SDL 1.3 progress update

Here’s a summary of the things that have changed in the SDL snapshot
recently:
http://www.libsdl.org/tmp/SDL-1.3.zip

  • Removed glu.h from SDL_opengl.h
  • Fixed mouse events on Windows, thanks to John Wilson
  • Removed PS3 Linux code, since that platform is no more…
  • Removed Framebuffer Console and SVGAlib drivers due to lack of maintainers
  • Fixed potential event queue overflow with window move events on Windows
  • Fixed detecting and using the native iconv library
  • The Visual Studio 2008 and 2010 projects were updated to use the debug C
    runtime when built in Debug configuration
  • The Visual Studio 2008 and 2010 projects were updated to copy SDL.dll and
    necessary data when building tests
  • Fixed building with the latest Xcode on Mac OS X and iOS
  • Completely revised the atomic API, pending industry expert review
  • Reviewed and greatly improved the Android support (working 2D renderer,
    working audio, keycode translation, improved documentation in README.android
    etc.)
  • Fixed texture format bugs in OpenGL ES renderer
  • Fixed restoring the desktop resolution on Mac OS X
  • Fixed crash resizing non-shaped windows

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!–
-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

I am unable to compile/link it on MingW + msys (32bit compilers,
64bit-processor).

It says:

Creating library file: build/.libs/libSDL.dll.a

build/.libs/SDL_atomic.o: In function `SDL_AtomicSetPtr’:

C:\MinGW\msys\1.0\home\Jos\SDL-1.3.0-5050/src/atomic/SDL_atomic.c:148:
undefined

reference to `__sync_bool_compare_and_swap_4’

How can I fix this? Compile without the atomic internals?

With kind regards,

JosFrom: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: donderdag 20 januari 2011 8:09
To: SDL
Subject: [SDL] SDL 1.3 progress update

Here’s a summary of the things that have changed in the SDL snapshot
recently:
http://www.libsdl.org/tmp/SDL-1.3.zip

  • Removed glu.h from SDL_opengl.h
  • Fixed mouse events on Windows, thanks to John Wilson
  • Removed PS3 Linux code, since that platform is no more…
  • Removed Framebuffer Console and SVGAlib drivers due to lack of maintainers
  • Fixed potential event queue overflow with window move events on Windows
  • Fixed detecting and using the native iconv library
  • The Visual Studio 2008 and 2010 projects were updated to use the debug C
    runtime when built in Debug configuration
  • The Visual Studio 2008 and 2010 projects were updated to copy SDL.dll and
    necessary data when building tests
  • Fixed building with the latest Xcode on Mac OS X and iOS
  • Completely revised the atomic API, pending industry expert review
  • Reviewed and greatly improved the Android support (working 2D renderer,
    working audio, keycode translation, improved documentation in README.android
    etc.)
  • Fixed texture format bugs in OpenGL ES renderer
  • Fixed restoring the desktop resolution on Mac OS X
  • Fixed crash resizing non-shaped windows

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!

-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1191 / Virus Database: 1435/3390 - Release Date: 01/19/11

I tried compiling with -disable-gcc-atomics and with that one plus
-disable-atomic, same result:

src/atomic/SDL_spinlock.c: In functie ‘SDL_AtomicTryLock’:

src/atomic/SDL_spinlock.c:58:5: fout: 'need_spinlock_implementation
undecla

red (first use in this function)

src/atomic/SDL_spinlock.c:58:5: note: each undeclared identifier is reported
onl

y once for each function it appears in

src/atomic/SDL_spinlock.c:60:1: fout: expected ‘;’ before ‘}’ token

make: *** [build/SDL_spinlock.lo] Error 1

Is this a build bug?

JosFrom: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Jos Kuijpers
Sent: donderdag 20 januari 2011 13:31
To: 'SDL Development List’
Subject: Re: [SDL] SDL 1.3 progress update

I am unable to compile/link it on MingW + msys (32bit compilers,
64bit-processor).

It says:

Creating library file: build/.libs/libSDL.dll.a

build/.libs/SDL_atomic.o: In function `SDL_AtomicSetPtr’:

C:\MinGW\msys\1.0\home\Jos\SDL-1.3.0-5050/src/atomic/SDL_atomic.c:148:
undefined

reference to `__sync_bool_compare_and_swap_4’

How can I fix this? Compile without the atomic internals?

