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authorSam Lantinga <slouken@lokigames.com>2001-06-07 14:28:11 +0000
committerSam Lantinga <slouken@lokigames.com>2001-06-07 14:28:11 +0000
commit72f7279bf81814c5be7a9fb5077a65717920c5c7 (patch)
treec0fcb731f09b0feaded0ff404833aef5bb89be0c /BUGS
parentd9a2eb5ef12907691468b82603f363f9e038797d (diff)
Added initial support for Quartz video (thanks Darrell!)
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%4048
Diffstat (limited to 'BUGS')
-rw-r--r--BUGS43
1 files changed, 28 insertions, 15 deletions
diff --git a/BUGS b/BUGS
index 0636142f..bded1903 100644
--- a/BUGS
+++ b/BUGS
@@ -70,22 +70,35 @@ MacOS:
Not all of the keys are properly recognized on the keyboard.
MacOS X:
- Fullscreen mode doesn't work - it requires the QuickTime framework
- and that the new SDL window gets raised to the top of the Z order.
-
+ Joystick and CD-ROM functions are not implemented yet.
+
+ Closing window from window's close widget not implemented yet.
+
+ Minimizing the window erases the framebuffer to the pinstripe pattern.
+
+ Window may not close when unsetting video mode and resetting.
+
+ Depth switching for windowed mode isn't implemented yet.
+
Palette handling isn't implemented in windowed mode yet.
-
- Native sound and video routines are not finished, though Carbon
- seems to work fairly well.
-
- Joysticks and CD-ROM functions are not implemented yet.
-
- SDL_WM_GrabInput() is not implemented.
- Does anyone know how to do this? SDL_WM_GrabInput() is designed
- to prevent the user from switching input and mouse focus away from
- the SDL application.
-
- Continuous relative mouse motion is not implemented.
+
+ Command-line arguments Dialog is not implemented yet.
+
+ Fullscreen drawing has some artifacts.
+
+ Fullscreen window covers *all* other windows - even force quit.
+
+ Fullscreen OpenGL for the software renderer is broken.
+
+ Some OpenGL parameters are not accounted for, for example color bits customization.
+
+ Getting OpenGL context parameters is not implemented.
+
+ Continuous mouse motion perhaps is not as smooth as it should be.
+
+ SDL_WM_GrabInput() is implemented, but it "freezes" the hardware
+ cursor in the center of the window/screen. Also, mouse moved events
+ are not generated, and the keyboard cannot be grabbed.
Not all of the keys are properly recognized on the keyboard.