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81235118
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2016-05-20T22:14:40
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X11: Fixed missing error message if SDL_GetDisplayDPI() failed.
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eeb89999
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2016-01-05T05:22:35
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Patched to compile.
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7605ccf6
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2016-01-05T02:29:16
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Use SDL's stdinc functions instead of C runtime calls.
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c3114975
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2016-01-04T23:52:40
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Added SDL_GetDisplayUsableBounds().
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81209acb
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2016-01-04T23:44:27
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x11: Let apps specify that video init should fail if XRandR is unavailable.
Notably: it sets the error string to inform you that your custom SDL is built
without xrandr support, which apparently has been a support issue for
Unreal Engine 4 developers.
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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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18c7d6df
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2015-12-29T02:16:14
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XRandR: fixed primary output detection logic (thanks, "winterknight"!).
Fixes Bugzilla #3185.
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32147ba7
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2015-12-05T17:08:07
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X11: Fixed memory leak when initializing multiple screens.
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5224dfcc
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2015-11-17T12:15:35
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X11: Let XRandR respect multiple screens (DISPLAY=:0.0 vs :0.1, etc).
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c67213f3
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2015-08-07T01:02:35
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X11: Fixed XRandR display detection.
Previously this only worked on X11 when Xinerama was carrying the weight.
Fixes Bugzilla #3062.
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ca468042
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2015-08-07T00:59:31
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X11: Fixed a memory leak when adding duplicate display modes.
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dc2e9ba1
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2015-07-29T17:19:04
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Fix build.
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51c72e10
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2015-07-29T17:19:02
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Add X11 implementation of SDL_GetDisplayDPI.
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1e3c28ac
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2015-06-30T15:00:48
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X11: Added a test for a weird X11 error we get with Xinerama, rarely.
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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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