With kind regards,

Jos

From: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: donderdag 20 januari 2011 8:09
To: SDL
Subject: [SDL] SDL 1.3 progress update

Here’s a summary of the things that have changed in the SDL snapshot
recently:
http://www.libsdl.org/tmp/SDL-1.3.zip

  • Removed glu.h from SDL_opengl.h
  • Fixed mouse events on Windows, thanks to John Wilson
  • Removed PS3 Linux code, since that platform is no more…
  • Removed Framebuffer Console and SVGAlib drivers due to lack of maintainers
  • Fixed potential event queue overflow with window move events on Windows
  • Fixed detecting and using the native iconv library
  • The Visual Studio 2008 and 2010 projects were updated to use the debug C
    runtime when built in Debug configuration
  • The Visual Studio 2008 and 2010 projects were updated to copy SDL.dll and
    necessary data when building tests
  • Fixed building with the latest Xcode on Mac OS X and iOS
  • Completely revised the atomic API, pending industry expert review
  • Reviewed and greatly improved the Android support (working 2D renderer,
    working audio, keycode translation, improved documentation in README.android
    etc.)
  • Fixed texture format bugs in OpenGL ES renderer
  • Fixed restoring the desktop resolution on Mac OS X
  • Fixed crash resizing non-shaped windows

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!

-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1191 / Virus Database: 1435/3390 - Release Date: 01/19/11


No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1191 / Virus Database: 1435/3391 - Release Date: 01/19/11

For the time being, just add CFLAGS="-march=i686" (or add that to
whatever CFLAGS you’re already passing) when you run configure.

I’ve provided a more automagical fix, but there are concerns about
that fix. Hopefully we can come up with a good clean fix that makes
everyone happy soon!On Thu, Jan 20, 2011 at 06:30, Jos Kuijpers wrote:

I am unable to compile/link it on MingW + msys (32bit compilers,
64bit-processor).

It says:

Creating library file: build/.libs/libSDL.dll.a

build/.libs/SDL_atomic.o: In function `SDL_AtomicSetPtr’:

C:\MinGW\msys\1.0\home\Jos\SDL-1.3.0-5050/src/atomic/SDL_atomic.c:148:
undefined

reference to `__sync_bool_compare_and_swap_4’

How can I fix this? Compile without the atomic internals?

With kind regards,

Jos

From: sdl-bounces at lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Sam Lantinga
Sent: donderdag 20 januari 2011 8:09
To: SDL
Subject: [SDL] SDL 1.3 progress update

Here’s a summary of the things that have changed in the SDL snapshot
recently:
http://www.libsdl.org/tmp/SDL-1.3.zip

  • Removed glu.h from SDL_opengl.h
  • Fixed mouse events on Windows, thanks to John Wilson
  • Removed PS3 Linux code, since that platform is no more…
  • Removed Framebuffer Console and SVGAlib drivers due to lack of maintainers
  • Fixed potential event queue overflow with window move events on Windows
  • Fixed detecting and using the native iconv library
  • The Visual Studio 2008 and 2010 projects were updated to use the debug C
    runtime when built in Debug configuration
  • The Visual Studio 2008 and 2010 projects were updated to copy SDL.dll and
    necessary data when building tests
  • Fixed building with the latest Xcode on Mac OS X and iOS
  • Completely revised the atomic API, pending industry expert review
  • Reviewed and greatly improved the Android support? (working 2D renderer,
    working audio, keycode translation, improved documentation in README.android
    etc.)
  • Fixed texture format bugs in OpenGL ES renderer
  • Fixed restoring the desktop resolution on Mac OS X
  • Fixed crash resizing non-shaped windows

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!

? ? -Sam Lantinga, Founder and President, Galaxy Gameworks LLC


No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1191 / Virus Database: 1435/3390 - Release Date: 01/19/11


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


Do what you can, where you are, with what you have. - T. Roosevelt

Ok, Thanks. That works.

The windows mouse buttons work too now J

Just the keyboard, key repetition is turned on by default now. Was not the
case 30 revisions ago.

JosFrom: sdl-bounces@lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org] On
Behalf Of Greg Jandl
Sent: donderdag 20 januari 2011 15:17
To: SDL Development List
Subject: Re: [SDL] SDL 1.3 progress update

For the time being, just add CFLAGS="-march=i686" (or add that to
whatever CFLAGS you’re already passing) when you run configure.

I’ve provided a more automagical fix, but there are concerns about
that fix. Hopefully we can come up with a good clean fix that makes
everyone happy soon!

