1. 02 Dec, 2009 2 commits
  2. 01 Dec, 2009 8 commits
  3. 30 Nov, 2009 3 commits
  4. 27 Nov, 2009 2 commits
    • Sam Lantinga's avatar
      Joe 2009-11-23 21:31:10 PST · 21568909
      Sam Lantinga authored
      If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
      367     *  (X axis, Y axis and Z axis (with 3 axes)).  ::SDL_HAPTIC_CARTESIAN
      uses
      368     *  the first three \c dir parameters.  The cardinal directions would
      be:
      369     *   - North:  0,-1, 0
      370     *   - East:  -1, 0, 0
      371     *   - South:  0, 1, 0
      372     *   - West:   1, 0, 0
      
      typedef struct SDL_HapticDirection
      {
          Uint8 type;         /**< The type of encoding. */
          Uint16 dir[3];      /**< The encoded direction. */
      } SDL_HapticDirection;
      
      An unsigned int can't store negative values and I don't see an alternate way to
      encode them in the docs or source. The best I have been able to come up with is
      using a negative magnitude for the effect but this will only get me 2 of the 4
      quadrants in the plane for 2d effects. I looked at the win32 and linux
      implementations and I believe is is safe to use signed ints in the direction
      struct. I am unfamiliar with the darwin haptics API so I don't know if it is
      safe.
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404237
      21568909
    • Sam Lantinga's avatar
      Adam Strzelecki to SDL · 015d99c5
      Sam Lantinga authored
      D3D renderer shall try mapping YV12 and I420 (IYUV) to D3D texture formats via FOURCC. This will enable HW acceleration for those formats when driver is capable (most of them are). Note that SDL's IYUV maps I420 FOURCC on Woe.
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404236
      015d99c5
  5. 26 Nov, 2009 1 commit
    • Sam Lantinga's avatar
      Adam Strzelecki to SDL · 8a9c9fcc
      Sam Lantinga authored
      Currently SDL uses GL_RGB for internalFormat when GL_YCBCR_MESA is passed as format for glTextImage2D when using Linux Mesa's OpenGL. However this is wrong and makes glTextImage2D fail with invalid argument error. GL_YCBCR_MESA should be also internalFormat (not GL_RGB) there and this is what can be found googling various source codes using GL_YCBCR_MESA.
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404235
      8a9c9fcc
  6. 25 Nov, 2009 4 commits
  7. 24 Nov, 2009 5 commits
    • Mike Gorchak's avatar
      Override renderer for OpenGL window, only in case if OpenGL or OpenGL ES renderers are enabled. · feffe121
      Mike Gorchak authored
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404230
      feffe121
    • Sam Lantinga's avatar
      Fixed bug #771 · e7553b2d
      Sam Lantinga authored
      Cleaned up the code a bit and made sure that an OpenGL window gets the OpenGL
      renderer.  Inspired by a patch from Mason Wheeler.
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404229
      e7553b2d
    • Sam Lantinga's avatar
      Eric Wing to Sam, hfutrell · 6524589f
      Sam Lantinga authored
      This one is quite puzzling. I found a partial workaround, but I don't fully understand the reasons yet.
      
      First, the console is complaining about not finding a nib for MainWindow.
      I tried removing the entry for this in the info.plist, and the message went away, but it didn't really change anything.
      
      Second, I stepped through this with the debugger and broke up some lines. It seems that the basic act of calling
             view = [SDL_uikitopenglview alloc];
      
      or even
             view = [SDL_uikitview alloc]
      
      will crash the program. The debugger messages plus the stack trace make me think it's not finding the SDL_uikitview classes for some reason. But I don't understand why this would be.
      
      view = [UIView alloc] will not crash the program.
      
      For kicks, I added a new definition of a class called SDL_object which subclasses NSObject in the same files as SDL_uikitopenglview and then call
             view = [SDL_object alloc];
      
      This does not crash the program.
      
      So, then I modified SDL_object to subclass UIView. No crash.
      
      Next, I made SDL_object subclass UIView<UITextFieldDelegate> . This crashes.
      
      So it is the act of conforming to the UITextFieldDelegate protocol that is crashing things.
      
      I don't understand why it would crash on alloc though. I'm guessing either a delegate needs to be set somewhere or one of the required methods needs to be implemented. But in the former case, I would not expect a crash, but a silent message to nil and something else doesn't work. And in the latter case, I would expect a compiler warning and an exception thrown instead of a crash.
      
      Anyway, my temporary workaround is to change the interface declaration for SDL_uikitview to look like:
      
      #if SDL_IPHONE_KEYBOARD
      @interface SDL_uikitview : UIView<UITextFieldDelegate> {
      #else
      @interface SDL_uikitview : UIView {
      #endif
      
      And then disable the keyboard support in the SDL_config_iphoneos.h file.
      /* enable iPhone keyboard support */
      #define SDL_IPHONE_KEYBOARD 0
      
      
      -Eric
      
      On Nov 23, 2009, at 1:43 AM, Sam Lantinga wrote:
      
