- 07 May, 2009 1 commit
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Sam Lantinga authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403599
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- 27 Apr, 2009 1 commit
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Patrice Mandin authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403587
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- 26 Apr, 2009 2 commits
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Patrice Mandin authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403586
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Patrice Mandin authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403585
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- 24 Apr, 2009 1 commit
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Patrice Mandin authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403584
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- 13 Apr, 2009 6 commits
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Sam Lantinga authored
Comment #3 From esigra@gmail.com 2008-04-09 11:46:46 (-) [reply] ------- This bug also needs to be fixed for SDL_GetRGB and SDL_GetRGBA (those should not change the format of the surface either). Until this is fixed, I still need to const_cast the format parameter in calls to those functions. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403581
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Sam Lantinga authored
Description From maf6@cornell.edu 2009-01-10 14:07:52 (-) [reply] Assuming the SDL project doesn't just want to pick these up from dinput8.lib or whatever instead, the definitions in SDL_dx5video.c should be: const DIDATAFORMAT c_dfDIKeyboard = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000002, 256, 256, KBD_fmt }; const DIDATAFORMAT c_dfDIMouse = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000002, 16, 7, PTR_fmt }; const DIDATAFORMAT c_dfDIJoystick = { sizeof(DIDATAFORMAT), sizeof(DIOBJECTDATAFORMAT), 0x00000001, 80, 44, JOY_fmt }; This way the call to IDirectInputDevice2_SetDataFormat in SDL_dx5events.c will succeed on x64. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403580
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Sam Lantinga authored
Description From Tim Angus 2008-08-31 03:38:36 (-) [reply] When pressing "system keys" e.g. ALT+F4 etc., the default for the windib driver is to ignore them completely, whereas with the directx driver they're handled (badly as it turns out). As the windib driver is the default, I assume its behaviour is considered correct, so the following patch makes the directx driver the same in this regard. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403579
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Sam Lantinga authored
Description From Tim Angus 2008-08-30 12:23:56 (-) [reply] As we all know SDL 1.2 doesn't handle dead keys well since one key press potentially equals two (or more) characters. For example, on many layouts, keying <backquote>,<space> results in <no character>,<backquote><space>. Since the unicode member of the SDL_keysym struct only has room for one character, only one can be returned. On Linux, the first character is returned. On Windows however, unless the exact number of characters generated by the keypress is 1, nothing is returned. The following patch addresses this inconsistency. Updated patch which includes a further fix to the handling of the numpad when numlock is on. This further fix is courtesy Amanieu d'Antras. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403578
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Sam Lantinga authored
Comment #22 From Tim Angus 2009-04-02 08:45:52 (-) [reply] ------- First of all, thanks for committing this. Unfortunately it seems the patch has only partially applied to wincommon/SDL_sysevents.c and currently a clean SDL 1.2 checkout doesn't build. The new patch here (http://bugzilla.libsdl.org/attachment.cgi?id=316) fixes this. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403577
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Sam Lantinga authored
Comment #1 From Simon Howard 2009-03-20 16:50:56 Hi, I'm the author of Chocolate Doom, one of the other source ports that James mentioned. This is a patch against the current SVN version of SDL 1.2 that fixes the bug. It has been tested and hopefully should be obviously correct from examining the changes. I'll give a brief explanation. When the palette is set with SDL_SetPalette, the IDirectDrawPalette_SetEntries DirectX function is invoked. However, when this happens, a WM_PALETTECHANGED message is sent to the window. A WM_PALETTECHANGED message can also be received if the palette is changed for some other reason, like if the system palette is changed. Therefore, the palette change handler (DX5_PaletteChanged) has code to deal with this case. It distinguishes "expected" palette changes (set with SDL_SetPalette) from "unexpected" palette changes using the colorchange_expected variable, which is set before calling IDirectDrawPalette_SetEntries. However, the code to set this variable is missing in the fullscreen code path. By setting this variable, the palette change is handled properly and the freezes go away. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403576
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- 02 Apr, 2009 3 commits