On Thu, Jan 20, 2011 at 06:30, Jos Kuijpers <@Jos_Kuijpers> wrote:

I am unable to compile/link it on MingW + msys (32bit compilers,
64bit-processor).

It says:

Creating library file: build/.libs/libSDL.dll.a

build/.libs/SDL_atomic.o: In function `SDL_AtomicSetPtr’:

C:\MinGW\msys\1.0\home\Jos\SDL-1.3.0-5050/src/atomic/SDL_atomic.c:148:
undefined

reference to `__sync_bool_compare_and_swap_4’

How can I fix this? Compile without the atomic internals?

With kind regards,

Jos

From: sdl-bounces at lists.libsdl.org [mailto:sdl-bounces at lists.libsdl.org]
On
Behalf Of Sam Lantinga
Sent: donderdag 20 januari 2011 8:09
To: SDL
Subject: [SDL] SDL 1.3 progress update

Here’s a summary of the things that have changed in the SDL snapshot
recently:
http://www.libsdl.org/tmp/SDL-1.3.zip

  • Removed glu.h from SDL_opengl.h
  • Fixed mouse events on Windows, thanks to John Wilson
  • Removed PS3 Linux code, since that platform is no more…
  • Removed Framebuffer Console and SVGAlib drivers due to lack of
    maintainers
  • Fixed potential event queue overflow with window move events on Windows
  • Fixed detecting and using the native iconv library
  • The Visual Studio 2008 and 2010 projects were updated to use the debug C
    runtime when built in Debug configuration
  • The Visual Studio 2008 and 2010 projects were updated to copy SDL.dll
    and
    necessary data when building tests
  • Fixed building with the latest Xcode on Mac OS X and iOS
  • Completely revised the atomic API, pending industry expert review
  • Reviewed and greatly improved the Android support (working 2D renderer,
    working audio, keycode translation, improved documentation in
    README.android
    etc.)
  • Fixed texture format bugs in OpenGL ES renderer
  • Fixed restoring the desktop resolution on Mac OS X
  • Fixed crash resizing non-shaped windows

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!

-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1191 / Virus Database: 1435/3390 - Release Date: 01/19/11


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


Do what you can, where you are, with what you have. - T. Roosevelt


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1191 / Virus Database: 1435/3391 - Release Date: 01/19/11

Hi Sam, Hi guys,

I which to complain on PS3 Linux code removal :stuck_out_tongue:

It’s not completly true that the plateform is no more:

  • I believe some guys didn’t upgrade their PS3 just to keep the ability to
    run Linux
  • marcan42 got Linux running on PS3 without the otheros. He didn’t release
    the tools to let anyone do that, but he will some day.

I don’t know what is your position about “homebrew SDL support”, but if you
don’t mind supporting “not constructor based” plateform (i.e. Wii Homebrew &
PS3 homebrew Linux), maybe you could leave the PS3 code for a couple of
month ? just give some time to hackers like marcan to bring back Linux on
PS3.

While some drivers are a outdated, and brought me a lot of confusion when
porting the SDL to PSL1GHT, the PS3 code on the other gave me a lot of clues
(like the beos and nds driver). Last thing, for people who port the SDL to
other plateforms, the PS3 code is also interesting because it uses the SPUs,
so it can give clues on how to use a coprocessor that hasn’t the same ISA
then the main CPU.

Anyway, I will need the PS3 code to use the SPU on the PSL1GHT port (for
sound stuff for instance), so if you really can’t stand the PS3 Code, maybe
I can keep it on my fork (for experiments and just in case some day someone
needs).

Anyway thanks for for your work ^^On Thu, Jan 20, 2011 at 8:08 AM, Sam Lantinga wrote:

Here’s a summary of the things that have changed in the SDL snapshot
recently:
http://www.libsdl.org/tmp/SDL-1.3.zip

  • Removed glu.h from SDL_opengl.h
  • Fixed mouse events on Windows, thanks to John Wilson
  • Removed PS3 Linux code, since that platform is no more…
  • Removed Framebuffer Console and SVGAlib drivers due to lack of
    maintainers
  • Fixed potential event queue overflow with window move events on Windows
  • Fixed detecting and using the native iconv library
  • The Visual Studio 2008 and 2010 projects were updated to use the debug C
    runtime when built in Debug configuration
  • The Visual Studio 2008 and 2010 projects were updated to copy SDL.dll and
    necessary data when building tests
  • Fixed building with the latest Xcode on Mac OS X and iOS
  • Completely revised the atomic API, pending industry expert review
  • Reviewed and greatly improved the Android support (working 2D renderer,
    working audio, keycode translation, improved documentation in README.android
    etc.)
  • Fixed texture format bugs in OpenGL ES renderer
  • Fixed restoring the desktop resolution on Mac OS X
  • Fixed crash resizing non-shaped windows

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!

