Mercurial > sdl-ios-xcode
view src/audio/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 | e92bcf2573cb |
children | f8d5ddc7aef1 |
line wrap: on
line source
## Makefile.am for the SDL audio library noinst_LTLIBRARIES = libaudio.la # Define which subdirectories need to be built SUBDIRS = @AUDIO_SUBDIRS@ DIST_SUBDIRS = \ alsa \ arts \ baudio \ dc \ disk \ dma \ dmedia \ dsp \ esd \ macrom \ mint \ mme \ nas \ nto \ openbsd \ paudio \ riscos \ sun \ ums \ windib \ windx5 DRIVERS = @AUDIO_DRIVERS@ # Include the architecture-independent sources COMMON_SRCS = \ SDL_audio.c \ SDL_audio_c.h \ SDL_audiocvt.c \ SDL_audiodev.c \ SDL_audiodev_c.h \ SDL_audiomem.c \ SDL_audiomem.h \ SDL_mixer.c \ SDL_sysaudio.h \ SDL_wave.c \ SDL_wave.h \ SDL_mixer_MMX.c \ SDL_mixer_MMX.h \ SDL_mixer_MMX_VC.c \ SDL_mixer_MMX_VC.h \ SDL_mixer_m68k.c \ SDL_mixer_m68k.h libaudio_la_SOURCES = $(COMMON_SRCS) libaudio_la_LIBADD = $(DRIVERS) libaudio_la_DEPENDENCIES = $(DRIVERS)