|
4b47fa38
|
2017-06-04T23:15:47
|
|
Removed duplicate includes.
|
|
66555f61
|
2017-04-06T13:27:48
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|
SDL - attempt to fix https://github.com/ValveSoftware/Dota-2/issues/1199 of mouse not locking in Dota. This fix is proposed by Ryan Gordon (increase timeout in X11_SetWindowGrab from 250ms to 5000ms). I'm going to integrate to source2 and ship it to dota customers. If it works, SamL will upsteam it to SDL.
|
|
266816b4
|
2017-03-26T21:00:19
|
|
Removed newlines from error messages.
|
|
a52d48c5
|
2017-01-10T08:54:33
|
|
Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow
The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:
- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
say to use the OpenGL ES driver & EGL rather than the Open GL
driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
driver or the real OpenGL ES driver to take into account the
hint, the requested and supported ES version and whether ES 1.X
is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
the test to the VisualC projects.
With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
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|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
7c316366
|
2016-12-26T23:02:14
|
|
x11: Don't loop forever if the X server refuses a pointer grab.
|
|
0d24495b
|
2016-11-15T01:24:58
|
|
Removed unused constants
Except for SDL_bmp.c where they are historically interesting and I've left them in.
|
|
57d01d7d
|
2016-11-13T22:57:41
|
|
Patch from Sylvain to fix clang warnings
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
4f4c4b62
|
2016-09-29T22:52:41
|
|
Added SDL_SetWindowResizable(). (thanks, Ethan!)
|
|
f647dfe8
|
2016-03-04T19:41:16
|
|
x11: Fix a few more XMoveWindow() calls to adjust for border size.
Also, fix my inability to do basic math ('+' should have been '-').
|
|
02f49fdb
|
2016-03-04T18:47:19
|
|
x11: Deal with window borders better.
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).
- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.
- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
|
|
2436ca20
|
2016-02-20T01:03:39
|
|
x11: better fix for the previous commit's fullscreen vs maximized issue.
|
|
a4627c5e
|
2016-02-20T00:44:42
|
|
x11: Don't mess with fullscreen vs maximized window state on unmapped windows.
|
|
45407d0e
|
2016-02-15T21:49:09
|
|
x11: Removed an assert.
This assert triggers when run under XMonad. It's safe to pass a zero here
anyhow, as this will still work "well enough" and the original
problem--GNOME printing a warning message--is still fixed because GNOME's
window manager gives us a chance to grab a non-zero user-time value before
this code is run.
|
|
3bdaf4c6
|
2016-01-05T02:46:10
|
|
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
f9d478b6
|
2016-01-05T02:40:14
|
|
x11: _NET_WM_PID needs a long, not a pid_t, I think.
|
|
5696e88e
|
2016-01-05T02:29:06
|
|
Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
e497e465
|
2016-01-05T02:28:56
|
|
Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
dc532c70
|
2016-01-05T02:27:50
|
|
Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
|
|
f9af0c03
|
2016-01-05T02:27:26
|
|
x11: Put a matching window_group wmhint on every window created.
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
|
|
f2defe5e
|
2016-01-05T01:30:40
|
|
Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
7678b1db
|
2016-01-04T16:36:42
|
|
Patch to compile on C89 compilers.
|
|
6df5e1e5
|
2016-01-04T16:25:27
|
|
x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
Fixes Bugzilla #3056.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
38edc177
|
2015-10-27T11:18:04
|
|
Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
|
|
da6f2221
|
2015-08-13T17:37:09
|
|
X11: isConfigureNotify() isn't used at the moment, comment it out.
|
|
8a1fd982
|
2015-08-13T14:56:16
|
|
X11: don't block on a ConfigureNotify event during SDL_SetWindowBordered().
Unity's window manager is (legitimately, since it moves the client window's
position) sending one, and SDL was incorrectly trying to mask it out. Other
window managers (KWin, apparently) don't move the window and would hang here
indefinitely.
Fixes Bugzilla #3052.
|
|
b5c43a88
|
2015-07-03T09:18:14
|
|
Fixed style
|
|
35c4468f
|
2015-07-03T09:17:24
|
|
commit a7d7af2a419b453188ffe87386455fc26c1306fa
Author: Benoit Pierre <benoit.pierre@gmail.com>
Date: Fri Jul 3 02:17:10 2015 +0200
fix 14dd48ae5bc43b61b2a0dd0b3177d22edec707ef regression
The window manager detection code in X11_HasWindowManager does not work
with Awesome (http://awesome.naquadah.org/). Remove it, and reuse the
result of the more correct checks in X11_CheckWindowManager.
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|
|
141ac2b5
|
2015-06-07T17:59:31
|
|
Backed out changeset c6d43e08be34
This caused Bugzilla #2963, so we'll find a better solution.
|
|
f001a00b
|
2015-05-29T15:21:47
|
|
X11: Force the window focus during ShowWindow if there's no window manager.
Fixes Bugzilla #2997.
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
afc97cbd
|
2015-05-14T14:40:56
|
|
Fix duplicate raw mouse events with XInput2
Make XGrabPointer calls in X11_SetWindowGrab and X11_CaptureMouse
consistent by passing False to owner_mask along with proper event_mask.
|
|
0c0ce209
|
2015-04-21T10:19:20
|
|
Updated comment: this is the correct way to do fullscreen on X11 now.
|
|
14e00777
|
2015-04-21T10:14:17
|
|
x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
|
|
e0e04542
|
2015-04-21T09:46:48
|
|
Added a few FIXMEs.
|
|
d4aedf99
|
2015-04-21T09:45:58
|
|
Added SDL_SetWindowModalFor().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
9a752798
|
2015-04-21T01:22:32
|
|
x11: Workaround window managers that mark fullscreen windows as maximized.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
a210dbcb
|
2015-04-08T02:42:29
|
|
Removed unused variable.
|
|
53287ad5
|
2015-04-08T02:31:54
|
|
X11: Removed code to set "icon" title, since it was never used.
