Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-02-16 | (svn r26351) -Fix: Protect all VideoDriver_SDL methods with the _draw_mutex. | frosch | |
2014-01-02 | (svn r26209) -Codechange: remove some template magic and simplify some code | rubidium | |
2013-11-12 | (svn r25970) -Fix [FS#5787]: [SDL] Recursive mutex locking when changing blitter | rubidium | |
2013-08-05 | (svn r25671) -Codechange: Pass character and key code separately to the ↵ | michi_cc | |
keyboard handler. | |||
2013-06-29 | (svn r25523) -Fix [FS#5587]: SDL does not give an event when an application ↵ | rubidium | |
gets mouse focus while going to full screen, so manually force the mouse-is-in-window state | |||
2013-06-04 | (svn r25318) -Fix: [SDL, FS#5580] Keyboard input stopped working after ↵ | matthijs | |
fullscreen toggle | |||
2013-02-17 | (svn r25017) -Fix [FS#5466]: crash after bootstrap download of 32bits base ↵ | rubidium | |
set due to referencing a deleted mutex | |||
2013-02-15 | (svn r25003) -Fix (r24993): [SDL] Keep a flag to remember if a hardware ↵ | matthijs | |
palette was requested. - Previously, the code would query the SDL_HWPALETTE flag, which doesn't always match the requested value. - This would cause SDL to be restarted on every window resize event, effectively breaking resizing. | |||
2013-02-15 | (svn r25002) -Doc: [SDL] Fix typo in comment. | matthijs | |
2013-02-14 | (svn r24993) -Fix: [SDL] Improve 8bpp hardware palette support. Instead of ↵ | matthijs | |
always requesting SDL_HWPALETTE, it is now only done for 8bp blitters in fullscreen mode. - This fixes 32bpp blitters on 8bpp X11, which would only render garbage with SDL_HWPALETTE. - This prevents the colors of other applications from being messed up when running a 8bpp blitter on a 8bpp system. - When running a 8bpp blitter on an 8bpp system without SDL_HWPALETTE (e.g., in windowed mode), this uses a new shadow surface with color approximation. - The use of a hardware palette can be forced on and off using -v sdl:hw_palette=1 or -v sdl:hw_palette=0 | |||
2013-02-14 | (svn r24992) -Codechange: [SDL] Make CreateMainSurface and PollEvent private ↵ | matthijs | |
methods instead of static functions. | |||
2013-01-08 | (svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by ↵ | planetmaker | |
Eagle_rainbow) | |||
2012-02-23 | (svn r23980) -Fix (r23977): crash when starting with the 32bpp anim blitter | rubidium | |
2012-02-23 | (svn r23978) -Fix: [SDL] Palette update was done too late making switching ↵ | rubidium | |
from 8bpp -> 32bpp look ugly | |||
2012-02-07 | (svn r23910) -Fix: [SDL] Handle the SDL_VIDEOEXPOSE event. | matthijs | |
- It seems this event is never triggered when using 1.2 (it has some autorefresh feature which seems to have been removed in 1.3), but in theory this event could also trigger on 1.2. - Note that this fixes redraw issues when compiling against SDL 1.3, but it still uses the "compatibility" rendering API using SDL_SetVideoMode and SDL_UpdateRects. Eventually (when 1.3 is stable and released as 2.0), this should probably be rewritting to use the new Windows and Renderers available in SDL 1.3. | |||
2012-02-07 | (svn r23909) -Fix: [SDL] Fix keyboard-related segfault when compiling ↵ | matthijs | |
against SDL 1.3. | |||
2012-02-04 | (svn r23891) -Fix-ish: compile failures with SDL 1.3 | rubidium | |
2011-12-08 | (svn r23451) -Codechange: [SDL] Move 32bpp-anim palette animation to the ↵ | rubidium | |
draw thread instead of the single threaded bit of the game loop. This causes a speedup of up to 15% when animation is turned on with the 32bpp-anim blitter | |||
2011-12-08 | (svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated ↵ | rubidium | |
blitter so changes of the palette data during the game don't influence drawing (with SDL) | |||
2011-12-08 | (svn r23446) -Codechange: move _cur_palette and it's related first/count ↵ | rubidium | |
dirty variables into a single structure | |||
2011-11-17 | (svn r23241) -Codechange: make the decision when to go to the custom drawn ↵ | rubidium | |
cursor more prominently during the initialisation of OpenTTD | |||
2011-10-04 | (svn r23003) -Fix (r22999): Missing semicolon. | michi_cc | |
2011-10-04 | (svn r22999) -Codechange: Allow changing the blitter during the running game. | michi_cc | |
2011-09-09 | (svn r22910) -Fix [FS#4617]: icon would (almost) never be shown for SDL builds | rubidium | |
2011-08-21 | (svn r22788) -Codechange: move modal progress related functions and ↵ | rubidium | |
variables to progress.cpp/h | |||
2011-08-21 | (svn r22785) -Codechange: rename IsGeneratingWorld to HasModalProgress | rubidium | |
2011-02-07 | (svn r22021) -Fix (r22019): ofcourse make doesn't notice files are gone, so ↵ | rubidium | |
it doesn't recompile everything that needs to be recompiled... | |||
