norfanin
The MMX path in SDL_fillrect.c uses the SSE intrinsic _mm_stream_pi. The function or symbol provided by the compiler will not be present because the SSE header may not get included. The linker will complain about an undefined reference.
Since this is the only intrinsic used here (and someone forgot to create one for MOVQ), I think the MMX path can be removed completely. At least I don't see another way to move 64-bits from an MMX register to memory.
If it works correctly you should see a square moving from the upper left to the lower right, with a little yellow box at the top of the moving square.
You can pass --target as a command line option to have it use a render target instead of rendering directly to the screen. The output should be identical in this case.
philhassey
On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register.
Steps to Reproduce:
1. Open a windowed window on OS/X. (With the border on.)
2. e.button.button will give values 1,2,3 depending on which mouse button I click.
3. Call SDL_SetWindowBordered to disable the border.
4. e.button.button will only give values 1,2. 3 (right mouse button) stops coming through.
Expected result:
I expect all mouse buttons to register.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.
BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
Ivan Rubinson
As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
"Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'backgroundWindows not nil in enterFullScreenTransitionWithOptions:animated:activatingIt:'"
To reproduce this, run testsprite2, press Alt-Enter once, again while it's animating to fullscreen, and then again while it's animating out of fullscreen.
philhassey
Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect.
Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput.
Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region.
Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.)
This patch implements SDL_SetTextInputRect for uikit/iOS.
It sets up notification handlers to respond to changes in the display of the keyboard. These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
This fixes behavior with the new Mac OS X fullscreen space code, as well as improve behavior on Linux desktops.
The default for normal fullscreen mode is still to minimize because we're likely doing a mode switch and don't want to stick around as a borderless window in the background.