(Leftover from SDL 1.2, which let you specify this?)
|
|
6e53bc9b
|
2015-04-08T02:00:14
|
|
SDL_SetWindowTitle() should never set a NULL pointer for the title string.
Various backends reacted differently (or not at all) in the presence of a
NULL pointer. This simplifies things.
Fixes Bugzilla #2902.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
|
|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
|
|
66a88c6c
|
2014-08-25T10:55:54
|
|
Fixed memory leak getting the X11 window title
|
|
d44f3922
|
2014-07-07T10:33:32
|
|
Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski
Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.
This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.
I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
|
|
b29740b8
|
2014-06-25T17:06:12
|
|
Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
|
|
b7b6d8ab
|
2014-06-22T02:30:36
|
|
Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
|
|
98c03f39
|
2014-05-28T01:22:47
|
|
Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
control over the regions (how do you use rects to cleanly surround a circular
button?), the callback can be more optimized than a iterating a list of
rects, and you don't have to send an updated list of rects whenever the
window resizes or layout changes.
|
|
2744c019
|
2014-05-27T14:41:16
|
|
Initial work on X11 implementation of SDL_SetWindowDragAreas().
|
|
dd5277d6
|
2014-05-24T21:06:40
|
|
Fixed stack overflow in X11_CreateWindow() (thanks, rapha and Brad!).
This should be a "long" which on a 64-bit system is likely to be > 32-bits,
causing XGetICValues() to write past the end of the variable (and stack).
Fixes Bugzilla #2513.
|
|
2dacb60b
|
2014-04-17T20:06:02
|
|
Fixed bug 2086 - valgrind memory not released
Sylvain
Someone provided a patch for this, recently on the mailing list :
-----
Hi,
it is possible to skip the bug in libX11 by using the defaults for
XNResourceName and XNResourceClass in `XCreateIC' (the table for the
"Input Context Values" [1] in libX11-doc shows that a default is
provided if it is not set).
diff -ur SDL2-2.0.3~/src/video/x11/SDL_x11window.c SDL2-2.0.3/src/video/x11/SDL_x11window.c
--- SDL2-2.0.3~/src/video/x11/SDL_x11window.c 2014-04-04 17:09:40.764307181 +0200
+++ SDL2-2.0.3/src/video/x11/SDL_x11window.c 2014-04-04 17:10:23.887765046 +0200
@@ -239,8 +239,7 @@
data->ic =
X11_XCreateIC(videodata->im, XNClientWindow, w, XNFocusWindow, w,
XNInputStyle, XIMPreeditNothing | XIMStatusNothing,
- XNResourceName, videodata->classname, XNResourceClass,
- videodata->classname, NULL);
+ NULL);
}
#endif
data->created = created;
Tito Latini
[1] http://www.x.org/releases/X11R7.7-RC1/doc/libX11/libX11/libX11.html#Input_Context_Values
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
|
|
819148a8
|
2013-11-11T19:17:32
|
|
[X11] Fix up compilation when EGL headers are not present.
|
|
f5fa492e
|
2013-10-20T20:42:55
|
|
Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values.
Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
|
|
a2bd8970
|
2013-10-18T01:36:41
|
|
Don't supply duplicate X11 symbols inside SDL.
Fixes static linking when something else also uses X11.
|
|
074a1c4c
|
2013-10-12T16:29:34
|
|
Fixes X11 video backend compilation when no GL is available
For example, in our Raspberry Pi sysroot.
|
|
8b6ad7ff
|
2013-09-27T23:47:57
|
|
Fixed bug 2101 - CWBackPixel causes weird window flickering on window resize
aBothe
I tried to experiment a bit with SDL2 and OpenGL today and noticed that something caused some weird flickering when resizing my nicely drawn SDL2/OpenGL window:
Just after resizing, the background went black and I had to let my OpenGL code redraw the contents..
However, after some hours spent with googling I found out that in OpenGL examples where this CWBackPixel flag was not used when creating X windows, there was no flickering while resizing the window.
See http://www.sbin.org/doc/Xlib/chapt_04.html @ "The Window Background" for more info.
|
|
49d64d52
|
2013-09-13T17:42:38
|
|
Fix X11_RestoreWindow() and X11_RaiseWindow() to properly do window activation.
X11_RestoreWindow() had a call ordering problem that prevented activation, and X11_RaiseWindow() wasn't attempting activation. Windows and OS X both activate in these cases.
CR: saml
|
|
a9166450
|
2013-09-10T18:25:13
|
|
[SDL] X11+GL: Allow Visual override for GL windows.
SDL provides an SDL_VIDEO_X11_VISUALID environment variable that lets you override
window visuals, but it wasn't being checked for OpenGL windows.
CR: Sam.
|
|
ace1e98a
|
2013-08-29T15:02:32
|
|
Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1
SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
|
|
3d217ed7
|
2013-08-21T10:07:48
|
|
Fixed crash if the IC isn't set up for some reason (bad X11 locale?)
|
|
1e49b1ed
|
2013-08-21T09:47:10
|
|
OCD fixes: Adds a space after /* (glory to regular expressions!)
|
|
695344d1
|
2013-08-21T09:43:09
|
|
OCD fixes: Adds a space before */
|
|
0eeb76d8
|
2013-08-19T16:29:46
|
|
Fixes bug #2037, common EGL code for Android and X11
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
|
|
e14e0ef9
|
1970-01-01T04:04:21
|
|
Fixed crash if the OpenGL library hasn't been loaded yet
|