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c8b4edf3
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2021-07-29T17:53:10
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Fix SDL_Event definition to support systems with pointers larger than 8 bytes
This is needed to support CHERI, and thus Arm's experimental Morello
prototype, where pointers are implemented using unforgeable capabilities
that include bounds and permissions metadata to provide fine-grained
spatial and referential memory safety, as well as revocation by sweeping
memory to provide heap temporal memory safety.
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c88eb7a8
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2021-07-14T17:07:04
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Sync wiki -> header.
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f8c1fc49
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2021-07-14T14:15:30
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doxygen: Fix all the "\returns" so they work as part of complete sentences.
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c486959e
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2021-03-24T10:47:03
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headers: Fix up bullet lists, now that wikiheaders.pl can handle them.
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3f40396d
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2021-03-21T14:18:39
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First shot at merging the wiki documentation into the headers.
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9130f7c3
|
2021-01-02T10:25:38
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Updated copyright for 2021
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fcb21aa8
|
2020-11-17T10:30:20
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Added API for sensors on game controllers
Added support for the PS4 controller gyro and accelerometer on iOS and HIDAPI drivers
Also fixed an issue with the accelerometer on iOS having inverted axes
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9f51fad3
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2020-11-13T18:01:29
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Added support for the touchpad on PS4 and PS5 controllers
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fa23e3d0
|
2020-05-04T02:27:29
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locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.
Fixes Bugzilla #2131.
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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b70222d0
|
2019-11-01T04:32:44
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|
Fixed a comment typo (thanks, Dominus!).
https://twitter.com/iniquitatis/status/1190064278365188102
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d5ec735a
|
2019-08-01T18:22:12
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Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
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eb71cd80
|
2019-06-18T06:53:32
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Make sure we haven't changed the size of the SDL_Event structure and broken binary compatibility.
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5e13087b
|
2019-01-04T22:01:14
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|
Updated copyright for 2019
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|
f225af0c
|
2018-08-22T21:48:28
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Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
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7c3040e0
|
2018-08-21T12:11:34
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|
First pass on the new SDL sensor API
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|
e3cc5b2c
|
2018-01-03T10:03:25
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|
Updated copyright for 2018
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|
fb14cb74
|
2017-08-14T21:40:40
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Fixed bug 2263 - Event timestamp members are undocumented
Charles Huber
The event timestamp members should be documented to indicate their meaning and units.
Currently the timestamps are populated using SDL_GetTicks() in SDL_PushEvent() in SDL_events.c.
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bf4e7eb6
|
2017-05-05T05:10:30
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|
Fixed comment typo
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|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
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|
cd3aefc0
|
2016-11-30T23:31:36
|
|
Updated documentation in header file.
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36156335
|
2016-11-20T21:34:54
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|
Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
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f9b73793
|
2016-01-05T02:26:45
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Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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8e855f2f
|
2016-01-05T01:42:00
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Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.
This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
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42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
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|
2b0140a9
|
2015-10-27T11:17:32
|
|
Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
|
|
c509e798
|
2015-07-31T20:16:18
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|
Fixed documentation of SDL_DropEvent in header file.
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|
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().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
6e4e9ceb
|
2015-05-08T21:53:02
|
|
Fixed SDL_TouchFingerEvent documentation in header file.
|
|
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.
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|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
49f33b41
|
2015-03-21T22:42:53
|
|
Added missing SDL_DOLLARRECORD event type documentation in header.
|
|
716ef0d5
|
2015-03-21T08:01:43
|
|
Fixed confusing audio and touch events because of shared enumeration values.
|
|
0e02ce08
|
2015-03-16T02:11:39
|
|
Initial work on audio device hotplug support.
This fills in the core pieces and fully implements it for Mac OS X.
Most other platforms, at the moment, will report a disconnected device if
it fails to write audio, but don't notice if the system's device list changed
at all.
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|
b88ca1b4
|
2015-02-10T16:28:56
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|
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
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|
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.
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|
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!
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|
5b5823ee
|
2014-11-23T21:09:54
|
|
add in support for passing down the "natural" (or flipped) scrolling direction in the MouseWheelEvent event
|
|
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
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|
b33d2b73
|
2014-08-11T22:53:03
|
|
Updated README name in header.
|
|
f1ca7bd1
|
2014-07-09T01:34:40
|
|
Clarified the documentation for SDL_FlushEvents() so people know it only affects currently queued events.
|
|
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.
|
|
26823b1b
|
2014-03-23T23:09:22
|
|
Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
|
|
af0ab490
|
2014-02-22T14:57:12
|
|
Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values
Alex Szpakowski
On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events.
The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.)
This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.)
I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped.
I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function:
float x = [event deltaX];
to this:
float x = -[event deltaX];
I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
|
|
ae05f178
|
2014-02-10T10:02:51
|
|
Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
74692835
|
2013-12-23T12:17:52
|
|
Added support for double-clicks, through a new "clicks" field in the mouse button event.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
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 */
|
|
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.
|