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Sam Lantinga authored
From Tim Angus 2008-08-12 11:18:06 I'm one of the maintainers of ioquake3.org, an updated version of the Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a replacement for 95% of the platform specific code that was there. On the whole it's doing a great job but unfortunately since the move we've been getting complaints about the quality of the mouse input on the Windows platform to the point where for many the game is unplayable. Put in other terms, the current stable SDL 1.2 is basically not fit for purpose if you need high quality mouse input as you do in a first person shooter. Over the weekend I decided to pull my finger out and actually figure out what's going on. There are basically two major problems. Firstly, when using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE message. Googling for this indicates that often this is known to result in "spurious" and/or "missing" mouse movement events; this is the primary cause of the poor mouse input. The second problem is that the "directx" driver does not work at all in combination with OpenGL meaning that you can't use DirectInput if your application also uses OpenGL. In other words you're locked into using the "windib" driver and its poor mouse input. In order to address these problems I've done the following: * Remove WM_MOUSEMOVE based motion event generation and replace with calls to GetCursorPos which seems much more reliable. In order to achieve this I've moved mouse motion out into a separate function that is called once per DIB_PumpEvents. * Remove the restriction on the "directx" driver being inoperable in combination with OpenGL. There is a bug for this issues that I've hijacked to a certain extent (http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit I don't really understand why this restriction is there in the first place. The commit message for the bug fix that introduced this restriction (r581) isn't very elaborate and I couldn't see any other bug tracking the issue. If anyone has more information on the bug that was avoided by r581 it would be helpful as I/someone could then look into addressing the problem without disabling the "directx" driver. * I've also removed the restriction on not being allowed to use DirectInput in windowed mode. I couldn't see any reason for this, at least not from our perspective. I have my suspicions that it'll be something like matching up the cursor with the mouse coordinates... * I bumped up the DirectInput API used to version 7 in order to get access to mouse buttons 4-7. I've had to inject a little bit of the DX7 headers into SDL there as the MinGW ones aren't up to date in this respect. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403572
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Sam Lantinga authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403571
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Sam Lantinga authored
This patch provides basic support for video on the Sony PS3 Linux framebuffer. Scaling, format-conversion, and drawing is done from the SPEs, so there is little performance impact to PPE applications. This is by no means production quality code, but it is a very good start and a good example of how to use the PS3's hardware capabilities to accelerate video playback on the box. The driver has been verified to work with ffplay, mplayer and xine. This piece of software has been developed at the IBM R&D Lab in Boeblingen, Germany and is now returned to the community. Enjoy ! Signed-off-by: D.Herrendoerfer < d.herrendoerfer [at] de [dot] ibm [dot] com > --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403570
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- 17 Mar, 2009 1 commit
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Sam Lantinga authored
From: scott mc Subject: Re: [SDL] patch for building on haiku Ok. I've combined the various Haiku patches for the SDL-1.2 branch into one .diff file --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403560
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- 17 Feb, 2009 1 commit
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Sam Lantinga authored
Description From Pavol Rusnak 2008-11-27 05:51:44 (-) [reply] src/video/fbcon/SDL_fbvideo.c:283: warning: ordered comparison of pointer with integer zero The source code is if (fgets(line,length,f)<=0) Suggest replace with if (fgets(line,length,f) == 0) --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403534
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- 16 Feb, 2009 1 commit
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Sam Lantinga authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403531
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- 30 Jan, 2009 1 commit
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Ryan C. Gordon authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403515
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- 15 Jan, 2009 1 commit
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Patrice Mandin authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403507
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- 08 Dec, 2008 1 commit
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Sam Lantinga authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403320
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- 12 Nov, 2008 1 commit