      > I ran into a blocking startup crash with the Happy demo on iPhone OS 3.1.2 on my new iPhone:
      >
      > #0    0x323fea14 in _class_isInitialized
      > #1    0x323fea68 in _class_initialize
      > #2    0x32403e92 in prepareForMethodLookup
      > #3    0x32401244 in lookUpMethod
      > #4    0x323fea10 in _class_lookupMethodAndLoadCache
      > #5    0x323fe746 in objc_msgSend_uncached
      > #6    0x323feb26 in _class_initialize
      > #7    0x323fea58 in _class_initialize
      > #8    0x32403e92 in prepareForMethodLookup
      > #9    0x32401244 in lookUpMethod
      > #10   0x323fea10 in _class_lookupMethodAndLoadCache
      > #11   0x323fe746 in objc_msgSend_uncached
      > #12   0x000554dc in UIKit_GL_CreateContext at SDL_uikitopengles.m:103
      > #13   0x0004f89e in SDL_GL_CreateContext at SDL_video.c:3155
      > #14   0x000579e8 in GLES_CreateRenderer at SDL_renderer_gles.c:282
      > #15   0x0004d7b8 in SDL_CreateRenderer at SDL_video.c:1509
      > #16   0x00002bc2 in SDL_main at happy.c:156
      > #17   0x000571b2 in -[SDLUIKitDelegate postFinishLaunch] at
      > SDL_uikitappdelegate.m:77
      > #18   0x313f9ef2 in __NSFireDelayedPerform
      > #19   0x32567bb2 in CFRunLoopRunSpecific
      > #20   0x3256735c in CFRunLoopRunInMode
      > #21   0x32912cbe in GSEventRunModal
      > #22   0x32912d6a in GSEventRun
      > #23   0x32b6276e in -[UIApplication _run]
      > #24   0x32b61472 in UIApplicationMain
      > #25   0x00057088 in main at SDL_uikitappdelegate.m:50
      >
      > Any ideas?
      >
      > See ya!
      > --
      >       -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
      
      --HG--
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      6524589f
    • Sam Lantinga's avatar
      Fixed bug #891 · 56425cc2
      Sam Lantinga authored
       Mason Wheeler      2009-11-23 06:59:48 PST
      
      There's code in SDL_RecreateWindow specifically to handle SDL_WINDOW_FOREIGN,
      but it appears to have been overlooked in the allowed_flags constant.  This
      causes the line
      
          window->flags = (flags & allowed_flags);
      
      to strip SDL_WINDOW_FOREIGN from the window's flags, which breaks some code in
      WIN_WindowProc in SDL_win32Events.c that treats foreign windows differently.
      This can be trivially fixed by defining allowed_flags as
      
          const Uint32 allowed_flags = (SDL_WINDOW_FULLSCREEN |
                                        SDL_WINDOW_OPENGL |
                                        SDL_WINDOW_BORDERLESS |
                                        SDL_WINDOW_RESIZABLE |
                                        SDL_WINDOW_INPUT_GRABBED |
                                        SDL_WINDOW_FOREIGN);
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404227
      56425cc2
    • Sam Lantinga's avatar
      Mason Wheeler to sdl · b7844cd9
      Sam Lantinga authored
      I updated SDL, and suddenly my SDL frames stopped working.  They'd "initialize" full of gibberish, and I couldn't render anything to them.  After a bit of digging, I found a problem: the renderer initialization routine in my SDL frame code wasn't getting called anymore.
      
      procedure TSdlFrame.Paint;
      begin
         if SDL_SelectRenderer(FWindowID) = -1 then
            CreateRenderer;
         SDL_RenderPresent;
      end;
      
      function TSdlFrame.CreateRenderer: boolean;
      const
         pf: tagPIXELFORMATDESCRIPTOR = (nSize: sizeof(pf); nVersion: 1;
             dwFlags: PFD_DRAW_TO_WINDOW or PFD_SUPPORT_OPENGL or PFD_DOUBLEBUFFER;
             iPixelType: PFD_TYPE_RGBA; cColorBits: 24; cAlphaBits: 8;
             iLayerType: PFD_MAIN_PLANE);
      
         RENDERERS: array[TRendererType] of AnsiString = ('software', 'gdi', 'opengl', 'd3d');
      var
        pFormat: integer;
      begin
         if (SDL_SelectRenderer(FWindowID) = 0) then
         begin
            result := true;
            Exit;
         end;
         if FRendererType = rtOpenGL then
         begin
            pFormat := ChoosePixelFormat(canvas.Handle, @pf);
            if not SetPixelFormat(canvas.Handle, pFormat, @pf) then
               outputDebugString(PChar(SysErrorMessage(GetLastError)));
            if wglCreateContext(canvas.Handle) = 0 then
               outputDebugString(PChar(SysErrorMessage(GetLastError)));
         end;
         if (SDL_CreateRenderer(FWindowID, SDL_RendererIndex(RENDERERS[FRendererType]), [sdlrPresentFlip3, sdlrAccelerated]) = 0) then
         begin
            SDL_ShowWindow(FWindowID);
            assert(SDL_SetRenderDrawColor(0, 0, 0, 255) = 0);
            FFlags := SDL_GetWindowFlags(FWindowID);
            if assigned(FOnAvailable) then
               FOnAvailable(self);
         end
         else outputDebugString(pChar(format('SDL_CreateRenderer failed: %s', [sdl_GetError])));
         result := SDL_SelectRenderer(FWindowID) = 0;
      end;
      
      This is a critical issue.  The Paint method gets called when the control receives a WM_PAINT message from Windows.  I can't create the renderer before then, or it will fail and cause trouble.  And when I do create it, it needs to be created with certain parameters.  So imagine my surprise when I started debugging into the DLL and found that SDL_SelectRenderer was trying to be "helpful" by creating the renderer for me if it didn't already exist!  Now not only does my initialization code not get called, I end up with the wrong renderer and so things don't render as expected when I try to use the window.
      
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404226
      b7844cd9
  8. 22 Nov, 2009 6 commits
  9. 21 Nov, 2009 9 commits