Closed genpfault closed 3 years ago
Hi, thanks for the PR! I may be able to help with fixing the macOS and Windows builds.
Can you help me understand the motivation for this change, though? I use SDL2 for new projects nowadays, but I think of Azimuth as already finished and working; are there existing issues that are fixed by upgrading Azimuth to SDL2?
You bet, thank you for taking a look!
The major thing I'm trying to fix is that SDL1 completely mangles my KDE dual-monitor session on exit from fullscreen: it somehow manages to put the monitors in 'clone' mode and deletes one of the taskbars :( And since SDL1 is pretty much a dead-end maintenance/feature-wise on the upstream side of things I doubt that'll get fixed anytime soon.
Additional features/improvements I was thinking of (not necessarily all in this PR):
SDL_GetPrefPath()
SDL_GetPerformanceCounter()
SDL_GL_GetDrawableSize()
glViewport()
& glScissor()
letterboxing (have this one prototyped out, looks pretty spiffy at 1920x1200 :))Gotcha, makes sense. When I get a chance, I'll see if I can get the macOS build working.
Bump. Fullscreen mode for FullHD looks nasty, some remastering would be very cool.
Whoops, there goes a year and a half! Sorry for dropping the ball on this.
I've just thrown together a draft branch that brings this patch up to date and gets the SDL2 build working on Mac OS X, but I still need to make sure I didn't break things for other OSes before I merge it in.
Update: I've pushed some more changes to the sdl2 branch that should fix the cross-compilation build for Windows, but I still need to verify that it actually runs correctly on a Windows machine. I've also confirmed that that branch seems to build and run fine on both Debian and Mac OS X.
I've now confirmed that the cross-compiled Windows build works fine on a Windows machine, so I've gone ahead and merged in the sdl2 branch. Thank you genpfault for the initial PR!
Outstanding issues: