Evgeny Kapun
Commit 490bb5b49f11 [1], which was a fix for bug #3790, introduced a new bug: now, calling SDL_FreeSurface(surface) deallocates surface->map even if there are other references to the surface. This is bad, because some functions (such as SDL_ConvertSurface) assume that surface->map is not NULL.
Michal
the numbering of the bulletpoints in:
docs/README-ios.md
has been mangled with:
changeset 11365 efd3bc8e5a9b
fix:
12 2. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
13 4. Select your desired target, and hit build.
remove:
28 1. Follow step 1 above.
adapt:
29 2. cd (PATH WHERE THE SDL CODE IS)/build-scripts
30 3. ./iosbuild.sh
Robert Turner
SDL_windowsevents.c contains code to retrieve the x and y coordinate for a requested hit test. It does this as follows:
POINT winpoint = { (int) LOWORD(lParam), (int) HIWORD(lParam) };
LOWORD(lParam) does not correctly mask off high bits that are set if the point is on a second (or third, etc.) monitor. This effectively offsets the x-coordinate by a large value.
MSDN documentation suggests that LOWORD() and HIWORD() are the wrong macros for the task, instead suggesting we should be doing something like the following:
POINT winpoint = { GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam) };
Testing this change on my Windows 10 machine with 2 monitors gives the correct results.
Ozkan Sezer
EMX declares _beginthread() / _endthread() in stdlib.h, not process.h.
The attached patch updates the OS/2 case of SDL_thread.h for it. (It
also tidies the unreadable whitespace in win32 case.)
- Fixing rendering borderless window. Need to force windows to send a WM_NCCALCSIZE then return 0 for non-client area size.
- Adding WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX to borderless windows, for reasons noted in comments.
- Fix SetupWindowData() setting SDL_WINDOW_BORDERLESS. This was being cleared at window creation, causing hanlding for the first WM_NCCALCSIZE message to fail
Mark Callow
Xcode 9 emits a warning to validate project settings. The changes it proposes are
1. [iOS] Update the iOS deployment target to 8.0 since Xcode does
not support anything older.
2. [macOS] Target 'Framework' - Automatically Select Archectures.
3. [iOS & macOS] Turns on a bunch more compile warnings, a *lot* more on iOS.
4. [iOS & macOS] Turn on "Missing Localizability".
I want to confirm if it is ok to accept these changes and submit updated project files.
Since Alex Szpakowski has just removed iOS 7 guard ifdef's, I'm guessing 1 isn't a problem.
2 is probably ok for anyone building themselves. I wonder if it may cause problems for building distribution binaries.
3 shouldn't be a problem either provided any newly emitted warnings are fixed.
4 I am unfamiliar with. The description says "This will turn on the static analyzer to check for "Missing Localizability", because this project is localized for multiple languages." I suppose this may cause new warnings.
Previously, the padding was silence, which was a problem when streaming since
you would sample a little bit of this silence between each buffer.
We still need a means to get padding data for the right hand side, but this
patch makes the resampler output more correct.
Note that apps submitted to the iOS App Store *must* use a modern iOS SDK (currently iOS 10 is probably the minimum), however the SDK used to build is separate from the minimum iOS version an app supports at runtime.
Anthony
This is what's making the software renderer crash with rotated destination rectangles of w or h = 0:
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
This time it's using real math from a real whitepaper instead of my previous
amateur, fast-but-low-quality attempt. The new resampler does "bandlimited
interpolation," as described here: https://ccrma.stanford.edu/~jos/resample/
The output appears to sound cleaner, especially at high frequencies, and of
course works with non-power-of-two rate conversions.
There are some obvious optimizations to be done to this still, and there is
other fallout: this doesn't resample a buffer in-place, the 2-channels-Sint16
fast path is gone because this resampler does a _lot_ of floating point math.
There is a nasty hack to make it work with SDL_AudioCVT.
It's possible these issues are solvable, but they aren't solved as of yet.
Still, I hope this effort is slouching in the right direction.