SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.
BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
We can't use _try/_except without the C runtime, and we can't use inline
asm with the Win64 compiler. We'll need to move this to an .asm file or
something later.
SDL_syssem.c:159 comparison of unsigned expression >= 0 is always true
Solved by comparing unsigneds directly
SDL_systimer.c:164: warning: control may reach end of Compile
Solved by returning the default value if all else fails.
SDL_androidgl.c:41:1: warning: type specifier missing, defaults to 'int'
SDL_androidgl.c:47:1: warning: control reaches end of non-void function
Solved by adding void return type to the function implementation
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.