|
7c60a638
|
2016-12-23T20:36:12
|
|
Corrected header file guard comments.
|
|
8414c3d4
|
2016-12-11T12:01:44
|
|
Fixed ABI, don't change the return type of SDL_GL_SwapWindow()
|
|
524bf3c2
|
2016-12-09T01:47:43
|
|
Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
|
|
4eda58ba
|
2016-12-02T21:01:13
|
|
Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse.
This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
|
|
26f05ecb
|
2016-12-02T02:25:12
|
|
Fixed missing prototypes on Android, patch from Sylvain
|
|
cd3aefc0
|
2016-11-30T23:31:36
|
|
Updated documentation in header file.
|
|
dd5d85a4
|
2016-11-29T06:36:57
|
|
Added an API to iterate over game controller mappings
|
|
1e8f074c
|
2016-11-29T05:34:20
|
|
Avoid conflicts with multiple versions of udev by first trying the library that is linked with the executable, if any, and then picking the one that is in the build environment.
This fixes joystick detection for applications using the Steam Linux Runtime
|
|
36156335
|
2016-11-20T21:34:54
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
|
|
c7351c2d
|
2016-11-20T21:26:56
|
|
Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain
|
|
4a089ca1
|
2016-11-20T21:18:55
|
|
Fixed bug 3486 - Can't get HINSTANCE of my window
realitix
SDL2 allows to create widow and to get information through SDL_SysWMinfo.
But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system.
Sadly, SDL2 provides only HWND but not HINSTANCE.
In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me.
I have to use a dirty trick like that to get the HINSTANCE: (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
|
|
35430a73
|
2016-11-17T01:15:16
|
|
cpuinfo: first attempt at SDL_HasNEON() implementation.
|
|
818d1d3e
|
2016-11-15T01:30:08
|
|
Fixed bug 1646 - Warnings from clang with -Weverything
|
|
c1e292fc
|
2016-11-13T23:09:42
|
|
Fixed build error with missing function prototype in the SDL_test_harness.h header
|
|
57d01d7d
|
2016-11-13T22:57:41
|
|
Patch from Sylvain to fix clang warnings
|
|
acce8659
|
2016-11-13T10:39:04
|
|
[qtwayland] Set orientation and window flags via SDL hints
|
|
ac74e16c
|
2016-11-10T17:19:34
|
|
Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
|
|
7e65d88f
|
2016-11-03T11:10:52
|
|
Removed premake build system.
|
|
9a8642bd
|
2016-11-01T10:30:46
|
|
Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on
Kai Sterker
SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings.
As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
|
|
012217f0
|
2016-10-18T23:24:49
|
|
Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer
Albert Casals
On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses.
Currently, it is hardcoded to be 10000 to sit above most applications.
This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.
|
|
83cb2b63
|
2016-10-14T06:57:55
|
|
Fixed bug 2758 - Android issues with NDK r10c and API-21
Sylvain
After a long time, I found out more clearly what was going wrong.
The native libraries should be built with a "APP_PLATFORM" as low as possible.
Ideally, APP_PLATFORM should be equals to the minSdkVersion of the AndroidManifest.xml
So that the application never runs on a lower APP_PLATFORM than it has been built for.
An additional good patch would be to write explicitly in "jni/Application.mk": APP_PLATFORM=android-10
(If no APP_PLATFORM is set, the "targetSdkVersion" of the AndroidManifest.xml is applied as an APP_PLATFORM to the native libraries. And currently, this is bad, because targetSdkVersion is 12, whereas minSdkLevel is 10.
And in fact, there is a warning from ndk: "Android NDK: WARNING: APP_PLATFORM android-12 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml".)
to precise what happened in the initial reported test-case:
Let say the "c" code contains a call to "srand()".
with APP_PLATFORM=android-21, libSDL2.so contains a undef reference to "srand()".
with APP_PLATFORM=android-10, libSDL2.so contains a undef reference to "srand48()".
but srand() is missing on devices with APP_PLATFORM=android-10 (it was in fact replaced by srand48()).
So, if you build for android-21 (where srand() is available), you will really have a call to "srand()" and it will fail on android-10.
That was the issue. The path tried to fix this by in fact always calling srand48().
SDL patches that were applied are beneficial anyway, there are implicitly allowing they backward compatibility of using android-21 on a android-10 platform.
It can be helpful in case you want to target a higher APP_PLATFORM than minSdkVersion to have potentially access to more functions.