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Sam Lantinga authored
From: c2woody@gmx.net Subject: [SDL] SDL 1.2 doube free/pointer zeroing missing Hello, this is about a crash/debug breakage for the current SDL 1.2 source tree (today's svn checkout, same problem in 1.2.13 and before as far as relevant). In some places memory is free()d but the associated pointer is not zeroed, leading to for example double free()s. For me this happened because SDL_StopEventThread() was executed twice (during restart of the subsystems), once for the close down in SDL_VideoQuit() and once at the startup, right at the beginning of SDL_StartEventLoop(). Thus the code SDL_DestroyMutex(SDL_EventQ.lock); (see SDL_events.c) was called twice and executed the SDL_free(mutex); twice as well, leading to a crash (msvc 64bit for which it was noticed). I've tried to check all other occurrences of SDL_free and similar code in msvc, see the attached patch (udiff against revision 4082). Non-windows only codepaths have neither been checked nor touched. Comments/ideas welcome. Attached patch: NULLifies some pointers after they have been free()d. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403237
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- 07 Nov, 2008 1 commit
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Sam Lantinga authored
From: "Ilya Kasnacheev" <ilya.kasnacheev@gmail.com> To: sdl@lists.libsdl.org Subject: [SDL] SDL for Windows CE: a few GAPI patches Hi *! I've just ported a POWDER roguelike ( http://www.zincland.com/powder/ ) to Windows CE (PDAs, Windows Mobile/Pocket PC). To do that, I had to get libsdl working. Thanks for the awesome project files, it built without a hitch. Nevertheless, I've found quite a few bugs in Windows CE (GAPI) SDL implementation, which I've solved and now present as a serie of patches. I'll try carefully annotate them. Please annotate them so I can work toward accepting them into the main source tree since without them SDL isn't really working on Windows CE (I wonder why nobody fixed them before, btw: why isn't SDL popular as a way to develop Windows CE games? Where are no ports?) These changes can't be considered flawless, but they can be considered working because I've yet to hear complains about things I fixed and POWDER build for Windows CE is now considered stable. Note: my comments start with !!, delete them before applying. diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.c SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c --- SDL-1.2.13/src/video/gapi/SDL_gapivideo.c 2007-12-31 07:48:00.000000000 +0300 +++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c 2008-10-16 20:02:11.000000000 +0400 @@ -643,6 +643,7 @@ } gapi->userOrientation = SDL_ORIENTATION_UP; + gapi->systemOrientation = SDL_ORIENTATION_UP; video->flags = SDL_FULLSCREEN; /* Clear flags, GAPI supports fullscreen only */ /* GAPI or VGA? */ @@ -661,18 +662,21 @@ } /* detect user landscape mode */ - if( (width > height) && (GetSystemMetrics(SM_CXSCREEN) < GetSystemMetrics(SM_CYSCREEN))) + if( (width > height) && (gapi->gxProperties.cxWidth < gapi->gxProperties.cyHeight)) gapi->userOrientation = SDL_ORIENTATION_RIGHT; + if(GetSystemMetrics(SM_CYSCREEN) < GetSystemMetrics(SM_CXSCREEN)) + gapi->systemOrientation = SDL_ORIENTATION_RIGHT; + /* shall we apply hires fix? for example when we do not use hires resource */ gapi->hiresFix = 0; - if( gapi->userOrientation == SDL_ORIENTATION_RIGHT ) + if( gapi->systemOrientation == gapi->userOrientation ) { - if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height > GetSystemMetrics(SM_CXSCREEN))) + if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height > GetSystemMetrics(SM_CYSCREEN))) gapi->hiresFix = 1; } else - if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height > GetSystemMetrics(SM_CYSCREEN))) - if( !((width == GetSystemMetrics(SM_CYSCREEN)) && (height == GetSystemMetrics(SM_CXSCREEN)))) // user portrait, device landscape + if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height > GetSystemMetrics(SM_CXSCREEN))) +// if( !((width == gapi->gxProperties.cyHeight) && (height == gapi->gxProperties.cxWidth))) // user portrait, device landscape gapi->hiresFix = 1; switch( gapi->userOrientation ) !! It used to query system metrics which return dimensions according to screen !! orientation, which can really be portrait, left landscape or right landscape. !! This is presumably incorrect because we couldn't care less about user mode !! dimensions - all we want are the GAPI framebuffer dimensions, which only match !! user dimensions in one of possible orientations. !! There's a fair dose of cargo cult programming involved in this fix, but it !! used to work only in one orientation (portrait for PDAs, where frame-buffer !! have same orientation as user screen), and now it works on all orientations. @@ -742,21 +746,30 @@ WIN_FlushMessageQueue(); /* Open GAPI display */ - if( !gapi->useVga && this->hidden->useGXOpenDisplay ) + if( !gapi->useVga && this->hidden->useGXOpenDisplay && !this->hidden->alreadyGXOpened ) + { + this->hidden->alreadyGXOpened = 1; if( !gapi->gxFunc.GXOpenDisplay(SDL_Window, GX_FULLSCREEN) ) { SDL_SetError("Couldn't initialize GAPI"); return(NULL); } + } #if REPORT_VIDEO_INFO printf("Video properties:\n"); printf("display bpp: %d\n", gapi->gxProperties.cBPP); printf("display width: %d\n", gapi->gxProperties.cxWidth); printf("display height: %d\n", gapi->gxProperties.cyHeight); + printf("system display width: %d\n", GetSystemMetrics(SM_CXSCREEN)); + printf("system display height: %d\n", GetSystemMetrics(SM_CYSCREEN)); printf("x pitch: %d\n", gapi->gxProperties.cbxPitch); printf("y pitch: %d\n", gapi->gxProperties.cbyPitch); printf("gapi flags: 0x%x\n", gapi->gxProperties.ffFormat); + printf("user orientation: %d\n", gapi->userOrientation); + printf("system orientation: %d\n", gapi->userOrientation); + printf("gapi orientation: %d\n", gapi->gapiOrientation); + if( !gapi->useVga && this->hidden->useGXOpenDisplay && gapi->needUpdate) { !! Previous version used to call gapi->gxFunc.GXOpenDisplay each time the video !! mode would be changed. You shouldn't, because this call has a meaning "Lock the !! GAPI framebuffer, designate it as busy", so the second call will fail (it is !! already locked/busy). !! Testing might not find that because most programs set up the video mode only !! once, but POWDER does this once in a while, so it crashed when in 320x240 mode !! (640x480 mode doesn't use that code, it worked fine). diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.h SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h --- SDL-1.2.13/src/video/gapi/SDL_gapivideo.h 2007-12-31 07:48:00.000000000 +0300 +++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h 2008-10-16 20:02:11.000000000 +0400 @@ -132,12 +132,17 @@ #define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */ int SDL_nummodes[NUM_MODELISTS]; SDL_Rect **SDL_modelist[NUM_MODELISTS]; + // The orientation of the video mode user wants to get + // Probably restricted to UP and RIGHT enum SDL_ScreenOrientation userOrientation; int invert; char hiresFix; // using hires mode without defining hires resource // -------------- int useGXOpenDisplay; /* use GXOpenDispplay */ + int alreadyGXOpened; int w, h; + // The orientation of GAPI framebuffer. + // Never changes on the same device. enum SDL_ScreenOrientation gapiOrientation; void *buffer; // may be 8, 16, 24, 32 bpp @@ -153,6 +158,10 @@ int startOffset; // in bytes int useVga; int suspended; // do not pu anything into video memory + // The orientation of the system, as defined by SM_CXSCREEN and SM_CYSCREEN + // User can change it by using 'screen layout' in system options + // Restricted to UP or RIGHT + enum SDL_ScreenOrientation systemOrientation; }; !! This is a flag variable, see the previous comment !! And yet another orientation: now we have to keep three of them in mind. diff -bru SDL-1.2.13/src/video/wincommon/SDL_sysevents.c SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c --- SDL-1.2.13/src/video/wincommon/SDL_sysevents.c 2007-12-31 07:48:02.000000000 +0300 +++ SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c 2008-10-16 20:02:12.000000000 +0400 @@ -160,10 +160,22 @@ #endif */ } break; + // FIXME: Older version used just SDL_VideoSurface->(w, h) + // w and h are "clipped" while x and y are "raw", which caused + // x in former and y in latter case to be clipped in a wrong direction, + // thus offsetting the coordinate on 2 x clip pixels + // (like, 128 for 640 -> 512 clipping). + // We will now try to extract and use raw values. + // The way to do that RIGHT is do (orientation-dependent) clipping before + // doing this transform, but it's hardly possible. + + // SEE SDL_mouse.c /ClipOffset to understand these calculations. case SDL_ORIENTATION_RIGHT: if (!SDL_VideoSurface) break; - rotatedX = SDL_VideoSurface->w - *y; + rotatedX = (2 * ((SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/ + SDL_VideoSurface->format->BytesPerPixel)) + + SDL_VideoSurface->w - *y; rotatedY = *x; *x = rotatedX; *y = rotatedY; @@ -172,7 +184,8 @@ if (!SDL_VideoSurface) break; rotatedX = *y; - rotatedY = SDL_VideoSurface->h - *x; + rotatedY = (2 * (SDL_VideoSurface->offset/SDL_VideoSurface->pitch)) + + SDL_VideoSurface->h - *x; *x = rotatedX; *y = rotatedY; break; !! That's the trickest part, hence the long comment. !! GAPI would really support only 320x240 or 640x480 mode, if application !! requested the different screen size (as POWDER did, wishing 256x192), then SDL !! is going to grab the first mode that fits the requested, and pad the screen !! with black bars (as they do with wide-screen films). !! It would also get, say, 240x320 mode, and to turn it into 256x192 it would !! need to rotate mouse clicks. !! It worked, but one bug slipped through: it would receive mouse clicks !! unpadded, then rotate them, and then pad the black bars. The problem is: rotate !! is done by GAPI driver while padding is done by SDL core. SDL core doesn't know !! anything about rotating, so it would pad one of dimensions incorrectly. I understand that some of my claims (or code) might seem unbacked, but you can always grab the POWDER binary, compile your own libsdl with one or more of those fixes turned off, and see how weird it would misbehave. I can even supply you with those custom builds of libsdl if you don't want to set up the build environment for windows ce, you'll just need a PDA or a smartphone with it. I plan to take care of SDL on Windows CE as long as I maintain the POWDER port. POWDER is good for that because it: Employs both padded (with centered image, black bars) and unpadded (image occupies full screen) graphics; initializes video more than once; uses both 320x240 and 640x480 video; uses both stylus