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351d6d47
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2017-12-06T12:24:32
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audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.
The support matrix now looks like:
WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
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14452e95
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2017-12-04T20:21:52
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Fixed typos (thanks Martin!)
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e365968a
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2017-09-19T10:33:08
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WinRT: minor formatting tweak in README-winrt
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f57ef6ff
|
2017-09-19T10:31:22
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WinRT: noted UWP's inability to work with some game controllers
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2ea09903
|
2017-09-03T16:36:22
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WinRT: listed VS 2017 optional-component requirements
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330f2911
|
2017-01-22T22:15:24
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WinRT: Fixed typo in README.
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104c9541
|
2016-10-07T17:46:58
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|
Converted README documentation to DOS text format
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441359bd
|
2016-05-14T23:29:49
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WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.
A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
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46851a67
|
2016-04-17T22:56:20
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|
WinRT: another README tweak
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937ae32c
|
2016-04-17T22:54:45
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|
WinRT: README tweaks
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25abce51
|
2015-11-29T19:33:11
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WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates
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0e45984f
|
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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|
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
|
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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|
1110f536
|
2015-03-18T12:03:32
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|
WinRT: updated names, and references-to, various ANGLE/WinRT repositories
|
|
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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|
78f3a80c
|
2015-02-08T15:44:15
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|
WinRT: made note that VSync is always enabled on WinPhone, due to OS
Windows Phone does not appear to allow VSync to be turned off. Doing so appears
to either result in content not getting drawn (when the D3D debug runtime is
turned off), or forcing VSync back on and logging an error (when the D3D debug
runtime is turned on).
VSync had been getting turned on anyways, this change just notes such:
- via the WinRT README
- by always setting the SDL_RENDERER_PRESENTVSYNC flag when creating an
SDL_Renderer on Windows Phone
|
|
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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|
5fee84f2
|
2014-12-02T21:18:50
|
|
WinRT: removed SDL_HINT_WINRT_PREF_PATH_ROOT (introduced post-2.0.3 & pre-2.0.4)
A WinRT app's Roaming folder-path can still be retrieved via calls to
SDL_WinRTGetFSPathUTF8() or SDL_WinRTGetFSPathUNICODE(), if need be.
|
|
ce64b4ad
|
2014-11-29T10:09:30
|
|
WinRT: bug and data-integrity fixes for SDL_GetPrefPath()
This change does a few things, all with regards to the WinRT implementation of
SDL_GetPrefPath():
1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it
returned. On other SDL platforms, SDL_GetPrefPath() will create separate
directories for its 'org' and 'app' folders. Without this, attempts to create
files in the pref-path would fail, unless those directories were first created
by the app, or by some other library the app used. This change makes sure
that these directories get created, before SDL_GetPrefPath() returns to its
caller(s).
2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder
on all platforms. Previously, for Windows Store apps, it would have used a
different, 'Roaming' folder. Files in Roaming folders can be automatically,
and synchronized across multiple devices by Windows. This synchronization can
happen while the app runs, with new files being copied into a running app's
pref-path. Unless an app is specifically designed to handle this scenario,
there is a chance that save-data could be overwritten in unwanted or
unexpected ways.
The default is now to use a Local folder, which does not get synchronized, and
which is arguably a bit safer to use. Apps that wish to use Roaming folders
can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it
is recommended that one first read Microsoft's documentation for Roaming
files, a link to which is provided in README-winrt.md.
To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as
many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path
in Windows Store apps, and a Local path in Windows Phone, set
SDL_HINT_WINRT_PREF_PATH_ROOT to "old".
Please note that Roaming paths are not supported on Windows Phone 8.0, due to
limitations in the OS itself. Attempts to use this will fail.
(Windows Phone 8.1 does not have this limitation, however.)
3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when
SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than
silently defaulting to a Local path (then switching to a Roaming path if and
when the user upgraded to Windows Phone 8.1).
|
|
ecc01474
|
2014-11-27T09:55:34
|
|
WinRT: added SDL_HINT_WINRT_PREF_PATH_ROOT
SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that
SDL_GetPrefPath() returns. Setting it to "local" uses the app's
OS-defined Local folder, setting it to "roaming" uses the app's OS-defined
Roaming folder.
Roaming folder support is not available in Windows Phone 8.0. Attempts to
make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored.
Various bits of documentation on this were added to SDL_hints.h, and to
README-winrt.md
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
e695ec90
|
2014-11-15T15:07:55
|
|
WinRT: updated README-winrt.md to detail Visual Studio 2013 Community support
|
|
167b3bb4
|
2014-11-02T11:26:54
|
|
WinRT: updated docs to include details of recently-expanded GLES2 support
|
|
1c85ba23
|
2014-11-01T11:41:18
|
|
WinRT: moved documentation + setup related TODO items out of README-winrt.md
The TODO items were moved to SDL Bugzilla, case 2775 (https://bugzilla.libsdl.org/show_bug.cgi?id=2775).
|
|
796f7bbf
|
2014-11-01T11:17:07
|
|
WinRT: made README-winrt.md slightly easier to read in an 80-column text editor
|
|
438a55a4
|
2014-11-01T11:14:46
|
|
WinRT: added details of the port's status, to README-winrt.md
|
|
f2bd99da
|
2014-10-27T19:53:44
|
|
WinRT: detailed steps, via the WinRT README, to fix a common build error
|
|
53feb228
|
2014-09-19T12:09:51
|
|
WinRT: cleaned up the opening section of the README
|
|
16773fd4
|
2014-09-19T11:27:18
|
|
WinRT: fixed broken emphasis formatting in README, when rendering it with Doxygen
|
|
60df8130
|
2014-09-16T23:09:32
|
|
Fixed doxygen warning and markdown formatting.
Three backticks for blocks are not supported by doxygen.
|
|
df37d1d5
|
2014-09-14T13:10:21
|
|
WinRT: made README note that Win 8.0 targeting via MSVC 2013 Express is not possible
|
|
75d0396e
|
2014-09-14T12:57:26
|
|
WinRT: expanded and updated the README section on MSVC requirements
|
|
0903aa3f
|
2014-09-14T11:36:24
|
|
WinRT: added manual, app-setup instructions to the README
A number of other parts of the WinRT README were edited, either for clarity, or to help with Markdown rendering.
|
|
11d865b8
|
2014-09-14T10:31:18
|
|
WinRT: added a note to README regarding need for a MS account
|
|
4eef8bbc
|
2014-09-14T10:29:54
|
|
WinRT: cleaned up section headers
|
|
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
|
|
e76fecc4
|
2014-07-29T08:04:15
|
|
Moved documentation to docs, recreated a simple README.txt, fixed build
|