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94754c39
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2017-02-20T10:55:33
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Updated config headers to override the base SDL_config.h if both are included
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6046fd4c
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2017-02-14T03:03:27
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wasapi: Initial WASAPI support, for Windows Vista and later.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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36156335
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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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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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0e45984f
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2015-06-21T17:33:46
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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().
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2c4a6ea0
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2015-05-26T06:27:46
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Updated the copyright year to 2015
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b72938c8
|
2015-04-20T12:22:44
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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
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
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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
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2015-01-26T22:00:29
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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
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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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9c398852
|
2014-11-22T22:20:40
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Corrected header file documentation comment.
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24c86b55
|
2014-09-11T19:24:42
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[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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1ea86978
|
2014-08-17T13:11:55
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Removed SDL_round() because the license wasn't compatible with zlib
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4e7db78e
|
2014-08-16T23:23:15
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Added SDL_round(), contributed by Benoit Pierre - thanks!
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b79e7f32
|
2014-07-03T15:39:55
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Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
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6101e4b2
|
2014-06-07T18:20:01
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Added SDL_sqrtf(), SDL_tan(), SDL_tanf()
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2a7aa9bd
|
2014-05-06T00:13:07
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Fix build on Windows targets without dxgi.h, like MingW32.
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|
3dcb451f
|
2014-04-09T21:29:19
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|
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.
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|
7d98754a
|
2014-03-10T19:11:50
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Temporarily disabled the D3D11 renderer so we can get a build.
|
|
1a35f32b
|
2014-03-10T01:51:03
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|
Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
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|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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|
d01ad02b
|
2013-12-09T15:17:20
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|
Hook up SDL_acos and SDL_asin properly.
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|
f848adff
|
2013-11-29T10:06:08
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|
Improve Android pause/resume behavior.
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|
e7693740
|
2013-11-24T23:35:38
|
|
Added SDL_vsscanf().
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|
61959aa6
|
2013-11-22T13:24:53
|
|
OpenGL ES support for Windows
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|
080c919b
|
2013-10-13T19:51:58
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|
Fixed function feature test for Visual Studio 2012
norfanin
Fixes the version check for some functions that are only present with the MSVC 2013 CRT libraries.
I did my testing wrong and failed to see that 2012 doesn't have these functions. Microsoft implemented them in their upcoming 2013 version, though. The attached patch changes it to the check for the next version.
I also removed the HAVE_ITOA because that would require linking with oldnames.lib and it's easier to just let the SDL implementation take over.
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99789c71
|
2013-09-28T10:30:51
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Fixed bug 1820 - building SDL as a static library with static runtime doesn't compile/link with visual studio
norfanin
Adds a condition so only the MSVC 2012 compiler defines the macros for the functions of its version.
Attaching a patch that adds a condition so that the HAVE_X supported by MSVC 2012 only get defined with that compiler. MSVC 2008 and 2010 will then build without any modification to the SDL source code.
Also moved HAVE_M_PI to a separate check. The Microsoft headers require _USE_MATH_DEFINES to be defined before they define the constants.
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2dd7091e
|
2013-08-20T19:57:11
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Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
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|
dad42067
|
2013-08-12T11:13:50
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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.
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1ad936eb
|
2013-08-11T19:56:43
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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.
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