and buttons. There's still a list of unresolved issues which I'm planning to fix: 1) Arrow buttons on PDA return weird scancodes compared to PC, this caused the game to misbehave before I've fixed that. You can see it on those diagrams: http://wrar.name/upload/powder-htc.png http://wrar.name/upload/powder-pda.png 2) SDL (or underlying windows) doesn't care to rotate arrow presses when we're in a low-res GAPI mode, but it will rotate them in VGA mode (because of different screen orientations, the same arrow buttons can suddently mean different directions). Solution: we should stick to GAPI user orientation (the orientation the program supposedly wants) and rotate the keys on our own. _______________________________________________ SDL mailing list SDL@lists.libsdl.org http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403235
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- 05 Nov, 2008 1 commit
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Patrice Mandin authored
Aranym now has Joypad emulation. Also mask bits for joypad state, for bits only used for buttons, to avoid generating events when dummy bits are set --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403234
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- 13 Oct, 2008 1 commit
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Patrice Mandin authored
Disable Xbios video driver if FVDI present, but still allow it to be used when setting SDL_VIDEODRIVER --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403227
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- 15 Sep, 2008 2 commits
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Ryan C. Gordon authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403218
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Ryan C. Gordon authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403209
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- 14 Sep, 2008 1 commit
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Ryan C. Gordon authored
Fixes Bugzilla #595. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403206
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- 08 Sep, 2008 1 commit
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Ryan C. Gordon authored
Fixes Bugzilla #602. I suspect this will crash elsewhere if the system actually had modelines to report, though. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403204
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- 07 Aug, 2008 2 commits
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Patrice Mandin authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403061
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Patrice Mandin authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%403060
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- 25 Jul, 2008 1 commit
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Ryan C. Gordon authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402946
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- 19 Jul, 2008 1 commit
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Patrice Mandin authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402925
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- 05 Jul, 2008 1 commit
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Ryan C. Gordon authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402813
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- 13 Apr, 2008 1 commit
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Sam Lantinga authored
From: "Chris Peterson" To: sdl@lists.libsdl.org Subject: [SDL] [PATCH] SDLMain.m: fix a bug and some warnings for Mac OS X Here are some small fixes for the src/main/macosx/SDLMain.m source file used by Mac OS X apps: 1. setupWorkingDirectory() called chdir() within an assert(), which gets compiled out in non-debug builds. 2. When some of gcc's optional warnings are enabled, it complains about some implicit casts and the use of #import in SDLMain.m. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402750
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- 31 Mar, 2008 1 commit
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Ryan C. Gordon authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402749
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- 12 Mar, 2008 1 commit
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Ryan C. Gordon authored
called in response to a window resize event...prevents loss of GL state and objects. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402745
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- 29 Feb, 2008 4 commits
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Sam Lantinga authored
clearing the edges of a centered video mode or garbage left over from a mode switch. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402736
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Sam Lantinga authored
--HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402735
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Sam Lantinga authored
From: Sylvain Beucler Subject: [SDL] SDL window resize and flicker I have a resizable SDL window, and when it's resized, the surface goes black _and_ is flushed to screen before I have a chance to redraw it. This causes flicker. The super-small attached patch fixes this issue by avoiding a SDL_Flip() right after the window resize. What do you think? This SDL_ClearSurface function is only called once in the code, in SDL_SetVideoMode, and as far as I can tell the patch doesn't introduce other changes than getting rid of the flicker. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402734
