Mon, 05 Dec 2005 04:36:53 +0000 Date: Sun, 04 Dec 2005 21:43:46 -0500
Ryan C. Gordon <icculus@icculus.org> [Mon, 05 Dec 2005 04:36:53 +0000] rev 1194
Date: Sun, 04 Dec 2005 21:43:46 -0500 From: Jonathan Atkins <jcatki@jcatki.no-ip.org> Subject: SDL patch: DGA key events I kept seeing DGA die on me whenever I press a key. I tracked it down and it seems that the new indirect X via pointers system messed it up. It needed to have the pX* pointers well defined to call, in particular, pXNextEvent. Also, the X11_TranslateKey function prototype was changed, but not updated in the dga driver. perhaps other files are also affected. Not sure what releases may suffer from this too. thanks! -Jon Atkins
Thu, 01 Dec 2005 19:22:32 +0000 Don't need to link against libstdc++ on Mac OS X now.
Ryan C. Gordon <icculus@icculus.org> [Thu, 01 Dec 2005 19:22:32 +0000] rev 1193
Don't need to link against libstdc++ on Mac OS X now.
Mon, 28 Nov 2005 13:58:26 +0000 To: sdl@libsdl.org
Ryan C. Gordon <icculus@icculus.org> [Mon, 28 Nov 2005 13:58:26 +0000] rev 1192
To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Fri, 18 Nov 2005 23:39:02 +0100 Subject: [SDL] Mouse position bugs on Mac OS X The attached patch fixes a few bugs in SDL related to the mouse position in windowed mode on Mac OS X, reproduced using the attached minimal test program - at least here on 10.3.9, with SDL CVS from today. Could anyone test whether the bugs exist and are fixed by the patch on 10.2 and 10.4? 1. When using OpenGL, the vertical mouse positions obtained through events or SDL_GetMouseState() are off by one. 2. When using OpenGL, SDL_WarpMouse() inverts the y coordinate. 3. Clicks on the topmost pixel row of the window are not recognized. 1 and 2 do not occur in non-OpenGL mode, while 3 does. All three only occur in windowed mode, not in fullscreen. The cause for 1 and 3 is that in Cocoa, "the location of the mouse" seems to be defined as "the location of the top left corner of the mouse pointer's hot pixel" (this is not documented, it's just what I found out here), which together with the fact that Cocoa's usual y coordinates start at the bottom and increase upwards means that the y coordinate of the mouse runs from 1 to h, not from 0 to h-1, in a window of height h. If it does work on 10.2 and 10.4 (I'll try to test it as soon as I can, but at the moment all I have at hand is 10.3.9), can this be applied to the CVS? -Christian To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Mon, 28 Nov 2005 10:41:51 +0100 Subject: [SDL] Re: Mouse position bugs on Mac OS X I wrote: > I'll try to test it as soon as I can, but at the moment all I have at hand is 10.3.9 So, here are the results of my tests (with patched and unpatched frameworks compiled with Xcode 1.5 (gcc 3.3) on 10.3.9): On 10.1.5, my test program doesn't run because of "Undefined symbols: SDL undefined reference to _CGMainDisplayID expected to be defined in Carbon". I guess not supporting 10.1 was a deliberate decision then and that's OK with me. On 10.2.8, 10.3.9, and 10.4.0, the bugs exist as described in my original post and are fixed by my patch. That is, there is no difference between pre/post 10.3 and the patched version works correctly in all combinations of GL/non-GL and windowed/fullscreen. I therefore recommend the patch for inclusion. -Christian
Wed, 23 Nov 2005 11:46:36 +0000 Seperate glX from HAVE_OPENGL, for platforms that have both an X server and
Ryan C. Gordon <icculus@icculus.org> [Wed, 23 Nov 2005 11:46:36 +0000] rev 1191
Seperate glX from HAVE_OPENGL, for platforms that have both an X server and a more official way to do OpenGL, explicitly check for glX on Mac OS X, and use SDL_LoadObject for platforms that have glX but don't have dlopen().
Wed, 23 Nov 2005 07:29:56 +0000 OS/2 port!
Ryan C. Gordon <icculus@icculus.org> [Wed, 23 Nov 2005 07:29:56 +0000] rev 1190
OS/2 port! This was mostly, if not entirely, written by "Doodle" and "Caetano": doodle@scenergy.dfmk.hu daniel@caetano.eng.br --ryan.
Wed, 23 Nov 2005 07:23:48 +0000 Moved Quartz SDL_GL_LoadLibrary() to SDL_loadso interface.
Ryan C. Gordon <icculus@icculus.org> [Wed, 23 Nov 2005 07:23:48 +0000] rev 1189
Moved Quartz SDL_GL_LoadLibrary() to SDL_loadso interface.
Wed, 23 Nov 2005 07:07:19 +0000 Added #include "SDL_loadso.h" to SDL.h.
Ryan C. Gordon <icculus@icculus.org> [Wed, 23 Nov 2005 07:07:19 +0000] rev 1188
Added #include "SDL_loadso.h" to SDL.h.
Tue, 22 Nov 2005 15:19:50 +0000 To: sdl@libsdl.org
Ryan C. Gordon <icculus@icculus.org> [Tue, 22 Nov 2005 15:19:50 +0000] rev 1187
To: sdl@libsdl.org From: Staffan Ulfberg <staffan@ulfberg.se> Date: 19 Nov 2005 01:00:48 +0100 Subject: [SDL] New driver for OpenBSD/wscons Hello, I've written an SDL driver for OpenBSD/wscons (console mode, somewhat resembling the functionality of the svga driver for Linux). I use it for playing MAME on my Sharp Zaurus. The alternative is to play under X, which is slower. I asked how to submit the driver a few days ago, and posted a link to the patch in a follow-up, so maybe it was missed? Anyway, the patch is on the web at: http://multivac.fatburen.org/SDL-wscons.patch Comments? Staffan
Tue, 22 Nov 2005 15:11:33 +0000 Patched OpenBSD audio to compile on newer GCC versions.
Ryan C. Gordon <icculus@icculus.org> [Tue, 22 Nov 2005 15:11:33 +0000] rev 1186
Patched OpenBSD audio to compile on newer GCC versions.
Tue, 22 Nov 2005 15:10:41 +0000 Apparently some bits of the BSD joystick code are x86 only...joystick.h
Ryan C. Gordon <icculus@icculus.org> [Tue, 22 Nov 2005 15:10:41 +0000] rev 1185
Apparently some bits of the BSD joystick code are x86 only...joystick.h only exists at /usr/sys/arch/i386/include/joystick.h, for example.
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