Eg you want to have access to GLES3 functions (or other) of "android-21". But, if dlopen() fails (on android-10), you do a fall-back to GLES2.
|
|
f3502c3c
|
2016-10-14T01:04:21
|
|
Fixed building with cmake when fcitx isn't installed
|
|
f5c2bf12
|
2016-10-11T23:21:41
|
|
Fixed comment for new pixel formats
|
|
36e40d30
|
2016-10-11T23:19:05
|
|
Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data
Daniel Gibson
Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.
SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
808c75d1
|
2016-10-07T18:57:40
|
|
Fixed bug 2824 - Add Fcitx Input Method Support
Weitian Leung
Just moved ibus direct call to SDL_IME_* related functions, and adds fcitx IME support (uses DBus, too),
enable with env: SDL_IM_MODULE=fcitx (ibus still the default one)
|
|
d2676c29
|
2016-10-07T17:04:58
|
|
Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
Daniel Gibson
Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.
I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.
Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image) is as easy as
surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
|
|
73f2c541
|
2016-10-07T16:44:42
|
|
Fixed bug 2885 - SDL_stdinc.h doesn't need to include iconv.h
Ryan C. Gordon
We still include iconv.h in SDL_stdinc.h, probably because this header might have referenced the native iconv functions and types directly. Since these are hidden behind a stable ABI now and never just a #define for the system iconv, we shouldn't need this header included from a public SDL header anymore, slowing down external apps compiles and pulling tons of stuff into the namespace.
|
|
f8aa4291
|
2016-10-02T22:32:18
|
|
Added brackets to function names in header comments so that doxygen links them.
|
|
614cb35a
|
2016-10-01T13:35:36
|
|
Fixed bug 3165 - define numbers don't match types in Swift
C.W. Betts
Swift is very strict with types, so much that those of different signedness/size must be cast. Most of the defines are imported as 32-bit signed integers, while the corresponding field in a struct is a 32-bit unsigned integer. Appending a "u" would cause the defined types to be imported as 32-bit unsigned integers.
|
|
bb24662c
|
2016-10-01T12:48:08
|
|
Fixed bug 3301 - IBus support on Linux with CMake
joe.gsoc16
I recently looked into Unicode support in SDL2 and realized that
SDL_TEXTEDITING doesn't get triggered at all (Japanese IME).
According to others on IRC it works fine on Windows/Mac but not
for me on (arch)Linux.
When compiling SDL with autotools, IBus support is enabled by
default but not so with CMake.
I never used CMake before but got it working and also included
that pkg-config determines flags for dbus (FIXME in CMakeLists).
|
|
77305d47
|
2016-10-01T11:46:32
|
|
Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect
Simon Hug
The description of the SDL_RenderClear function in the SDL_render.h header says the following:
"This function clears the entire rendering target, ignoring the viewport."
The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do.
The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */
Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers.
An exception is direct3d11 which uses a clear function that ignores the scissor test.
|
|
9fff05f8
|
2016-10-01T11:29:13
|
|
Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW
Simon Hug
The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask.
The attached patch has these changes:
- Extending the description of the function in the SDL_surface.h header with the supported formats.
- Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.)
- Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP.
- Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.)
- Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
|
|
b7e45f8a
|
2016-10-01T10:28:00
|
|
Fixed bug 3336 - Failure to build with MinGW-w64
Kai Sterker
There are already patches available from mingw64 that fix the issue
https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2
With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source.
|
|
92d700f1
|
2016-09-30T09:26:57
|
|
SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING
|
|
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.
|
|
e45698d2
|
2016-09-28T22:24:01
|
|
Updated version to 2.0.5 in preparation for release
|
|
f31c7086
|
2016-09-25T15:02:06
|
|
Enable SDL_LoadObject on iOS 8+ and tvOS.
|
|
459102a5
|
2016-09-17T01:36:29
|
|
Updated URL in a comment
|
|
a96b6f21
|
2016-09-17T01:31:07
|
|
Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION.
When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
|
|
7f28853b
|
2016-09-14T08:20:24
|
|
Fixed including OpenGL ES on iOS without any other SDL headers
|
|
f0505766
|
2016-09-13T22:18:06
|
|
Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.
A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
|
|
2da1ec83
|
2016-08-28T13:36:13
|
|
Merge audio capture work back into the mainline.
|
|
f6f9350a
|
2016-08-17T21:05:00
|
|
Added link in header comment.
|
|
73153901
|
2016-08-06T02:47:27
|
|
audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
|
|
24bc00a8
|
2016-08-03T22:39:44
|
|
Fixed two old identifiers in header comments.
|
|
a4abda0b
|
2016-08-03T22:30:31
|
|
Added brackets to function names in header comments so that doxygen links them.
|
|
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!)
|
|
6255c858
|
2016-05-20T22:18:15
|
|
Updated documentation of SDL_IsScreenSaverEnabled().
