Commit Graph

25 Commits

Author SHA1 Message Date
Mike Gorchak
c6540a326c Options --double --triple have been added to test double and triple buffering.
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2009-10-13 11:24:36 +00:00
Mike Gorchak
5095178f48 Revert back. Sorry.
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2009-10-10 17:07:49 +00:00
Mike Gorchak
ae04b1afaf Created windows must be destroyed at CommonQuit().
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2009-10-10 13:21:21 +00:00
Mike Gorchak
fa620100d8 Proper window resize handling in GLES test application.
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2009-06-11 06:03:05 +00:00
Sam Lantinga
d03a7700eb indent
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2009-06-10 13:34:20 +00:00
Mike Gorchak
e51e3cfd1c SDL pixel format string is printed near mode number in form of SDL_PIXELFORMAT_XXXXX, when --info option is passed. It is usefull for debugging.
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2009-06-10 05:56:36 +00:00
Sam Lantinga
9ba7210778 Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions

> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>

I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.

Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.

The diff also includes

a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.

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2008-12-20 12:00:00 +00:00
Sam Lantinga
0f15089eef Fixed compile errors
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2008-02-07 16:00:29 +00:00
Sam Lantinga
f0da180be1 Date: Thu, 05 Jul 2007 14:02:33 -0700
From: Sam Lantinga
Subject: SDL 1.3 keyboard plan

After lots of discussion with Christian, this is what we came up with:

> So, to sum up...
> SDLK_* become the physical keys, starting at > (1<<21)
> We create a macro SDLK_INDEX(X)
> We have two functions SDL_GetLayoutKey(SDLKey) and SDL_GetKeyName()
> SDL_GetLayoutKey maps to UCS4 for printable characters, and SDLK* for
  non-printable characters
> and does so based on the OS's current keyboard layout
> SDL_GetKeyName() handles both SDLK_* and UCS4, converting UCS4 to UTF-8 and
  converting SDLK_* into our names, which are UTF-8 for printable characters.
> WASD folks use SDLK_*, and 'I' folks use SDL_GetLayoutKey(SDLK_*)

Here is the patch he came up with, and his e-mail about it:

Date: Fri, 17 Aug 2007 19:50:28 +0200
From: Christian Walther
Subject: Re: SDL 1.3 keyboard plan

> Sounds great, go ahead and send me a patch.

Here goes! Thanks for having a look. Don't hesitate to comment if
anything does not conform to your ideas.

One caveat: Committing this now may break compilability of some video
drivers - specifically, if they use any of the SDLK_* codes that were
obsoleted and moved into SDL_compat.h. I only tried Cocoa (which did
break, but is already fixed) and X11 (which didn't, but then its key
handling is #iffed out). If that's a problem, it may need to go into
a branch.

  -Christian

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2007-08-19 14:52:52 +00:00
Sam Lantinga
8b728544ee Added support for the --depth command line option
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2007-07-23 01:11:52 +00:00
Bob Pendleton
abcafc2125 This code adds support for DirectColor visuals to SDL 1.3. The support uses part of the Xmu library. To ensure that the library is
available and to keep people form having to install yet another library I have added the essential parts of Xmu in
src/video/extensions/XmuStdCmap and an include file in src/video/extensions. The support makes use of standard X11 mechanisms to
create color maps and make sure that an application uses the same color map for each window/visual combination. This should make it
possible for gamma support to be implemented based on a single color map per application.

Hurm... it looks like "make indent" modified a few extra files. Those are getting committed too.

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2007-07-12 20:00:50 +00:00
Sam Lantinga
a154c5dad2 Visual C++ compiler warning fixes
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2007-07-12 06:53:20 +00:00
Sam Lantinga
bc4e3e95e3 indent
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2007-07-11 14:52:13 +00:00
Bob Pendleton
04c05620db fixed code for printing mousewheel events to match the new format of mousewheel events.
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2007-07-06 15:45:28 +00:00
Sam Lantinga
a1ced0d971 Allow the render context to do necessary work when the video mode changes.
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2006-08-06 04:39:13 +00:00
Sam Lantinga
461c8e2db4 Clarified the difference between render drivers and render contexts
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2006-08-06 00:09:04 +00:00
Sam Lantinga
a90680c736 In general, fill in pointers to structures, rather than return them.
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2006-08-05 22:34:23 +00:00
Sam Lantinga
bfe4f31c0e SDL constants are all uppercase.
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2006-08-05 17:09:42 +00:00
Sam Lantinga
be01a86b9e Implemented Cocoa mouse wheel events
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2006-07-29 22:42:48 +00:00
Sam Lantinga
56c1ba8073 Implemented Cocoa window support
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2006-07-24 05:03:02 +00:00
Sam Lantinga
75ff5f31f2 If the OpenGL renderer is selected for a non-OpenGL window, recreate the window with OpenGL enabled.
Added OpenGL renderer error checking.
Use fast-path texture formats in the OpenGL renderer.

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2006-07-22 21:02:57 +00:00
Sam Lantinga
68df2209ba Switch OpenGL contexts when switching render contexts.
Query the maximum texture size and show the current render parameters.

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2006-07-22 19:51:48 +00:00
Sam Lantinga
46ad1ad5d6 Bug fixes to the OpenGL renderer
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2006-07-22 18:01:56 +00:00
Sam Lantinga
9eea51e280 Implemented blend modes in the D3D renderer
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2006-07-19 05:03:21 +00:00
Sam Lantinga
3b997f233d Added a test program framework for easy initialization.
Started work on multi-window OpenGL demo

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2006-07-18 07:49:51 +00:00