src/joystick/SDL_joystick_c.h
author Sam Lantinga
Fri, 27 Jan 2017 21:23:27 -0800
changeset 10861 71d8f9afb690
parent 10737 3406a0f8b041
child 11201 813a8510bd0c
permissions -rw-r--r--
Fixed bug 3569 - GL_UpdateViewport leaves PROJECTION matrix selected

Tom Seddon

GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.

It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 #include "../SDL_internal.h"
    22 
    23 /* Useful functions and variables from SDL_joystick.c */
    24 #include "SDL_joystick.h"
    25 
    26 /* Initialization and shutdown functions */
    27 extern int SDL_JoystickInit(void);
    28 extern void SDL_JoystickQuit(void);
    29 
    30 /* Initialization and shutdown functions */
    31 extern int SDL_GameControllerInit(void);
    32 extern void SDL_GameControllerQuit(void);
    33 
    34 /* Locking for multi-threaded access to the joystick API */
    35 extern void SDL_LockJoystickList(void);
    36 extern void SDL_UnlockJoystickList(void);
    37 
    38 /* Internal event queueing functions */
    39 extern void SDL_PrivateJoystickAdded(int device_index);
    40 extern void SDL_PrivateJoystickRemoved(SDL_JoystickID device_instance);
    41 extern int SDL_PrivateJoystickAxis(SDL_Joystick * joystick,
    42                                    Uint8 axis, Sint16 value);
    43 extern int SDL_PrivateJoystickBall(SDL_Joystick * joystick,
    44                                    Uint8 ball, Sint16 xrel, Sint16 yrel);
    45 extern int SDL_PrivateJoystickHat(SDL_Joystick * joystick,
    46                                   Uint8 hat, Uint8 value);
    47 extern int SDL_PrivateJoystickButton(SDL_Joystick * joystick,
    48                                      Uint8 button, Uint8 state);
    49 extern void SDL_PrivateJoystickBatteryLevel(SDL_Joystick * joystick,
    50                                             SDL_JoystickPowerLevel ePowerLevel);
    51 
    52 /* Internal sanity checking functions */
    53 extern int SDL_PrivateJoystickValid(SDL_Joystick * joystick);
    54 
    55 /* vi: set ts=4 sw=4 expandtab: */