Edward Rudd
5f45f4224f
make the examples in the doc comments match the actual output of the SDL_GetPrefPath function
2013-08-24 09:43:14 -04:00
Edward Rudd
e5b65e4e03
Fix #2062 Be more diligent about validating trailing "/" existence in HOME and XDG_DATA_HOME env vars
2013-08-24 09:05:18 -04:00
Ryan C. Gordon
58a558e326
Patched to compile on Solaris.
2013-08-23 23:34:23 -04:00
Ryan C. Gordon
88cd94a0eb
Patched to compile on FreeBSD.
2013-08-23 21:48:40 -04:00
Ryan C. Gordon
97948aef66
Add support for some BSDs and Solaris to SDL_GetBasePath().
2013-08-23 21:38:54 -04:00
Gabriel Jacobo
f60bcf8b50
Fix warning in GL ES2 renderer
2013-08-22 17:26:22 -03:00
Gabriel Jacobo
1c6d55767c
Separate EGL / GL ES detection in CMake
2013-08-22 14:56:07 -03:00
Ryan C. Gordon
faf760d203
XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
2013-08-22 13:32:27 -04:00
Ryan C. Gordon
f77c2372e0
Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!).
2013-08-22 13:00:05 -04:00
Gabriel Jacobo
cc122ce520
Fixes #2036 and #2038 , bypass camera zoom and shutter keypresses on Android.
2013-08-22 10:22:22 -03:00
Sam Lantinga
cd27a1ef05
Fixed compiling on old versions of the DirectX SDK
2013-08-21 12:12:04 -07:00
Sam Lantinga
9faefccd48
SDL
...
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)
CR: SamL
2013-08-21 10:32:04 -07:00
Sam Lantinga
05d8c2dcd2
Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized.
...
This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
2013-08-21 10:31:44 -07:00
Sam Lantinga
3d217ed7b5
Fixed crash if the IC isn't set up for some reason (bad X11 locale?)
2013-08-21 10:07:48 -07:00
Gabriel Jacobo
6107705a40
Fix a couple of warnings
2013-08-21 10:34:32 -03:00
Gabriel Jacobo
5f8de2b936
Patched to compile on Darwin
2013-08-21 10:27:39 -03:00
Gabriel Jacobo
29dfdd1edc
More fixes for -Wdeclaration-after-statement
2013-08-21 10:13:12 -03:00
Gabriel Jacobo
2490166d2d
Fixes for -Wdeclaration-after-statement
2013-08-21 10:12:16 -03:00
Gabriel Jacobo
1e49b1ed6e
OCD fixes: Adds a space after /* (glory to regular expressions!)
2013-08-21 09:47:10 -03:00
Gabriel Jacobo
695344d163
OCD fixes: Adds a space before */
2013-08-21 09:43:09 -03:00
Ryan C. Gordon
3984c7d8e3
Actually, this should be a memcpy().
...
We already know the exact length we just allocated, and we plan to append
our own null terminator to the end of the copy, so this makes more sense.
2013-08-20 23:20:32 -04:00
Ryan C. Gordon
38dc821b0a
Added filesystem code to Mac and iOS Xcode projects.
2013-08-20 21:29:40 -04:00
Ryan C. Gordon
9ff379ba67
Patched to compile on iOS.
2013-08-20 21:21:57 -04:00
Ryan C. Gordon
fb7a02912a
More Haiku fixes.
2013-08-20 20:39:22 -04:00
Ryan C. Gordon
24006be288
Fixed compiler warning.
2013-08-20 20:31:57 -04:00
Ryan C. Gordon
ad8aa33bce
More Windows fixes for filesystem code.
2013-08-20 20:29:30 -04:00
Ryan C. Gordon
13e67150b9
Regenerate configure script.
2013-08-20 20:27:42 -04:00
Ryan C. Gordon
06f6a59212
Corrected Haiku build.
2013-08-20 20:16:15 -04:00
Ryan C. Gordon
c9152adcb0
Patched new filesystem code to compile.
2013-08-20 20:15:15 -04:00
Ryan C. Gordon
2dd7091e50
Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
2013-08-20 19:57:11 -04:00
Ryan C. Gordon
6344736696
Fixed cut-and-paste error.
2013-08-20 15:28:14 -04:00
Ryan C. Gordon
abbaa90dd6
Added SDL_DEPRECATED #define.
2013-08-20 14:21:35 -04:00
Ryan C. Gordon
094a72b8f7
Added SDL_assert_always (never disabled).
2013-08-20 14:17:48 -04:00
Gabriel Jacobo
552b04c58a
More non C89 compliant comments
2013-08-20 20:34:40 -03:00
Gabriel Jacobo
63fe3a7753
Fixes a few non C89 compliant comments
2013-08-20 19:49:24 -03:00
Edward Rudd
d8f66188d1
add missing SDL_bits.h from OS X framework
...
- also add in headers to static and shared targets (for completeness)
2013-08-20 15:56:08 -04:00
Ryan C. Gordon
e43ff8fb59
Added some FIXMEs for later.
2013-08-20 12:43:06 -04:00
Gabriel Jacobo
0eeb76d869
Fixes bug #2037 , common EGL code for Android and X11
2013-08-19 16:29:46 -03:00
Ryan C. Gordon
b44267693d
Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!).
...
Fixes Bugzilla #2047 .
2013-08-19 11:02:44 -04:00
Sam Lantinga
0ca506611c
Fixed warnings building with gcc 2 and gcc 4 on Haiku
2013-08-18 23:18:11 -07:00
Sam Lantinga
c2a29aede9
Fixed Haiku build (thanks Alexander!)
2013-08-18 22:05:53 -07:00
Philipp Wiesemann
a46437f798
Replaced introduction in header file with more recent version from README.txt.
2013-08-18 11:15:30 +02:00
Philipp Wiesemann
ad608e2dc3
Corrected file names in header file comments.
2013-08-18 11:12:46 +02:00
Philipp Wiesemann
8cf730554b
Changed some documentation comments in header files to be used by doxygen.
2013-08-18 11:08:52 +02:00
Ryan C. Gordon
7e3b7dbcb6
Patched to compile with Visual Studio.
2013-08-17 20:46:34 -04:00
Sam Lantinga
1455a94714
Fixed Windows build
2013-08-17 17:14:15 -07:00
Sam Lantinga
d7817f424b
Fixed for consistency with the other platforms
2013-08-17 17:04:14 -07:00
Edward Rudd
e187810eca
auto init the ticks if the GetTicks and the like methods are called before SDL_Init().. This prevents annoying game bugs such as caching SDL_GetPerformanceFrequency in a static initializer
2013-08-17 18:07:29 -04:00
Sam Lantinga
6995ff18d3
Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
2013-08-17 09:54:30 -07:00
Sam Lantinga
9ab14aa554
Fixed windows build
2013-08-16 17:50:44 -07:00