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1367bf87
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2014-03-09T11:36:47
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Integrated David Ludwig's support for Windows RT
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05c23063
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2014-03-09T11:06:11
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Fixed line endings on WinRT source code
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ab9345a8
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2014-02-28T16:24:41
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Null termnate the pUserMappings variable to prevent memory corruption.
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2ed47d83
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2014-02-24T10:00:10
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Fixes #2417, memory leak in SDL_gamecontroller.c (thanks Leonardo!)
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58edac3e
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2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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54a1f61a
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2013-12-25T17:02:15
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Changed return -1 after SDL_SetError() to return SDL_SetError().
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03aece54
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2013-12-23T15:10:03
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Generate SDL_CONTROLLERDEVICEADDED events for controllers connected at startup
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4ab350d4
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2013-12-06T09:13:31
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Fixed detecting the wired XBox 360 controller on Linux
Also added some more debug output to detect issues
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c78476da
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2013-12-06T08:24:00
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Fixed compiler warning on Visual Studio
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5ac18134
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2013-12-03T12:01:28
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Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.
controllermap can now skip bindings by pressing space or clicking/touching the
screen.
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45ae148a
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2013-12-02T19:34:08
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Adds SDL_GameControllerAddMappingsFromFile
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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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46740a5a
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2013-11-28T22:09:21
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WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
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7e1289af
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2013-11-24T23:56:17
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Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
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3cba7997
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2013-11-18T23:43:15
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Fixed unreachable return statement warning in gamecontroller source.
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69c5d21d
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2013-10-27T21:26:46
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WinRT: merged with SDL 2.0.1 codebase
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b8b9bfbe
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2013-10-21T01:16:16
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Fixed some warnings building for 64-bit Windows
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4b255c63
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2013-08-28T16:43:47
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Reworked XInput and DirectInput joystick code.
Now multiple XInput controllers map correctly to device indexes instead of grabbing
the first available userid, and are completely separated out from DirectInput.
Also, the hardcoded limitation on number of DirectInput devices is gone. I don't
expect there to really ever be more than eight joysticks plugged into a machine, but
it was a leftover limitation for a static array we didn't actually use anymore.
Fixes Bugzilla #1984. (etc?)
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9faefccd
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2013-08-21T10:32:04
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SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)
CR: SamL
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695344d1
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2013-08-21T09:43:09
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OCD fixes: Adds a space before */
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f7049b93
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2013-08-12T22:29:55
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WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
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dad42067
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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
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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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