2010-11-19 | (svn r21252) -Codechange: introduce a constant for the number of ↵ | rubidium | |
milliseconds per game tick and use it | |||
2010-07-19 | (svn r20192) -Cleanup: bye bye variables.h, bye bye VARDEF... you won't be ↵ | rubidium | |
missed :) | |||
2010-06-12 | (svn r19965) -Cleanup: Use size of buffer, not magic number. | peter1138 | |
2010-01-15 | (svn r18809) -Codechange/Cleanup: remove unneeded headers from some files, ↵ | rubidium | |
if a header require a header make it include that header | |||
2010-01-13 | (svn r18796) -Fix [FS#3521]: [SDL] possible deadlock when killing OpenTTD ↵ | rubidium | |
while starting it | |||
2010-01-12 | (svn r18790) -Revert (r18001,r18177,FS#3515): Viewport could still jump ↵ | peter1138 | |
under high CPU load. Revert as change caused more problems than it fixed. | |||
2010-01-04 | (svn r18709) -Fix (r10227,FS#3464): Animation buffer for 32bpp-anim blitter ↵ | peter1138 | |
was only validated during sprite blitting, other drawing operations didn't check it. Initial startup and window resize could therefore lead to crash. | |||
2009-12-19 | (svn r18547) -Fix [FS#3388]: missing thread synchronisation when changing ↵ | rubidium | |
the resolution for SDL via the in game menu | |||
2009-12-19 | (svn r18545) -Fix [FS#3292]: Assign '_screen.dst_ptr' as soon as it is ↵ | frosch | |
allocated. | |||
2009-12-03 | (svn r18390) -Fix (r17776): [SDL] Reinstate pointer update on 'idle' loop. | peter1138 | |
2009-11-18 | (svn r18177) -Fix (r18001): [SDL] Viewport could jump when mouse moved and ↵ | peter1138 | |
right button pressed at the same time. | |||
2009-11-09 | (svn r18031) -Codechange: since basically r7157 adding up 'all' mouse ↵ | rubidium | |
movement isn't needed anymore because after each even that movement is handled and the counter is reset. As such simply assigning instead of adding works. | |||
2009-11-07 | (svn r18001) -Codechange: [SDL] When the mouse cursor is locked into ↵ | peter1138 | |
position when scrolling a viewport, warp the mouse pointer to the centre of the window. This gives maximum freedom of movement. The pointer position is restored when the lock is removed. Visually the mouse cursor stays where it was. | |||
2009-11-02 | (svn r17950) -Fix (r17776): _draw_mutex was never destroyed, _draw_thread ↵ | smatz | |
was never joined | |||
2009-11-02 | (svn r17949) -Fix (r17776): unlock mutex before deleting it when creating ↵ | smatz | |
drawing thread failed | |||
2009-10-19 | (svn r17815) -Fix [SDL]: asynchronious drawing caused extra unresponsiveness ↵ | rubidium | |
during map generation; disable the threading while generating a map | |||
2009-10-15 | (svn r17776) -Codechange: [SDL] make "update the video card"-process ↵ | rubidium | |
asynchronious. Profiling with gprof etc. hasn't shown us that DrawSurfaceToScreen takes a significant amount of CPU; only using TIC/TOC it became apparant that it was a heavy CPU-cycle user or that it was waiting for something. The benefit of making this function asynchronious ranges from 2%-25% (real time) during fast forward on dual core/hyperthreading-enabled CPUs; 8bpp improvements are, in my test cases, significantly smaller than 32bpp improvements. On single core non-hyperthreading-enabled CPUs the extra locking/scheduling costs up to 1% extra realtime in fast forward. You can use -v sdl:no_threads to disable threading and undo this loss. During normal non-fast-forwarded games the benefit/costs are negligable except when the gameloop takes more than about 90% of the time of a tick. Note that allegro's performance does not improve with this system, likely due to their way of getting data to the video card. It is not implemented for the OS X/Windows video backends, unless (ofcourse) SDL is used there. Funny is that the performance of the 32bpp(-anim) blitter is, at least in some test cases, significantly faster (more than 10%) than the 8bpp(-optimized) blitter when looking at real time in fast forward on a dual core CPU; it was slower. The idea comes from a paper/report by Idar Borlaug and Knut Imar Hagen. | |||
2009-08-21 | (svn r17248) -Fix: add GPL license notice where appropriate | rubidium | |
2009-06-30 | (svn r16699) -Fix [FS#3001]: if SDL fails to allocate a surface due to it ↵ | rubidium | |
being too large (and SDL doesn't crash!) fall back to another video driver. | |||
2009-06-27 | (svn r16677) -Codechange: Dimension width and height are unsigned. | alberth | |
2009-05-06 | (svn r16242) -Codechange: rework pausing | rubidium | |
-Fix [FS#2864]: autopause and manual pausing conflict with eachother -Fix: new game + pause on new game + autopause make the game not unpause on the first join | |||
2009-01-31 | (svn r15299) -Cleanup: remove many redundant includes | smatz | |
2009-01-23 | (svn r15233) -Fix (r15231): compilation with SDL broken on win32 | glx | |