README
author Sam Lantinga <slouken@libsdl.org>
Thu, 11 May 2006 03:45:55 +0000
changeset 1812 9c882e94b545
parent 1763 1c8672065e3b
child 2062 c9aa6bcb26f3
permissions -rw-r--r--
Fixed bug #208

So, here's a patch with a reimplementation of QZ_SetIcon() that does what I
described above. I apologize for the delay, I've been quite busy in the last
few days.

It appears to work here on 10.4.5 PPC in the limited testing that I've done;
I'll try to test it on 10.3.9 and 10.2.8 as well, but that might take another
week or so. Please test on i386.

Regarding alpha channels, per-surface alpha, and color keys, the same semantics
as for regular blits to an RGB surface should apply (for the final icon
composited onto the dock), unless I made a mistake - except in one pathological
case: if the icon surface has an alpha channel, its SDL_SRCALPHA flag is not
set (i.e. it has been explicitly cleared, since it's on by default for RGBA
surfaces), and it has a color key, plus an explicit mask was specified (instead
of the one autogenerated from the colorkey), then the color-keyed areas appear
black instead of transparent. I found no elegant way of fixing this, was too
lazy to implement the inelegant one, and decided that it isn't worth the effort
(but if someone disagrees, I can do it).
slouken@0
     1
slouken@0
     2
                         Simple DirectMedia Layer
slouken@0
     3
slouken@0
     4
                                  (SDL)
slouken@0
     5
slouken@0
     6
                                Version 1.2
slouken@0
     7
slouken@0
     8
---
slouken@0
     9
http://www.libsdl.org/
slouken@0
    10
slouken@602
    11
This is the Simple DirectMedia Layer, a general API that provides low
slouken@0
    12
level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
slouken@0
    13
and 2D framebuffer across multiple platforms.
slouken@0
    14
slouken@1763
    15
The current version supports Linux, Windows, Windows CE, BeOS, MacOS,
slouken@1763
    16
Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX.
slouken@1763
    17
The code contains support for AmigaOS, Dreamcast, Atari, AIX, OSF/Tru64,
slouken@1763
    18
RISC OS, SymbianOS, and OS/2, but these are not officially supported.
slouken@1763
    19
slouken@0
    20
SDL is written in C, but works with C++ natively, and has bindings to
slouken@1763
    21
several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
slouken@1763
    22
Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
slouken@1763
    23
Pike, Pliant, Python, Ruby, and Smalltalk.
slouken@0
    24
slouken@0
    25
This library is distributed under GNU LGPL version 2, which can be
slouken@0
    26
found in the file  "COPYING".  This license allows you to use SDL
slouken@0
    27
freely in commercial programs as long as you link with the dynamic
slouken@0
    28
library.
slouken@0
    29
slouken@0
    30
The best way to learn how to use SDL is to check out the header files in
slouken@0
    31
the "include" subdirectory and the programs in the "test" subdirectory.
slouken@0
    32
The header files and test programs are well commented and always up to date.
slouken@1763
    33
More documentation is available in HTML format in "docs/index.html", and
slouken@1763
    34
a documentation wiki is available online at:
slouken@1763
    35
	http://www.libsdl.org/cgi/docwiki.cgi
slouken@0
    36
slouken@0
    37
The test programs in the "test" subdirectory are in the public domain.
slouken@0
    38
slouken@0
    39
Frequently asked questions are answered online:
slouken@369
    40
	http://www.libsdl.org/faq.php
slouken@0
    41
slouken@0
    42
If you need help with the library, or just want to discuss SDL related
slouken@0
    43
issues, you can join the developers mailing list:
slouken@369
    44
	http://www.libsdl.org/mailing-list.php
slouken@0
    45
slouken@0
    46
Enjoy!
slouken@0
    47
	Sam Lantinga				(slouken@libsdl.org)
slouken@0
    48