Mercurial > sdl-ios-xcode
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