-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

I also think that will be very interesting (even more interesting than
running on Linux to me), and will help future port of programs like XBMC.

  • JiangOn Thu, Jan 20, 2011 at 11:29 PM, Seb DA ROCHA <seb.darocha at gmail.com> wrote:

I which to complain on PS3 Linux code removal :stuck_out_tongue:

It’s not completly true that the plateform is no more:

  • I believe some guys didn’t upgrade their PS3 just to keep the ability to
    run Linux
  • marcan42 got Linux running on PS3 without the otheros. He didn’t release
    the tools to let anyone do that, but he will some day.

I don’t know what is your position about “homebrew SDL support”, but if you
don’t mind supporting “not constructor based” plateform (i.e. Wii Homebrew &
PS3 homebrew Linux), maybe you could leave the PS3 code for a couple of
month ? just give some time to hackers like marcan to bring back Linux on
PS3.

While some drivers are a outdated, and brought me a lot of confusion when
porting the SDL to PSL1GHT, the PS3 code on the other gave me a lot of clues
(like the beos and nds driver). Last thing, for people who port the SDL to
other plateforms, the PS3 code is also interesting because it uses the SPUs,
so it can give clues on how to use a coprocessor that hasn’t the same ISA
then the main CPU.

Anyway, I will need the PS3 code to use the SPU on the PSL1GHT port (for
sound stuff for instance), so if you really can’t stand the PS3 Code, maybe
I can keep it on my fork (for experiments and just in case some day someone
needs).

I’m happy to bring it back if someone is willing to maintain it. I just
can’t test it and don’t currently have anyone who’s said they’re willing to
improve it.

See ya!On Thu, Jan 20, 2011 at 2:29 PM, Seb DA ROCHA <seb.darocha at gmail.com> wrote:

Hi Sam, Hi guys,

I which to complain on PS3 Linux code removal :stuck_out_tongue:

It’s not completly true that the plateform is no more:

  • I believe some guys didn’t upgrade their PS3 just to keep the ability to
    run Linux
  • marcan42 got Linux running on PS3 without the otheros. He didn’t release
    the tools to let anyone do that, but he will some day.

I don’t know what is your position about “homebrew SDL support”, but if you
don’t mind supporting “not constructor based” plateform (i.e. Wii Homebrew &
PS3 homebrew Linux), maybe you could leave the PS3 code for a couple of
month ? just give some time to hackers like marcan to bring back Linux on
PS3.

While some drivers are a outdated, and brought me a lot of confusion when
porting the SDL to PSL1GHT, the PS3 code on the other gave me a lot of clues
(like the beos and nds driver). Last thing, for people who port the SDL to
other plateforms, the PS3 code is also interesting because it uses the SPUs,
so it can give clues on how to use a coprocessor that hasn’t the same ISA
then the main CPU.

Anyway, I will need the PS3 code to use the SPU on the PSL1GHT port (for
sound stuff for instance), so if you really can’t stand the PS3 Code, maybe
I can keep it on my fork (for experiments and just in case some day someone
needs).

Anyway thanks for for your work ^^

On Thu, Jan 20, 2011 at 8:08 AM, Sam Lantinga <@slouken> wrote:

Here’s a summary of the things that have changed in the SDL snapshot
recently:
http://www.libsdl.org/tmp/SDL-1.3.zip

  • Removed glu.h from SDL_opengl.h
  • Fixed mouse events on Windows, thanks to John Wilson
  • Removed PS3 Linux code, since that platform is no more…
  • Removed Framebuffer Console and SVGAlib drivers due to lack of
    maintainers
  • Fixed potential event queue overflow with window move events on Windows
  • Fixed detecting and using the native iconv library
  • The Visual Studio 2008 and 2010 projects were updated to use the debug C
    runtime when built in Debug configuration
  • The Visual Studio 2008 and 2010 projects were updated to copy SDL.dll
    and necessary data when building tests
  • Fixed building with the latest Xcode on Mac OS X and iOS
  • Completely revised the atomic API, pending industry expert review
  • Reviewed and greatly improved the Android support (working 2D renderer,
    working audio, keycode translation, improved documentation in README.android
    etc.)
  • Fixed texture format bugs in OpenGL ES renderer
  • Fixed restoring the desktop resolution on Mac OS X
  • Fixed crash resizing non-shaped windows

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!

