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The giant SDL2_patches merging PR. #482
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Hopefully renaming appveyor.yml and .travis.yml will keep them from building this branch until it is ready.
Try again to keep appveyor and travis from building this branch for now.
The SDL2 changes are available by defining the SDL2 C macro. Otherwise the original SDL1 code is compiled. All SDL2 build changes in config.py, setup.py, and Setup.in were removed for now. Pygame compiles strictly for SDL1, and the unit tests pass. This is to confirm the integrity of the unpatched code and to also add an SDL1/SDL2 switch for the unix build chain before continuing with the SDL2 specific changes.
Visual C does not like a #if-#else-#endif block within C macro argument, so moved the SDL2 conditional blocks outside of macro LOOP_UNROLLED4 in alphablit.c.
Do a PEP 7 update of external pygame api identifiers.
Do a PEP 7 update of external pygame api identifiers. Use new IS_SDLvl/IS_SDLv2 macros.
Do a PEP 7 update of external pygame api identifiers.
Do a PEP 7 update of external pygame api identifiers.
Remove pygame C api transition files. Update missed api in src/rect.c and src/rwobject.c. Update src/_pygame.h to not define or use SDL2.
Add documents for base, Surface, and Rect. No specific html styling added yet.
Leave out pygame C API documents from the header on each html document page. This means only including reST files found in docs/reST/ref.
static PyObject* | ||
_color_long (PyColor *color) | ||
static PyObject * | ||
_color_long(pgColorObject *color) |
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}; | ||
#endif | ||
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MODINIT_DEFINE (display) |
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@@ -421,12 +422,20 @@ SDL_Surface *_PGFT_Render_NewSurface(FreeTypeInstance *ft, | |||
FT_UInt32 bmask = 0x00ff0000; | |||
FT_UInt32 amask = 0xff000000; | |||
#endif | |||
#else /* IS_SDLv2 */ | |||
FT_UInt32 rmask = 0; |
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} | ||
#else /* IS_SDLv2 */ | ||
if (surface->format->format == SDL_PIXELFORMAT_RGB24) { | ||
/* |
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} | ||
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static PyObject* | ||
surf_set_palette (PyObject *self, PyObject *args) | ||
{ | ||
SDL_Surface *surf = PySurface_AsSurface (self); | ||
#if IS_SDLv2 |
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pixels = (Uint8 *) surface->pixels + surface->offset + | ||
#else /* IS_SDLv2 */ | ||
pixels = (Uint8 *) surface->pixels + |
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@@ -0,0 +1,2 @@ | |||
# Overlay support was removed in SDL 2 |
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@@ -1,4 +1,5 @@ | |||
__tags__ = [] | |||
# For now the scrap module has not been updated for SDL 2 |
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🎉 🎈 🎂
Works for me. There's a few comments for later. I'll perhaps start adding issues for missing functionality in the SDL2 build and mark them with the pygame 2 milestone.
re: #174