The screensaver is deactivated by default since SDL 2.0.2.
|
|
cfe3f261
|
2016-05-11T21:09:45
|
|
Updated documentation of SDL_CreateWindow() and SDL_CreateWindowFrom().
|
|
63f2ec8e
|
2016-05-05T22:04:16
|
|
Updated documentation of SDL_HINT_THREAD_STACK_SIZE in header file.
|
|
b1ce3799
|
2016-05-05T22:03:52
|
|
Added missing links at documentation of SDL_FreeCursor() in header file.
|
|
bb9dcf57
|
2016-04-25T22:17:38
|
|
Android: Updated name of README file.
|
|
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.
|
|
e5d575b9
|
2016-01-16T21:58:49
|
|
Expose the EGL display and window for Vivante SDL windows
|
|
1a26c0c8
|
2016-01-06T22:38:35
|
|
Fixed doxygen warnings.
|
|
167cf14c
|
2016-01-05T16:39:18
|
|
SDL_RenderSetIntegerScale
|
|
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.
|
|
5696e88e
|
2016-01-05T02:29:06
|
|
Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
e497e465
|
2016-01-05T02:28:56
|
|
Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
dc532c70
|
2016-01-05T02:27:50
|
|
Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
|
|
f9b73793
|
2016-01-05T02:26:45
|
|
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.
|
|
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.
|
|
f2defe5e
|
2016-01-05T01:30:40
|
|
Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
c3114975
|
2016-01-04T23:52:40
|
|
Added SDL_GetDisplayUsableBounds().
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
4a93dae4
|
2016-01-01T17:39:55
|
|
Added brackets to function names in header comments so doxygen links them.
|
|
4aae0290
|
2015-12-31T21:16:43
|
|
Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
|
|
61518bce
|
2015-12-29T00:57:24
|
|
CMake: Changes to get CMake project to work with Android (thanks, Martin!).
Fixes Bugzilla #3194.
(but note that Bugzilla #3200 still needs to be resolved to get this really
going on Android, at a minimum.)
|
|
d3a841eb
|
2015-12-07T21:41:55
|
|
Pandora: Fixed deactivating no more available CD-ROM support in config header.
|
|
25abce51
|
2015-11-29T19:33:11
|
|
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
|
|
fa2d5ab4
|
2015-11-26T13:51:03
|
|
WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms
WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created
thread's priority. WinRT 8.1 offered this API, along with several other
Win32 thread functions that were previously unavailable (in WinRT).
This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
|
|
623898f7
|
2015-11-26T00:41:39
|
|
WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work). The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
programmatically possible in Win 8.x apps).
|
|
f09d3750
|
2015-11-14T14:53:44
|
|
Minor whitespace fix.
|
|
e6ad29ae
|
2015-11-14T12:35:45
|
|
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
|
|
38edc177
|
2015-10-27T11:18:04
|
|
Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
|
|
2b0140a9
|
2015-10-27T11:17:32
|
|
Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
|
|
a0c4b56f
|
2015-09-30T15:39:30
|
|
SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
|
|
2bf6f1bc
|
2015-09-20T23:08:36
|
|
Added initial support for MFi game controllers on iOS.
|
|
5e593682
|
2015-09-17T22:21:12
|
|
Android: Added to APK expansion file hint documentation in header file.
|
|
83e94e25
|
2015-08-21T23:50:59
|
|
Corrected documentation of the SDL_CreateTexture() functions in header file.
|
|
2d63af8e
|
2015-08-21T00:19:36
|
|
Updated SDL_egl.h to have the latest EGL version and extension information.
|
|
2fa03948
|
2015-08-19T22:29:37
|
|
Corrected documentation of SDL_AddTimer() in header file.
|
|
a702c338
|
2015-08-03T11:37:03
|
|
Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4.
|
|
c509e798
|
2015-07-31T20:16:18
|
|
Fixed documentation of SDL_DropEvent in header file.
|
|
628d8edb
|
2015-07-29T17:19:15
|
|
SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
|
|
61c74150
|
2015-07-29T17:18:56
|
|
Add SDL_GetDisplayDPI routine and implement for Windows.
|
|
6ea942da
|
2015-07-19T19:44:40
|
|
Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
|
|
e346f142
|
2015-07-17T21:03:58
|
|
SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.
This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
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a955bec4
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2015-07-16T21:48:35
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Fixed spaces in header file.
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cad94bd5
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2015-07-15T21:12:04
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Fixed typo in test header file comment.
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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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aa4952fd
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2015-04-21T10:10:59
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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.
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e0e04542
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2015-04-21T09:46:48
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Added a few FIXMEs.
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d4aedf99
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2015-04-21T09:45:58
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Added SDL_SetWindowModalFor().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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