-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

Message-ID:
<AANLkTikmsC_zS8LMxBXDupLj22v9XiABOBXRvVu=+4kV at mail.gmail.com>
Content-Type: text/plain; charset=“iso-8859-1”

Hi Sam, Hi guys,

I which to complain on PS3 Linux code removal :stuck_out_tongue:

[snip]

Anyway thanks for for your work ^^

I’m happy to bring it back if someone is willing to maintain it. I just
can’t test it and don’t currently have anyone who’s said they’re willing to
improve it.

See ya!

If you don’t mind using a dirty, dirty hack, you could try specifying
a preprocessor define that, if provided on the command line, will be
used as a file name for the include directive at some particular
point. That way external groups could add backends in a somewhat
seamless way.> Date: Thu, 20 Jan 2011 15:34:05 -0800

From: Sam Lantinga
To: SDL Development List
Subject: Re: [SDL] SDL 1.3 progress update
On Thu, Jan 20, 2011 at 2:29 PM, Seb DA ROCHA <seb.darocha at gmail.com> wrote:

I can’t test it either… for now. But as soon as Linux will be available, I
would be happy to maintain it.

I don’t think I’ll have much time to improve it, but I can at least maintain
it :slight_smile:

I won’t have enough time to improveOn Fri, Jan 21, 2011 at 12:34 AM, Sam Lantinga wrote:

I’m happy to bring it back if someone is willing to maintain it. I just
can’t test it and don’t currently have anyone who’s said they’re willing to
improve it.

See ya!

For the xcode project of SDL1.3
I could built it (even the first 2 projets for SDK10.4 and 10.6) but …
as SDL_scanmode. h and SDL_blendmode.h are not “public” they are not copied to the framework and they are needed if you want to include SDL_video.h …

Here’s a summary of the things that have changed in the SDL snapshot
recently:
http://www.libsdl.org/tmp/SDL-1.3.zip

Hi,
I wanted to ask about the haiku port: in the sdl 1.3 code, there is still a
beos platform (which haiku is compatible with), though it doesn’t build
because the video part is a full copy of the 1.2 code. I was wondering if
it’d be better for 1.3 to drop the beos platform and introduce a haiku
platform.
Reasons to do this: beos isn’t developed any more, and haiku is a complete
replacement for it.Il giorno 20/gen/2011 08.08, “Sam Lantinga” ha scritto:

Here’s a summary of the things that have changed in the SDL snapshot
recently:
http://www.libsdl.org/tmp/SDL-1.3.zip

  • Redesigned the SDL atomic operation API in SDL_atomic.h
  • Completely rewritten and improved timer implementation
  • Removed unmaintained RISC OS code
  • SDL now builds with Visual Studio 2008 and the Windows Mobile 5.0 SDK
  • Renamed SDL_keysym to SDL_KeySym for consistency
  • Fixed application name in PulseAudio sound preferences dialog
  • Fixed double-mouse motion events on Mac OS X
  • Fixed mouse wheel events in fullscreen mode on Mac OS X
  • Added the ability to get the UIKit window through the SDL API for
    completeness
  • Fixed UIKit double-free error
  • Fixed pitch handling in GLES_UpdateTexture()
  • Improved OpenGL ES performance

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!–
-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

FYI, this is fixed in the latest snapshot.On Sat, Jan 22, 2011 at 12:42 AM, vernier <frederic.vernier at laposte.net>wrote:

For the xcode project of SDL1.3
I could built it (even the first 2 projets for SDK10.4 and 10.6) but …
as SDL_scanmode. h and SDL_blendmode.h are not “public” they are not copied
to the framework and they are needed if you want to include SDL_video.h …


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

Interesting. Improved how?________________________________
From: slouken@libsdl.org (slouken)
Subject: Re: [SDL] SDL 1.3 progress update

  • Completely rewritten and improved timer implementation

Much higher resolution, better multi-threading characteristics.On Thu, Jan 27, 2011 at 3:55 PM, Mason Wheeler wrote:

Interesting. Improved how?


