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5febdfce
|
2018-09-24T11:49:25
|
|
Fixed whitespace
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
027d63bc
|
2017-12-31T03:36:54
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|
winrt: workaround for pre-UWP builds.
There's probably a better way to do this for legacy platforms, though.
|
|
baae74c8
|
2017-12-10T09:10:02
|
|
Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!)
|
|
0e032d58
|
2017-10-24T13:21:11
|
|
WinRT: Move Windows::Foundation::Initialize to SDL2.dll, from SDL_main.
This allows C# UWP applications to use SDL2's SDL_WinRTRunApp function.
Kudos to Ethan Lee (flibitijibibo@flibitijibibo.com) for the patch. Thanks!
|
|
78b83d3a
|
2017-09-11T18:20:56
|
|
WinRT: build fix when using recent versions of the Windows 10 SDK
|
|
0d011ec6
|
2017-08-28T00:22:23
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
|
|
de91b124
|
2017-08-14T06:28:21
|
|
Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
|
|
4b47fa38
|
2017-06-04T23:15:47
|
|
Removed duplicate includes.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
8b65d225
|
2016-04-11T00:22:39
|
|
WinRT: bug hack-fix - gamepad detection was failing on Xbox One
Win10's 'GamepadAdded' event seems to need to have something registered with it
in order for Xinput-based gamepad detection to work. This 'fix' simply causes
a dummy event-handler to be added for this event, in case an app wants to use
gamepads on Xbox One (most likely).
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|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
44c0b2da
|
2015-12-31T01:54:11
|
|
WinRT: minor code-comment cleanups
|
|
6823a221
|
2015-12-31T01:50:30
|
|
WinRT: fixed bug whereby a Win8.x app's SDL_Window wasn't getting de-marked as maximized (on window restore)
|
|
d8aa0662
|
2015-12-31T01:40:50
|
|
Fixed Bug 3217 - WinRT: after alt-tab'ing back into fullscreen app, mouse cursor is sometimes wrong
|
|
fa7c15ce
|
2015-12-27T22:26:27
|
|
WinRT: made bug 3202/3213's fix apply for WinRT apps
|
|
f2f435ee
|
2015-12-09T21:34:56
|
|
WinRT: fixed bug: Back button(s) weren't working on Win10
Many thanks go to Sylvain Becker for providing details on the fix!
|
|
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
|
|
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).
|
|
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().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
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.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
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
|
|
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.
|
|
86c5c3f2
|
2015-01-08T21:45:46
|
|
Replaced include of SDL_types.h with SDL_stdinc.h in internal header file.
SDL_types.h is deprecated and currently only includes SDL_stdinc.h itself.
|
|
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!
|
|
6a5b3bb4
|
2014-11-26T21:34:15
|
|
WinRT: added initial SDL_TEXTINPUT support
Further support regarding IME and on-screen keyboards is pending, some of
which might not be 100% compatible with other platforms, given WinRT platform
restrictions. An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx
indicates that on-screen keyboard display requires that the user first tap on
a Windows/XAML text control.
This change adds basic SDL_TEXTINPUT support, with input coming from hardware
keyboards, at a minimum, and without the need for XAML integration (which is
still pending integration into SDL, by and large).
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
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
|
|
164e5b89
|
2014-05-09T21:28:52
|
|
WinRT: display-information code cleanups
|
|
0a879d63
|
2014-05-09T20:16:21
|
|
Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated
If a Windows Phone 8.1 device was rotated to anything but Portrait mode,
the Direct3D 11 renderer's output wouldn't get aligned correctly with the
screen.
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
a99bf4d7
|
2014-03-24T22:51:03
|
|
WinRT: Call IDXGIDevice3::Trim before app-suspend, as required on Windows 8.1
Thanks to Sylvain Becker for pointing this out!
|
|
cbf71846
|
2014-03-24T22:12:38
|
|
WinRT: Line ending fixes (CRLF to LF)
|
|
c2243092
|
2014-03-23T11:04:47
|
|
WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions
SDL_WINDOWEVENT_FOCUS_LOST is now sent when an app's native window is hidden.