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Sam Lantinga authored
* Use XResetScreenSaver() instead of disabling screensaver entirely. Full discussion summary from Erik on the SDL mailing list: Current behaviour ================= SDL changes the user's display power management settings without permission from the user and without telling the user. The interface that it uses to do so is DPMSDisable/DPMSEnable, which should only ever be used by configuration utilities like KControl, never by normal application programs, let alone by the libraries that they use. Using an interface that is not at all intended for what SDL tries to achieve means that it will not work as it should. Firstly, the power management is completely disabled during the whole lifetime of the SDL program, not only when it should be. Secondly, it makes SDL non-reentrant, meaning that things will break when multiple SDL programs are clients of the same X server simultaneously. Thirdly, no cleanup mechanism ensures that the setting is restored if the client does not do that (for example if it crashes). In addition to that, this interface is broken on xorg, [http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries to do does not work at all on that implementation of the X Window System. (The reason that the DPMSEnable works in KControl is that it calls DPMSSetTimeout immediately after, [http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]). The problems that the current behaviour causes ============================================== 1. Information leak. When the user is away, someone might see what the user has on the display when the user counts on the screensaver preventing this. This does not even require physical access to the workstation, it is enough to see it from a distance. 2. Draining battery. An SDL program that runs on a laptop will quickly drain the battery while the user is away. The system will soon shut down and require recharging before being usable again, while it should in fact have consumed very little energy if the user's settings would have been obeyed. 3. Wasting energy. Even if battery issues are not considered, energy as such is wasted. 4. Display wear. The display may be worn out. The problems that the current behaviour tries to solve ====================================================== 1. Preventing screensaver while playing movies. Many SDL applications are media players. They have reasons to prevent screensavers from being activated while a movie is being played. When a user clicks on the play button it can be interpreted as saying "play this movie, but do not turn off the display while playing it, because I will watch it even though I do not interact with the system". 2. Preventing screensaver when some input bypasses X. Sometimes SDL uses input from another source than the X server, so that the X server is bypassed. This obviously breaks the screensaver handling. SDL tries to work around that. 3. Preventing screensaver when all input bypasses X. There is something called Direct Graphics Access mode, where a program takes control of both the display and the input devices from the X server. This obviously means that the X server can not handle the screensaver alone, since screensaver handling depends on input handling. SDL does not do what it should to help the X server to handle the screensaver. Nor does SDL take care of screeensaver handling itself. SDL simply disables the screensaver completely. How the problems should be solved ================================= The correct way for an application program to prevent the screensaver under X is to call XResetScreenSaver. This was recently discovered and implemented by the mplayer developers, [http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to wrap this in an API call (SDL_ResetScreenSaver) and implement it for the other video targets (if they do not have a corresponding call, SDL should do what it takes on that particular target, for example sending fake key events). 1. When a movie is played, the player should reset the screensaver when the animation is advanced to a new frame. The same applies to anything similar, like slideshows. 2. When the X server is handling input, it must handle all input (keyboards, mice, gamepads, ...). This is necessary, not only to be able to handle the screensaver, but also so that it can send the events to the correct (the currently active) client. If there is an input device that the X server can not handle for some reason (such as lack of Plug and Play capability), the program that handles the device as a workaround must simulate what would happen if the X server would have handled the device, by calling XResetScreenSaver when input is received from the device. 3. When the X server is not handling the input, it depends on the program that does to call XResetScreenSaver whenever an input event occurs. Alternatively the program must handle the screensaver countdown internally and call XActivateScreenSaver. --HG-- branch : SDL-1.2 extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/branches/SDL-1.2%402733
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