From: Sam Lantinga <@slouken>

**Subject: Re: [SDL] SDL 1.3 progress update

  • Completely rewritten and improved timer implementation

SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

Is there a way to build SDL_timer and SDL_assert without atomic
support? Trying with it, and the Nintendo DS build gives “hardware
does not support” XYZ error. I tried building the library with the
following in the nds config file:

#define SDL_ATOMIC_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#define SDL_TOUCH_DISABLED 1
#define SDL_DISABLE_ATOMIC_INLINE 1

but still get undefined reference to SDL_Atomic* errors when building
the test program.

thoughts?

JohnOn Thu, Jan 27, 2011 at 5:56 PM, Sam Lantinga wrote:

Much higher resolution, better multi-threading characteristics.

On Thu, Jan 27, 2011 at 3:55 PM, Mason Wheeler wrote:

Interesting.? Improved how?


From: Sam Lantinga
Subject: Re: [SDL] SDL 1.3 progress update

  • Completely rewritten and improved timer implementation

SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


? ? -Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

That’s next on my list to hit.On Fri, Jan 28, 2011 at 8:33 PM, John Magnotti <john.magnotti at gmail.com>wrote:

Is there a way to build SDL_timer and SDL_assert without atomic
support? Trying with it, and the Nintendo DS build gives “hardware
does not support” XYZ error. I tried building the library with the
following in the nds config file:

#define SDL_ATOMIC_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#define SDL_TOUCH_DISABLED 1
#define SDL_DISABLE_ATOMIC_INLINE 1

but still get undefined reference to SDL_Atomic* errors when building
the test program.

thoughts?

John

On Thu, Jan 27, 2011 at 5:56 PM, Sam Lantinga <@slouken> wrote:

Much higher resolution, better multi-threading characteristics.

On Thu, Jan 27, 2011 at 3:55 PM, Mason Wheeler wrote:

Interesting. Improved how?


From: Sam Lantinga <@slouken>
Subject: Re: [SDL] SDL 1.3 progress update

  • Completely rewritten and improved timer implementation

SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and President, Galaxy Gameworks LLC


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and CEO, Galaxy Gameworks

This week is a massive update on the rendering systems, simplifying
and improving them:
http://www.libsdl.org/tmp/SDL-1.3.zip

The theme has been focusing and streamlining the 2D rendering API so
that it is clear and easy to use.
To that end, I’ve fixed the feature set for this release, and removed
all partially functional renderers.? I’ve also added the ability to
create an SDL surface for windows which aren’t using rendering or 3D
functionality, and made it possible to create a software renderer for
arbitrary SDL surfaces.? Possibly the largest API change is that all
the rendering functions now take a rendering context as their first
parameter, so it’s clear what context they’re acting on.

You can also now create a texture of any format including YUV and SDL
will automatically take care of converting it into the formats
supported by the accelerated renderers. This means that new
accelerated renderers need only advertise the optimal texture formats.
Doing this resulted in a 50% speed boost on Mac OS X. :slight_smile:

I’ve also simplified the driver interfaces so if you are porting to a
new platform you only have to implement 3 functions to get SDL 1.2
functionality and a software renderer, and you only have to implement
them if your platform doesn’t already support OpenGL or OpenGL ES.

As you might imagine, this update has reams of new code.? I’ve done a
bunch of testing but I’m sure there are bugs.? If you run into them,
please report them at http://bugzilla.libsdl.org/

On the up side, I’m very comfortable with this API set and am going on
to other areas that need love before release. :slight_smile:

Here is the intro to the new SDL_render.h, and a complete list of API changes:----
This API supports the following features:
??? * single pixel points
??? * single pixel lines
??? * filled rectangles
??? * texture images

The primitives may be drawn in opaque, blended, or additive modes.

The texture images may be drawn in opaque, blended, or additive modes.
They can have an additional color tint or alpha modulation applied to
them, and may also be stretched with linear interpolation.

This API is designed to accelerate simple 2D operations. You may
want more functionality such as rotation and particle effects and
in that case you should use SDL’s OpenGL/Direct3D support or one
of the many good 3D engines.