Likewise, SDL_WINDOWEVENT_FOCUS_GAINED is sent when an app's window is shown.
This mimicks behavior seen on iOS and Android.
SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are now sent when the
app's native window is hidden and shown. Previously, these were sent when an
app was suspended and resumed. On Windows 8.x/RT, an app may be sent to the
background without being suspended, which previously meant that
SDL_WINDOWEVENT_MINIMIZED might never have been sent. (On Windows Phone 8,
however, this seems to be different, whereby apps sent to the background appear
to always get suspended.)
|
|
50ee99ec
|
2014-03-23T08:56:52
|
|
WinRT: Made app-backgrounded events get sent at separate, distinct times.
SDL_APP_WILLENTERBACKGROUND is now sent as soon as the app is told that it is
about to go to the background. SDL_APP_DIDENTERBACKGROUND is sent via a WinRT
'deferral operation', which is how WinRT gives apps a bit of extra time
(multiple seconds worth) to prepare for an app-backgrounding.
The distinction may be important as the deferral operation's code is always run
in a separate thread. For Direct3D-only apps, this means that between the
two SDL app-backgrounded events, SDL_APP_WILLENTERBACKGROUND will be the only
one run from the main thread. Given that some WinRT operations can only be done
on the main thread (operations to the CoreWindow fall into this category), this
could be important.
It is important to note that pre-deferral code may only have a very short bit of
time to execute code, less so than code run in the deferral operation (where
SDL_APP_DIDENTERBACKGROUND is sent from), which usually gets several seconds to
run.
|
|
823bf721
|
2014-03-22T21:08:05
|
|
WinRT globals cleanup: Removed WINRT_GlobalSDLVideoDevice
|
|
f25ee50b
|
2014-03-15T14:54:23
|
|
Fixed broken rotation detection routines on WinRT
Rotation detection and handling should now work across all, publicly-released,
WinRT-based platforms (Windows 8.0, Windows 8.1, and Windows Phone 8.0).
|
|
f9a58968
|
2014-03-13T21:21:26
|
|
Added missing copyright notices
|
|
ed02f61d
|
2014-03-13T00:40:08
|
|
Fixed the copyright date on files contributed by David Ludwig
|
|
646cdedb
|
2014-03-12T12:14:47
|
|
Fixed line endings (CRLF to LF) in WinRT source code
|
|
4cd5ed7b
|
2014-03-12T12:12:20
|
|
Merged various WinRT build fixes
|
|
b68b6e23
|
2014-03-12T11:57:15
|
|
Fixed various build and runtime errors when using WinRT with VS2012.
|
|
641ba099
|
2014-03-12T07:26:07
|
|
Fixed compiling Windows RT code on Visual Studio 2013
|
|
e8eb1427
|
2014-03-10T21:21:35
|
|
build fixes for most WinRT-related files
Still TODO: getting the D3D11 renderer back up and running in VC 2012.
|
|
05c23063
|
2014-03-09T11:06:11
|
|
Fixed line endings on WinRT source code
|
|
61ae0c1b
|
2014-03-04T19:49:11
|
|
WinRT: emit SDL_APP_TERMINATING
|
|
844ad500
|
2014-03-04T19:30:36
|
|
WinRT: emit SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events
|
|
6687ece1
|
2014-03-01T16:37:30
|
|
WinRT: cleaned up some hard-to-read SDL_DisplayMode management code
|
|
f4a5a0fa
|
2014-03-01T16:08:16
|
|
WinRT: fixed a crash in SDL_Quit
SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them. This change moves WinRT's driverdata content into a SDL_malloc'ed field.
|
|
abfbed92
|
2014-01-26T08:06:36
|
|
WinRT: simulate keyboard events on Windows Phone 8 back-button presses
Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK.
By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app. More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1. Setting it to anything else will cause these events to not be marked as 'handled'.
Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered. Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
|
|
7eaa3cd8
|
2014-01-01T16:05:37
|
|
WinRT: added a means to display a privacy policy link via the Settings charm
This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled. Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm. This is needed to pass Windows Store app-certification.
Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app.
Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy. Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
|
|
da0c0a4a
|
2013-11-28T21:15:05
|
|
WinRT: fixed bug: touch input coordinates weren't normalized [0..1]
Thanks to Pierre-Yves for pointing this out and providing a fix!
|
|
3236fc3a
|
2013-10-28T15:41:22
|
|
WinRT: implemented SDL_GetBasePath and SDL_GetPrefPath
|
|
6004b764
|
2013-09-22T23:17:25
|
|
WinRT: added missing files
|
|
58dd0864
|
2013-09-22T12:26:53
|
|
WinRT: unified the two, public, app-init functions
This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.
|
|
34722465
|
2013-09-06T21:13:15
|
|
WinRT: code cleanup: attempted to make it more clear what code is specific to what app type (plain Direct3D or XAML)
|
|
de8d9dbb
|
2013-09-06T21:00:52
|
|
WinRT: minor code cleanup regarding events
Some event handling functions got sorted in a somewhat consistent manner, and
in some cases, were also segregated a bit from app-lifecycle code.
|
|
7e06b806
|
2013-09-02T15:23:33
|
|
WinRT: misc code cleanups regarding touch and mouse events, and also SDL-internal globals
|
|
13c87e71
|
2013-08-28T16:14:27
|
|
WinRT: made simulated-mouse (via touch) input work on Windows Phone in Portrait mode
Proper SDL_MOUSE* event support for non-Portrait orientations in Windows Phone is pending.
|
|
31235b4b
|
2013-08-28T15:27:01
|
|
WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
|
|
2cafee9d
|
2013-08-27T21:21:09
|
|
WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary. Bugs do exist. You've been warned.
XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
|
|
86ea4c4e
|
2013-08-27T13:03:43
|
|
WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT"
|
|
17ca1d00
|
2013-08-27T12:56:49
|
|
WinRT: code cleanup wrt. display mode(s)
|
|
1e78c4a5
|
2013-08-27T12:20:35
|
|
WinRT: more "Windows RT" to "WinRT" renaming
|
|
6dc2a410
|
2013-08-27T12:13:45
|
|
WinRT: moved the WinRT SDL_VideoDevice out of SDL_WinRTApp
This was done to help pave the way for XAML support.
|
|
253b9aae
|
2013-08-27T11:51:17
|
|
WinRT: moved the pointer to the global SDL_Window to a separate variable
This is a cleanup that is being done to help with WIP XAML support. It may be reverted in the future.
|
|
3e83fd78
|
2013-08-27T11:39:44
|
|
WinRT: misc code cleanups
|
|
f8e80edf
|
2013-08-27T11:00:52
|
|
WinRT: removed more hack-code that attempted to help have non-standard window sizes
"Non-standard" is defined here as any window size that differs from that provided by WinRT's CoreWindow.
|
|
80abfc4d
|
2013-08-27T10:57:55
|
|
WinRT: minor function and variable name cleanup
|
|
065b2cf4
|
2013-08-27T10:56:10
|
|
WinRT: made all SDL_Windows get sized to the WinRT-defined window size
This change removes some code that attempted to allow non-standard window sizes, the idea of which was to do display scaling, and a hackish one at that. If display scaling is needed, use SDL_Renderer as appropriate.
|
|
409d9b1c
|
2013-08-27T09:53:58
|
|
WinRT: removed a deprecated hack regarding window resizing and Direct3D viewports
|
|
d78b26ed
|
2013-08-26T17:17:53
|
|
WinRT: moved most platform-specific keyboard and mouse code to shared locations
|
|
19a168b4
|
2013-08-20T21:22:32
|
|
WinRT: file naming and placement cleanup
- moved SDL_WinRTApp.* from src/video/windowsrt/ to src/core/winrt/, and renamed them to SDL_winrtapp.* (to mimick case-sensitivity used elsewhere in SDL)
- renamed all "windowsrt" directories (in src) to "winrt", as the shorthand name is used more often (and, IMO, "WinRT" != "Windows RT", not entirely at least)
|