view src/Makefile.am @ 852:2651b6b43840

Quartz fix: ut2004 makes a 2D window for the splash screen, which sets the screen surface's pixels field. Then we tear down that video mode and create a GL context, and the Quartz target isn't resetting the pixels field to NULL. When you just create a GL window, the structure is memset'd to zero the first time through, so unless you hit ut2004's codepath, you won't see the bug. :) Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a warning about a bogus free() to stderr, but it doesn't actually crash. All we need to do is explicitly initialize the current->pixels field.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 24 Feb 2004 06:53:22 +0000
parents e70f80e98f60
children 450721ad5436
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## Makefile.am for the main SDL library

# These are the subdirectories that are always built
CORE_SUBDIRS =			\
	main

# These are the subdirectories which may be built
EXTRA_SUBDIRS =			\
	 audio video events joystick cdrom thread timer endian file cpuinfo hermes

# These are the subdirectories which will be built now
SUBDIRS = $(CORE_SUBDIRS) @SDL_EXTRADIRS@

# These are the subdirectories which will be distributed with "make dist"
DIST_SUBDIRS = $(CORE_SUBDIRS) $(EXTRA_SUBDIRS)

# The SDL library target
lib_LTLIBRARIES = libSDL.la

libSDL_la_SOURCES = $(GENERAL_SRCS)
libSDL_la_LDFLAGS = 		\
	-no-undefined		\
        -release $(LT_RELEASE)	\
	-version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
libSDL_la_LIBADD =		\
	main/libarch.la		\
	@SDL_EXTRALIBS@		\
	@SYSTEM_LIBS@
libSDL_la_DEPENDENCIES =	\
	main/libarch.la		\
	@SDL_EXTRALIBS@

# The SDL library sources
GENERAL_SRCS = 		\
	SDL.c			\
	SDL_error.c		\
	SDL_error_c.h		\
	SDL_fatal.c		\
	SDL_fatal.h		\
	SDL_getenv.c		\
	SDL_loadso.c