New functions:
SDL_AddEventWatch()
SDL_DelEventWatch()
SDL_GetWindowPixelFormat()
SDL_CreateSoftwareRenderer()
SDL_GetWindowSurface()
SDL_UpdateWindowSurface()
SDL_UpdateWindowSurfaceRects()

Removed functions:
SDL_SetTexturePalette()
SDL_GetTexturePalette()
SDL_SetDisplayPalette()
SDL_GetDisplayPalette()
SDL_RenderWritePixels()
SDL_DrawPoint()
SDL_DrawPoints()
SDL_BlendPoint()
SDL_BlendPoints()
SDL_DrawLine()
SDL_DrawLines()
SDL_BlendLine()
SDL_BlendLines()
SDL_DrawRect()
SDL_DrawRects()
SDL_BlendRect()
SDL_BlendRects()
SDL_BlendFillRect()
SDL_BlendFillRects()

Changed functions:
Most SDL_Render* functions now take a context as their first parameter.
SDL_CreateTextureFromSurface() no longer needs a format, it
automatically converts to the optimal texture format.
SDL_SetWindowData() and SDL_GetWindowData() handle arbitrary named pointers.

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!

? ? -Sam Lantinga, Founder and CEO, Galaxy Gameworks

That’s really awesome, Sam, I can’t wait to give it a run :)On Thu, Feb 3, 2011 at 7:37 PM, Sam Lantinga wrote:

This week is a massive update on the rendering systems, simplifying
and improving them:
http://www.libsdl.org/tmp/SDL-1.3.zip

The theme has been focusing and streamlining the 2D rendering API so
that it is clear and easy to use.
To that end, I’ve fixed the feature set for this release, and removed
all partially functional renderers. I’ve also added the ability to
create an SDL surface for windows which aren’t using rendering or 3D
functionality, and made it possible to create a software renderer for
arbitrary SDL surfaces. Possibly the largest API change is that all
the rendering functions now take a rendering context as their first
parameter, so it’s clear what context they’re acting on.

You can also now create a texture of any format including YUV and SDL
will automatically take care of converting it into the formats
supported by the accelerated renderers. This means that new
accelerated renderers need only advertise the optimal texture formats.
Doing this resulted in a 50% speed boost on Mac OS X. :slight_smile:

I’ve also simplified the driver interfaces so if you are porting to a
new platform you only have to implement 3 functions to get SDL 1.2
functionality and a software renderer, and you only have to implement
them if your platform doesn’t already support OpenGL or OpenGL ES.

As you might imagine, this update has reams of new code. I’ve done a
bunch of testing but I’m sure there are bugs. If you run into them,
please report them at http://bugzilla.libsdl.org/

On the up side, I’m very comfortable with this API set and am going on
to other areas that need love before release. :slight_smile:

Here is the intro to the new SDL_render.h, and a complete list of API
changes:


This API supports the following features:
* single pixel points
* single pixel lines
* filled rectangles
* texture images

The primitives may be drawn in opaque, blended, or additive modes.

The texture images may be drawn in opaque, blended, or additive modes.
They can have an additional color tint or alpha modulation applied to
them, and may also be stretched with linear interpolation.

This API is designed to accelerate simple 2D operations. You may
want more functionality such as rotation and particle effects and
in that case you should use SDL’s OpenGL/Direct3D support or one
of the many good 3D engines.

New functions:
SDL_AddEventWatch()
SDL_DelEventWatch()
SDL_GetWindowPixelFormat()
SDL_CreateSoftwareRenderer()
SDL_GetWindowSurface()
SDL_UpdateWindowSurface()
SDL_UpdateWindowSurfaceRects()

Removed functions:
SDL_SetTexturePalette()
SDL_GetTexturePalette()
SDL_SetDisplayPalette()
SDL_GetDisplayPalette()
SDL_RenderWritePixels()
SDL_DrawPoint()
SDL_DrawPoints()
SDL_BlendPoint()
SDL_BlendPoints()
SDL_DrawLine()
SDL_DrawLines()
SDL_BlendLine()
SDL_BlendLines()
SDL_DrawRect()
SDL_DrawRects()
SDL_BlendRect()
SDL_BlendRects()
SDL_BlendFillRect()
SDL_BlendFillRects()

Changed functions:
Most SDL_Render* functions now take a context as their first parameter.
SDL_CreateTextureFromSurface() no longer needs a format, it
automatically converts to the optimal texture format.
SDL_SetWindowData() and SDL_GetWindowData() handle arbitrary named
pointers.

A full log can be found here:
http://hg.libsdl.org/SDL

See ya!

-Sam Lantinga, Founder and CEO, Galaxy Gameworks

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