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sync dev with master #509
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sync dev with master #509
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merge Dev
merge Dev
update readme
merge dev
merge dev
merge dev
merge dev, on RP2350 devices it now runs on ARM and on RISC-V cores
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raise version number for picosim, there have been many changes
merge dev
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merge dev
Since SDL2 requires the main() function to be called with C linkage, and I don't wan't to mess around with linking C with C++ anymore, I just converted the frontpanel library to C... With SDL2 the JPEG code in the frontpanel library isn't used anymore, instead SDL2_image is used to load texture files. This also adds support for other file types (bmp, png, ppm, ...). SDL2 (and macOS, and possible other OS's) require drawing, event handling, window creation etc. to be done from the main thread. So the simulator code now runs in a separate thread. Invoking just "make" compiles for X11, "WANT_SDL=YES make" compiles for SDL2. Not perfect, more work to do.
SDL_RenderDrawPoint was slow, now the FPS stays at 60, previously it dropped into the 30's.
Make fps display work in 3-D mode. Don't cut of descenders of font. Don't overlap fps and cursor position display.
The GL context attributes also apply to the other accelerated windows (Dazzler, VDM, VIO), so reset them after creating the frontpanel context. Don't install SDL signal handlers, we have our own.
These are what cmake uses when generating for macOS.
Add support for SDL2
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