle in and out of fullscreen mode
      
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  4. 16 Dec, 2008 3 commits
  5. 14 Dec, 2008 2 commits
  6. 13 Dec, 2008 6 commits
    • Sam Lantinga's avatar
      Whoops, the X11 driver doesn't support fullscreen modes (yet) · 9e64157a
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Fixed BadMatch error in X11 renderer · b2aebcc9
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Updated test for API changes · 8e523bb7
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Fixed SDL 1.2 compatibility problem. · 170521f2
      Sam Lantinga authored
      The API specifies that SDL_OpenAudio() will fill out the 'desired' audio spec
      with the correct samples and size set by the driver.  This value is important
      since it may be used by applications that size audio buffers, etc.
      
      However, we want to allow advanced applications to call SDL_OpenAudioDevice()
      which gets passed a const 'desired' parameter, and have the correct data filled
      into the 'obtained' parameter, possibly allowing or not allowing format changes.
      
      So... 'obtained' becomes the audio format the user callback is expected to use,
      and we add flags to allow the application to specify which format changes are
      allowed.
      
      Note: We really need to add a way to query the 'obtained' audio spec.
      
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    • Sam Lantinga's avatar
      indent · 0e5cb512
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Updated TODO list · 8437f9f8
      Sam Lantinga authored
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  7. 12 Dec, 2008 2 commits
  8. 10 Dec, 2008 1 commit
    • Sam Lantinga's avatar
      Updated TODO list · 9719f407
      Sam Lantinga authored
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  9. 08 Dec, 2008 3 commits
    • Sam Lantinga's avatar
      Date: Sun, 07 Dec 2008 13:35:23 +0100 · 61a7bca8
      Sam Lantinga authored
      From: Couriersud
      Subject: SDL: Mouse last_x, last_y into SDL_Mouse
      
      the attached diff moves the static vars last_x and last_y into
      SDL_Mouse. These, as far as I understand it, should be tied to the
      individual mouse.
      
      The patch also makes the code check for out of window conditions of
      mouse->x,y when relative movements are passed to MouseSendMotion.
      
      Also attached is the latest DirectFB code (dfb20081208) supporting
      multiple mice and keyboards. This works quite well with sdlmame now. It
      however needs more testing with different directfb configurations.
      
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    • Sam Lantinga's avatar
      Updated copyright date · 0c30a927
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      A little cleanup for SDL snapshot release · 6e7ef5d5
      Sam Lantinga authored
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  10. 07 Dec, 2008 3 commits