Commit Graph

5489 Commits

Author SHA1 Message Date
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
Sam Lantinga
ff77ca8d0b The keyboard text events should be sent after the key down events 2013-08-16 15:38:06 -07:00
Sam Lantinga
b4b12d950e Fixed bug 1876 - SDL_TEXTINPUT only returns '?' (0x3F) in event.text.text with Khmer language input
Andreas

The issue comes down to this line on MSDN:
"TranslateMessage produces WM_CHAR messages only for keys that are mapped to ASCII characters by the keyboard driver."

"WM_KEYDOWN and WM_KEYUP combinations produce a WM_CHAR or WM_DEADCHAR message. WM_SYSKEYDOWN and WM_SYSKEYUP combinations produce a WM_SYSCHAR or WM_SYSDEADCHAR message."
Except for WM_CHAR, none of these messages are used in SDL. Hence TranslateMessage should be dropped entirely and proper handling be included in the WM_KEYDOWN event.
Currently TranslateMessage is called for every message even if it must not be called in certain cases (like "An application should not call TranslateMessage if the TranslateAccelerator function returns a nonzero value.").

WM_CHAR message handling should remain for external processes posting these messages - additionally, WM_UNICHAR should be added.

I made a patch for src/video/windows/SDL_windowsevents.c that seems to work fine. It doesn't solve the "missing" composition for Khmer, but at least input for languages that cannot be mapped to ASCII characters (and for which IME is not used) will now work on Windows.
2013-08-16 15:35:10 -07:00
Gabriel Jacobo
bb2671b7e7 Android quirk:Some devices don't report GL_OES_framebuffer_object but support it 2013-08-16 14:38:04 -03:00
Ryan C. Gordon
4cb0ead795 Patched to compile. 2013-08-16 12:51:29 -04:00
Gabriel Jacobo
02868b6903 [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally
Also, fail more gracefully when creating texture to avoid double free errors.
2013-08-16 13:37:27 -03:00