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Fixed bug #943 Ozkan Sezer 2010-02-06 12:31:06 PST Hi: Here are some small fixes for compiling SDL against mingw-w64. (see http://mingw-w64.sourceforge.net/ . Despite the name, it supports both win32 and win64.) src/audio/windx5/directx.h and src/video/windx5/directx.h (both SDL-1.2 and SDL-1.3.) I get compilation errors about some union not having a member named u1 and alike, because of other system headers being included before this one and them already defining DUMMYUNIONNAME and stuff. This header probably assumes that those stuff are defined in windef.h, but mingw-w64 headers define them in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to the top of the file. src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) : The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric because _beginthreadex returns uintptr_t, not unsigned long which is 32 bits in win64. Changing the return type to uintptr_t fixes it. video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64 uses msvcrt version of _aligned_malloc and _aligned_free and they are defined in intrin.h (similar to VC). Adding proper ifdefs fixes it. (Notes about macros to check: __MINGW32__ is defined for both mingw.org and for mingw-w64 for both win32 and win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__ can't be used to detect mingw-w64: including _mingw.h and then checking for __MINGW64_VERSION_MAJOR does the trick.) SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition and location in order to avoid multiple redefinition warnings. Hope these are useful. Thanks.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Mar 2010 15:02:58 +0000
parents 1ed5d432e468
children
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Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:

* Cliff Matthews, for giving me a reason to start this project. :)
 -- Executor rocks!  *grin*

* The Linux Fund, C Magazine, Educational Technology Resources Inc.,
  Gareth Noyce, Jesse Pavel, Keith Kitchin, Jeremy Horvath, Thomas Nicholson,
  Hans-Peter Gygax, the Eternal Lands Development Team, Lars Brubaker,
  and Phoenix Kokido for financial contributions

* Edgar "bobbens" Simo for his force feedback API development during the
  Google Summer of Code 2008

* Aaron Wishnick for his work on audio resampling and pitch shifting during
  the Google Summer of Code 2008

* Holmes Futrell for port of SDL to the iPhone and iPod Touch during the
  Google Summer of Code 2008

* Darren Alton for port of SDL to the Nintendo DS during the Google Summer
  of Code 2008

* Szymon "Wilku" Wilczek for adding support for multiple mice and tablets
  during the Google Summer of Code 2008

* Marty Leisner, Andrew, Will, Edgar Simo, Donny Viszneki, Andrea Mazzoleni,
  Dmytro Bogovych, and Couriersud for helping find SDL 1.3 bugs in the great
  SDL Bug Hunt of January 2009!

* Donny Viszneki for helping fix SDL 1.3 bugs in the great SDL Bug Hunt of
  January 2009!

* Luke Benstead for OpenGL 3.0 support

* Gaëtan de Menten for writing the PHP and SQL behind the SDL website

* Tim Jones for the new look of the SDL website

* Ryan Gordon for helping everybody out and keeping the dream alive. :)

* Mattias Engdegård, for help with the Solaris port and lots of other help

* Eric Wing, Max Horn, and Darrell Walisser for unflagging work on the Mac OS X port

* David Carré, for the Pandora port

* Couriersud for the DirectFB driver

* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation

* Arne Claus, for the 2004 winning SDL logo,
  and Shandy Brown, Jac, Alex Lyman, Mikkel Gjoel, #Guy, Jonas Hartmann,
  Daniel Liljeberg,  Ronald Sowa, DocD, Pekka Jaervinen, Patrick Avella,
  Erkki Kontilla, Levon Gavalian, Hal Emerich, David Wiktorsson,
  S. Schury and F. Hufsky, Ciska de Ruyver, Shredweat, Tyler Montbriand,
  Martin Andersson, Merlyn Wysard, Fernando Ibanez, David Miller,
  Andre Bommele, lovesby.com, Francisco Camenforte Torres, and David Igreja
  for other logo entries.

* Bob Pendleton and David Olofson for being long time contributors to
  the SDL mailing list.

* Everybody at Loki Software, Inc. for their great contributions!

 And a big hand to everyone else who gave me appreciation, advice,
 and suggestions, especially the good folks on the SDL mailing list.

THANKS! :)

  -- Sam Lantinga			<slouken@libsdl.org>