|
4f4c4b62
|
2016-09-29T22:52:41
|
|
Added SDL_SetWindowResizable(). (thanks, Ethan!)
|
|
a13da2fa
|
2016-09-29T13:34:49
|
|
Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
The behavior is defined to not receive the click event, and this hint allows you to override that.
|
|
450fa8cd
|
2016-09-24T18:46:34
|
|
Use OS-provided click counts on macOS and iOS for mouse press and release events.
|
|
29214826
|
2016-09-16T22:27:58
|
|
Fixed warning with Xcode 7.3.0
|
|
86708c3c
|
2016-09-13T19:51:10
|
|
Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
|
|
5bcf1d25
|
2016-08-28T19:06:31
|
|
cocoa: Fixed incorrect autorelease, noted by static analysis.
|
|
4a468739
|
2016-05-21T00:20:52
|
|
Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
|
|
b15efce2
|
2016-05-01T21:41:30
|
|
Cocoa mouse code: Replaced NSPointInRect with NSMouseInRect (thanks Eric Wasylishen!) Fixes bug #3312.
|
|
d3835026
|
2016-05-01T19:51:10
|
|
Mac: replaced a deprecated CGSetLocalEventsSuppressionInterval call that I missed in commit 2f72bdfee9bb
|
|
88372277
|
2016-04-02T11:54:05
|
|
Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X.
Fixes bug #3300.
|
|
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.
|
|
8e855f2f
|
2016-01-05T01:42:00
|
|
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.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
326b3578
|
2015-12-29T01:09:58
|
|
Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!).
Fixes Bugzilla #3190.
|
|
257b7af2
|
2015-12-28T13:07:44
|
|
Sync up the caps/numlock state properly without sending key events.
Partially fixes Bugzilla #2736 and #3125.
|
|
d3b323f8
|
2015-12-27T23:39:43
|
|
Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground.
|
|
6a50d333
|
2015-11-30T03:30:35
|
|
Removed some debug prints.
|
|
9ddc6c34
|
2015-11-30T03:30:07
|
|
Mac: Fixed SDL_SetWindowFullscreen not restoring the window's original size when exiting a Space.
|
|
5103ae9f
|
2015-11-09T08:55:07
|
|
one last SDL fix: restore menu bar if we destroy a fullscreen window without transitioning it back to a non-fullscreen window first
|
|
eeddb7c5
|
2015-11-09T08:54:56
|
|
more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state
|
|
792354d6
|
2015-11-09T08:54:49
|
|
SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing.
|
|
2d884656
|
2015-11-09T08:54:42
|
|
add hacky support for failed fullscreen transitions. SDL doesn't have the concept of a fullscreen transition that failed. if the user is actively changing spaces while the app goes fullscreen, it fails to go fullscreen; now it will just try again instead of hanging around with the wrong window styles.
|
|
f8824cb9
|
2015-10-23T03:37:53
|
|
Mac: Fix returning to the window's Space in OS X 10.11+ when SDL_WINDOW_FULLSCREEN_DESKTOP is used (bug #3152.)
|
|
6a32ca7a
|
2015-09-09T13:55:11
|
|
Mac: Fixed SDL_SetWindowSize to set the size of the content area of the window, rather than the total size including decorations.
|
|
9e2b90e2
|
2015-08-14T01:20:41
|
|
Cocoa: Keep the window's screen position through SDL_SetWindowSize().
The Y coordinate is flipped in Cocoa, so if you change the height, the window
will move and maybe clip against the screen edge if you don't adjust its Y
coordinate to match.
Possibly fixes Bugzilla #3066.
|
|
396b3b89
|
2015-07-05T15:45:48
|
|
Better fix for bug 3048, don't crash if the window title is NULL
|
|
d0ba0c1d
|
2015-07-04T21:04:49
|
|
Fixed bug 3048, "Crashes in Cocoa_SetWindowTitle"
|
|
65a1a3e7
|
2015-07-04T14:09:09
|
|
Cocoa: support drag-and-drop of multiple objects.
|
|
e8954d5d
|
2015-06-30T19:30:02
|
|
Hack to fix missing window decorations after toggling fullscreen mode in Mac OS X 10.10
|
|
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().
|
|
aa4952fd
|
2015-04-21T10:10:59
|
|
Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
e0e04542
|
2015-04-21T09:46:48
|
|
Added a few FIXMEs.
|