Age | Commit message (Collapse) | Author |
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Complete the list of properly supported keys
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Sort the key code and scan code maps by key and add many missing keys.
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Fix numepad 0 key and add few other keys
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The scan code of the numepad 0 key is 98, not 88 since that correspond to the scan code of KP_ENTER.
I took the opportunity to add the missing numepad keys like KP_PLUS, KP_MULTIPLY, etc...
Some other keys like caps lock weren't properly detected either.
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the AudioBufferSourceNode.start() method, but only has the older .noteOn() method, and the audio ctors don't come out as functions, but strongly typed ctor objects.
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of ScriptProcessorNode to Web Audio backend. Fixes #2126.
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the special case when the requested SDL_OpenAudio sampling rate matches the Web Audio graph native sampling rate. Using ScriptProcessorNode should have the benefit that it pulls audio buffer updates with better granularity/precision than using setTimeout, which suffers from too much jitter (even spikes as long as 230msecs seen).
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Conflicts:
src/library_sdl.js
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and can work in fastcomp
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Some browser shortcut keys activate if event.preventDefault()
is not called for the keydown event. This will prevent all such
hotkeys when keypress events aren't needed.
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This changes the Web Audio code to increase buffers according to
SDL.audio.numSimultaneouslyQueuedBuffers, which can be changed via
Module['SDL_numSimultaneouslyQueuedBuffers']. It becomes more
similar to Mozilla Audio Data code. Multiple pending timers are
used to improve sound when there is high CPU usage.
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coverage; fixes #2044
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The previous revision did not copy over pixel data properly. This time, I have reverted the IE path to the code used in this method prior to the breaking change, and have tested it with JSMESS.
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Previously, just calling SDL_UnlockSurface in IE10/IE11 would throw an exception, since Emscripten assumed that the ImageData's `data` property was Uint8ClampedArray, which has a backing buffer.
IE10/IE11 still uses the deprecated CanvasPixelArray, which does not have a backing buffer property:
https://developer.mozilla.org/en-US/docs/Web/API/CanvasPixelArray
I've added an additional path to SDL_UnlockSurface for these browsers.
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Prior to this change, when blitting from the screen to a memory buffer
the code could throw a "ReferenceError: _SDL_LockSurface is not defined"
if SDL_LockSurface was not used elsewhere in the C code.
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The old API was causing issues with certain file systems, as the `read` property required the execute bit AND the read bit to be set before it would return `true`.
As a side benefit, the new code is simpler and cleaner.
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Sdl audio queueing
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allow user code to configure how many SDL audio buffers to keep simultaneously queued up for the audio backend. More buffers means less change of starving (and cracking audio), but increases latency. Fewer buffers lower the latency at the risk of playback glitches. Make minimum audio buffer size 128, which should be way below anything reasonable already. Clean up commented out code.
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queueing logic more resilient for jitter, and factor out a common parameter 'SDL.audio.numSimultaneouslyQueuedBuffers' that can be used to tune for a good quality<->latency balance.
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Works in browsers that implement the working draft of the standard (current Chrome / Firefox stable):
http://www.w3.org/TR/2012/WD-gamepad-20120529/#gamepad-interface
...and browsers that implement the editor's draft (current Firefox Nightly):
https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#idl-def-Gamepad
Contains unit tests for both event types.
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Fix SDL_SetColors && SDL_envets
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"var x = function()" -> "function x()" so that error stack traces and profiling stack traces are more informative and do not contain anonymous functions.
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Fixes #1749.
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the <canvas> was in, and not try to resize the canvas to 0x0 pixels. Derive a new test for that from sdl_ogl.c. Fixes #1059.
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Conflicts:
AUTHORS
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Conflicts:
AUTHORS
src/library_sdl.js
tools/shared.py
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