Sam Lantinga
2e3c778ef5
Fixed bug where the render target is updated instead of the default output when the window is resized.
2014-08-17 14:34:41 -07:00
Sam Lantinga
f17587df4a
Reset CMAKE_REQUIRED_FLAGS after test
2014-08-17 13:49:53 -07:00
Sam Lantinga
95ced654cb
cmake: add -Wl,--no-undefined to GCC linker flags
...
This way unresolved symbols will be detected when linking the shared
library version.
2014-08-17 13:15:45 -07:00
Sam Lantinga
569e595a1b
cmake: add -Wall/-Wshadow to GCC compilation flags
2014-08-17 13:15:09 -07:00
Sam Lantinga
1ea8697894
Removed SDL_round() because the license wasn't compatible with zlib
2014-08-17 13:11:55 -07:00
Sam Lantinga
2a13cab927
Fixed bug 2688 - failure to build test/loopwavequeue.c on Linux
2014-08-17 10:10:41 -07:00
Sam Lantinga
529ed53b16
Fixed bug 2681 - dereference a NULL pointer dst_fmt in SDL_CreateTextureFromSurface function
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Nitz
In SDL_CreateTextureFromSurface:
SDL_PixelFormat *dst_fmt;
/* Set up a destination surface for the texture update */
dst_fmt = SDL_AllocFormat(format);
temp = SDL_ConvertSurface(surface, dst_fmt, 0);
Here is need of NULL check for dst_fmt because there are chances of NULL return from SDL_AllocFormat(format);
2014-08-16 23:30:44 -07:00
Sam Lantinga
984d0fc40b
Fixed bug 2683 - Raspberry PI support using CMake
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Tobias Himmer
this patch adds a check to the CMake build script to detect whether the VideoCore API is available.
If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers.
Seems to work fine on Raspbian.
2014-08-16 23:28:40 -07:00
Sam Lantinga
8272ed1819
Fixed bug 2687 - SDL_BlitScaled does not handle clipping correctly
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Patch from Benoit Pierre:
video: fix clipping handling in SDL_UpperBlitScaled
- honor destination clipping rectangle
- update both destination and source rectangles when clipping source
rectangle to source surface and destination rectangle to destination
clip rectangle
- don't change scaling factors when clipping
N.B.:
- when no scaling is involved (source and destination width/height are
the same), SDL_UpperBlit is used (so SDL_BlitScaled behaves like
SDL_BlitSurface)
- the final destination rectangle after all clipping is performed is
saved back to dstrect (like for SDL_UpperBlit)
2014-08-16 23:25:02 -07:00
Sam Lantinga
4e7db78ed9
Added SDL_round(), contributed by Benoit Pierre - thanks!
2014-08-16 23:23:15 -07:00
Sam Lantinga
d673d8c389
Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
2014-08-16 23:17:47 -07:00
Sam Lantinga
384c204761
Fixed building on Windows with CMake
2014-08-16 15:18:21 -07:00
Ryan C. Gordon
d72c61d8c7
Haptic: Add some missing haptic types to test, and fix wrong array-sizes.
...
Thanks, Elias!
Fixes Bugzilla #2686 .
(along with the last several commits.)
2014-08-16 16:50:10 -04:00
Ryan C. Gordon
e2bbc17d11
Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code.
...
Thanks, Elias!
Partially fixes Bugzilla #2686 .
2014-08-16 16:49:00 -04:00
Ryan C. Gordon
57db27909b
Haptic: Fix the saturation and deadband parameters' available range.
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There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.
Thanks, Elias!
Partially fixes Bugzilla #2686 .
2014-08-16 16:47:42 -04:00
Ryan C. Gordon
a2622ce6e0
Haptic: Explicitly avoid floating point arithmetic if it's not needed.
...
Thanks, Elias!
Partially fixes Bugzilla #2686 .
2014-08-16 16:42:55 -04:00
Ryan C. Gordon
1db581b4ca
Haptic: DInput's POLAR direction actually matches Linux's direction.
...
Thanks, Elias!
Partially fixes Bugzilla #2686 .
2014-08-16 16:41:25 -04:00
Ryan C. Gordon
3e27013b98
Haptic: Don't interpret a direction of polar 35999 as "unsupported type".
...
(or linux-direction 0xFFFF)
Thanks, Elias!
Partially fixes Bugzilla #2686 .
2014-08-16 16:40:01 -04:00
Philipp Wiesemann
6d9dbf5e1e
Fixed markdown formatting in READMEs.
2014-08-15 23:39:14 +02:00
Philipp Wiesemann
c5aa0d8081
Updated README.
2014-08-15 23:18:57 +02:00
Philipp Wiesemann
e0eb6714cc
Fixed enumeration in README.
