1. 02 Aug, 2009 9 commits
  2. 30 Jul, 2009 1 commit
    • Sam Lantinga's avatar
      Patch from David Carre: · 8a68fef7
      Sam Lantinga authored
      I fixed a bug in the "SDL_DestroyRenderer()" function in the pandora x11 renderer (in fact the bug was in the "X11_GLES_MakeCurrent()" function) that was causing a crash when exiting SDL.
      
      There was a problem while terminating the x11 egl window, that was preventing to quit/close SDL/SDL-window then reload SDL/SDL-window inside the same application.
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403715
      8a68fef7
  3. 19 Jul, 2009 1 commit
  4. 09 Jul, 2009 1 commit
  5. 07 Jul, 2009 1 commit
    • Sam Lantinga's avatar
      Documentation fix fix · 29167b57
      Sam Lantinga authored
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403692
      29167b57
  6. 06 Jul, 2009 2 commits
  7. 02 Jul, 2009 3 commits
  8. 30 Jun, 2009 7 commits
  9. 29 Jun, 2009 1 commit
    • Bob Pendleton's avatar
      I've made so many changes I don't dare continue until I check the current stuff in. · dad8f050
      Bob Pendleton authored
      /test/testatomic.c performs absolutely basic tests to show that the function work as expected. Need a second test to do more detailed tests.
      
      /include/SDL_atomic.h provides declarations for all included functions.
      
      /src/atomic/linux/SDL_atomic.c provided all the functions. On a generic built the 64 bit functions work, but they are emulated. On a build for -march=pentium and above the 64 bit functions use native instructions
      /src/atomic/dummy/SDL_atomic.c emulates all the operations using SDL_mutex.h.
      /src/atomic/win32/SDL_atomic.c is a copy of dummy
      /src/atomic/macosx/SDL_atomic.s is a copy of dummy
      
      These versions of SDL_atomic.c provide a frame work for building the library with a mixture of native and emulated functions. This allows the whole library to be provided on all platforms. (I hope.)
      I hope this fits with the SDL philosophy of either providing a common subset or emulating when the platform is missing a feature.
      
      I have not added dummy, macosx, or win32 to the build. They are there as place holders for future work.
      
      I have modified congifure.in to compile sources in /src/atomic/linux. (The SDL configure.in file is an amazing piece of work and I hope I didn't mess it up. :-)
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403671
      dad8f050
  10. 24 Jun, 2009 3 commits
  11. 17 Jun, 2009 1 commit
  12. 16 Jun, 2009 1 commit
    • Sam Lantinga's avatar
      Alexei Tereschenko · dd86ee0d
      Sam Lantinga authored
      Why not to use hardware vertex processing instead of software one if
      it is available in D3D render driver? With hardware processing
      testsprite2 runs three times faster on all videocards which I could
      test.
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403658
      dd86ee0d
  13. 12 Jun, 2009 1 commit
  14. 11 Jun, 2009 3 commits
  15. 10 Jun, 2009 5 commits
    • Mike Gorchak's avatar
      Note about hardware mouse cursor has been added. · b099397c
      Mike Gorchak authored
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403651
      b099397c
    • Sam Lantinga's avatar
      Fixed bug #750 · 17db454b
      Sam Lantinga authored
      Since many different event structures include windowID it should be placed near
      the beginning of the structure (preferably right after type) so it's position
      is the same between different events.
      
      This is to avoid code like this:
      if (event.type == SDL_WINDOWEVENT)
          win = event.window.windowID;
      else if ((SDL_EVENTMASK(event.type) & SDL_KEYEVENTMASK) != 0)
          win = event.key.windowID;
      else if (event.type == SDL_TEXTINPUT)
          win = event.text.windowID;
      else if (event.type == SDL_MOUSEMOTION)
          win = event.motion.windowID;
      else if ((SDL_EVENTMASK(event.type) & (SDL_MOUBUTTONDOWNMASK |
      SDL_MOUBUTTONUPMASK)) != 0)
          win = event.button.windowID;
      else if (event.type == SDL_MOUSEWHEEL)
          win = event.wheel.windowID;
      ...
      
      in favor of:
      win = event.window.windowID;
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403650
      17db454b
    • Sam Lantinga's avatar
      Added missing files for OpenGL ES support · 8aa58621
      Sam Lantinga authored
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403649
      8aa58621
    • Sam Lantinga's avatar
      Added missing header file for Pandora support · 63be3155
      Sam Lantinga authored
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403648
      63be3155
    • Sam Lantinga's avatar
      Whoops, didn't mean to commit unfinished patch · 0ce493da
      Sam Lantinga authored
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403647
      0ce493da