- 16 Feb, 2011 6 commits
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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 13 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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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Eric Wing authored
Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
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Eric Wing authored
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Eric Wing authored
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Sam Lantinga authored
There's a new event that's always sent when the window changes size, and that event is what the renderers listen for to determine if they need to rebind their context.
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Sam Lantinga authored
Don't allocate the window's texture data until after creating the renderer, in case the renderer recreates the window.
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Sam Lantinga authored
tag: tip user: Martin Decky <martin@decky.cz> date: Sat Feb 12 22:27:14 2011 +0100 summary: fix typo (assigning height value into displayrect.w instead of displayrect.h)
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- 12 Feb, 2011 12 commits
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Sam Lantinga authored
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Sam Lantinga authored
tag: tip user: Martin Decky <martin@decky.cz> date: Sat Feb 12 20:53:06 2011 +0100 summary: improve header files compatibility with SDL 1.2 applications (namely QEMU)
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Sam Lantinga authored
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Sam Lantinga authored
The following patch fixes some of the bitrot for the Nintendo DS port. The support is still basic at the moment, but it allows to run the "general" test under the current head of tree (parent: 5269:11bd1585efb5 tip). Most of the patch is mine, but I integrated a couple changes that John Magnotti posted on Feb 1st.
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
The window flags mean the window is OpenGL capable. The surface flag means that the surface is a stub surface representing a window that has an OpenGL context attached.
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Sam Lantinga authored
Pavel Kanzelsberger to SDL I tried to submit a SDL application to the Mac AppStore and it got rejected because SDL cocoa is using a Private (non-public) API. Problematic part is here: SDL_cocoaevents.m @implementation NSApplication(SDL) - (void)setRunning { _running = 1; } @end Symbol _running in NSApplication is private and shouldn't be used. Any ideas what could I do about this?
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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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