2014-08-15 23:13:51 +02:00
Sam Lantinga
c6a2382c66
Take advantage of GL_ARB_texture_non_power_of_two when it's available
2014-08-14 21:31:50 -07:00
Philipp Wiesemann
2c1faa40eb
Fixed warnings about unused local variables.
2014-08-12 23:37:12 +02:00
Philipp Wiesemann
197a7cae5f
Fixed warning about implicit boxing to Java Object.
2014-08-12 23:33:16 +02:00
Philipp Wiesemann
cfaa99bb56
Fixed doxygen warnings and markdown formatting.
2014-08-12 23:28:45 +02:00
Sam Lantinga
05d8780022
Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath()
2014-08-11 17:25:53 -07:00
Sam Lantinga
4fe43f408b
Added an entry for the new Steam controller XInput emulation mode
2014-08-11 17:24:54 -07:00
Philipp Wiesemann
a9d4a6b81a
Fixed typo in source comment.
2014-08-11 23:18:35 +02:00
Philipp Wiesemann
a02521492f
Added javadoc comment for consistency.
2014-08-11 23:16:47 +02:00
Philipp Wiesemann
53cf64b09d
Fixed doxygen warning and markdown formatting.
2014-08-11 23:13:20 +02:00
Philipp Wiesemann
b33d2b7371
Updated README name in header.
2014-08-11 22:53:03 +02:00
Philipp Wiesemann
09dc9f8b20
Removed 42 from README.
2014-08-11 22:45:08 +02:00
David Ludwig
ff5caa1721
WinRT build fix for ARM platforms
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The _xgetbv intrinsic was being used in ARM builds of SDL/WinRT, which was
leading to linker errors. This commit limits _xgetbv use to the platforms on
which it is available, x86 and x64.
2014-08-10 22:21:21 -04:00
Alex Szpakowski
deceab256e
Added iOS-specific functions to get the window view's current OpenGL Renderbuffer and Framebuffer objects, so they can be more easily rebound when necessary.
2014-08-08 15:14:09 -03:00
Alex Szpakowski
2dac6bf57e
Fixed opengl context share groups on iOS.
2014-08-07 00:44:16 -03:00
Sam Lantinga
6fef39d6b8
Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
2014-08-06 11:34:54 -07:00
Alex Szpakowski
02b06c6692
Merged default into iOS-improvements
2014-08-06 13:50:50 -03:00
Sam Lantinga
6299daecba
The OpenGL context returned by the UIKit backend is now an actual OpenGL context instead of the OpenGL view we created.
...
This allows you to use the returned context in functions like CVOpenGLESTextureCacheCreate()
2014-08-06 00:28:02 -07:00
Alex Szpakowski
292eedffe8
Merged default into iOS-improvements
2014-08-06 03:32:59 -03:00
Alex Szpakowski
f5543f93b3
Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
2014-08-06 03:24:16 -03:00
Sam Lantinga
2eb7563e35
Haptics aren't available on iOS, but use the dummy implementation instead of failing init if it's requested.
2014-08-05 21:03:02 -07:00
Alex Szpakowski
362899776e
Minor code update for less verbosity
2014-08-06 00:45:11 -03:00
Alex Szpakowski
2096583140
Merged branch default into iOS-improvements
2014-08-04 15:30:53 -03:00
Alfred Reynolds
87b8c8d108
SDL - when raising the window under OSX also force the app to activate. This fixes a fullscreen window on a separate space not coming front when raisewindow is called.
2014-07-31 12:46:23 -07:00
Alex Szpakowski
bde54b7f34
Merged 'default' into branch 'iOS-improvements'
2014-07-31 03:14:10 -03:00
Alfred Reynolds
7552947654
SDL - fix re-entrancy into SDL_UpdateFullscreenMode under OSX. During HideWindow we get a RESTORED event which then turns fullscreen back on causing a hang in Cocoa_SetWindowFullscreenSpace waiting for the fullscreen transition to finish.
2014-07-30 17:45:52 -07:00
Ryan C. Gordon
5b780063e1
Make SDL_SysWMinfo usable on Mac/iOS with ARC enabled (thanks, Alex!).
...
Fixes Bugzilla #2641 .
2014-07-30 14:14:19 -04:00
Ryan C. Gordon
c0f9a57f71
Fixed comment typo.
2014-07-30 14:12:54 -04:00
Ryan C. Gordon
c5b21ea6c1
SDL_GetQueuedAudioSize() shouldn't grab lock when not set up for queueing.
2014-07-30 11:11:48 -04:00
Ryan C. Gordon
e5d49c2033
Added a GetPendingBytes method to the audio backend.
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This will (eventually) make SDL_GetQueuedAudioSize() more accurate, and thus
reduce latency. Right now this isn't implemented anywhere, so we assume data
fed to the audio callback is consumed by the hardware and immediately played
to completion.
2014-07-30 11:08:31 -04:00