Fixed SDL_HWPALETTE in fullscreen X11 video driver
SDL 1.0.4 broke the private colormap support in 8-bit mode.
Improved relative mouse warping in X11 video driver
Deliver mouse motion that occurs between the time the mouse hits the
edge of the window and is warped back to the center
DGA mouse mode is now enabled by SDL_VIDEO_X11_DGAMOUSE
DGA mouse code is now available at all times, and selectable by setting
the SDL_VIDEO_X11_DGAMOUSE environment variable to 1. The code is off
by default, unless you configure SDL with --enable-video-x11-dgamouse.
You can turn off DGA mouse by setting SDL_VIDEO_X11_DGAMOUSE to 0.
Grab input by default in fullscreen mode
I’ve been convinced that this is a good idea.
LOKI:
Mike, this may fix the input focus issues with Heavy Gear II.
Detect hanging (incorrectly configured) Linux soundcard
Previous versions of SDL hung in the Linux kernel audio driver if the
audio card was configured for an incorrect IRQ or DMA channel. SDL
now detects this hang and disables audio output.
If ESPEAKER env variable is set, use ESD audio driver
If the ESPEAKER environment variable is set, SDL will prefer the ESD
audio drivers over the others, but will still not start esd if it cannot
connect to a running daemon. If you explicitly request the esd audio
driver by setting the SDL_AUDIODRIVER environment variable to “esd”,
SDL will start esd if the daemon is not already running.
Fixed audio structure alignment for packing compilers
This may fix problems some people were having with immediate inexplicable
audio crashes in some build environments.
Exposed SDL_AudioInit() and SDL_VideoInit()
You probably don’t need to use these interfaces - deprecated
Additional changes to SDL 1.1:
Added --static-libs option to sdl-config
If you are linking SDL statically, you can get a list of necessary
libraries by running sdl-config with the “–static-libs” option.
Added SDL_GetAudioState() to get current audio status
If for some reason audio output was disabled, say because of a bad
Linux kernel audio driver, then this will return SDL_AUDIO_STOPPED.
Added SDL_GetRelativeMouseState() to get relative motion
This returns the accumulated relative mouse motion since the last
call to this function.
The configure script for the test programs now checks X11 path for GL.---------
Barring any brown-bag problems, this code will be the base
for a final SDL 1.0.6 release, and possibly a SDL 1.1.0 release.
This snapshot breakes gltron / fullscreen OpenGL on my system.
SDL does manage to switch to the target resolution and then dies with:
X Error of failed request: BadColor (invalid Colormap parameter)
Major opcode of failed request: 81 (X_InstallColormap)
Resource id in failed request: 0x0
Serial number of failed request: 72
Current serial number in output stream: 74
Most annoying: ctrl-alt-plus/minus don’t work anymore after that (luckily,
I can start the game with -4 to get my old desktop resolution back).
gltron -i (windowed mode) works fine, both accelerated and non-accelerated.
(using Mesa-3.1 compiled with glide support).
You can grab a snapshot from http://www.gltron.org/devel/
(the CVS is out-of-date, I haven’t to committed all my changes yet).
I haven’t looked at the win32 problems I had with the last snapshot yet
(btw., noone replied to that post…).
Andreas–
Probably one of the smallest 3D-Games in the world: http://www.gltron.org
More than 50’000 Downloads of the latest version (0.53)
DGA mouse mode is now enabled by SDL_VIDEO_X11_DGAMOUSE
DGA mouse code is now available at all times, and selectable by setting
the SDL_VIDEO_X11_DGAMOUSE environment variable to 1. The code is off
by default, unless you configure SDL with --enable-video-x11-dgamouse.
You can turn off DGA mouse by setting SDL_VIDEO_X11_DGAMOUSE to 0.
Grab input by default in fullscreen mode
I’ve been convinced that this is a good idea.
So DGAMouse isn’t even used in fullscreen, right? What are the benefits
of DGAMouse from a SDL users point of view? None, right?–
Daniel Vogel My opinions may have changed,
666 @ http://grafzahl.de but not the fact that I am right
So DGAMouse isn’t even used in fullscreen, right? What are the benefits
of DGAMouse from a SDL users point of view? None, right?
Smoother input sampling.
m.On Tue, Feb 22, 2000 at 02:10:24PM +0100, Daniel Vogel wrote:
–
Programmer "I wrote a song about dental floss,
Loki Entertainment Software but did anyone’s teeth get cleaner?" http://lokigames.com/~briareos/ - Frank Zappa, re: the PMRC
Way cool! I’m very glad to see that it’s getting there. I’m loathe to do
anything to SDL now, but after a stable 1.1 release, are you still interested
in helping hack out a version with multiple window support?
OBTW: I dropped an e-mail in your box a while ago. Did you get it?
Way cool! I’m very glad to see that it’s getting there. I’m loathe to do
anything to SDL now, but after a stable 1.1 release, are you still interested
in helping hack out a version with multiple window support?
OBTW: I dropped an e-mail in your box a while ago. Did you get it?
Are you talking to me?
I don’t have any time to work on multiple window support, and I … yes,
I got your e-mail. I’ll try to get back to you sometime today or tomorrow.
Way cool! I’m very glad to see that it’s getting there. I’m loathe to do
anything to SDL now, but after a stable 1.1 release, are you still
interested
in helping hack out a version with multiple window support?
OBTW: I dropped an e-mail in your box a while ago. Did you get it?
Are you talking to me?
I don’t have any time to work on multiple window support, and I … yes,
I got your e-mail. I’ll try to get back to you sometime today or tomorrow.
I wasn’t intending that you did. I was going to have a whack at it myself,
but I’m loathe to do so until a nice stable 1.1 release. When I said
"helping hack out", it probably means I deluge you with nasty questions
about SDL’s internals. As for the letter, no rush. I’m going to GDConf
regardless
Nicholas Vining “While you’re out there struggling
vining at pacificcoast.net with your computer, I’m naked,
icq: 20872003 clueless, and feeling good!”
- Ratbert
----- Original Message -----
From: slouken@devolution.com (Sam Lantinga)
To: sdl at lokigames.com
Date: Tuesday, February 22, 2000 12:09 PM
Subject: Re: [SDL] CVS update (LINUX!, SDL 1.0.6 preview)