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b8d85c69
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2022-11-30T12:51:59
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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
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fb0ce375
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2022-11-27T17:38:43
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Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
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b6cf889a
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2022-10-25T15:09:43
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Use ScreenCount() instead of SDL_GetNumVideoDisplays()
The limitation appears to be specific to multi-screen setups
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e3f5744d
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2022-10-25T12:14:00
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Don't use XIWarpPointer() on multi-display configurations
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6836273d
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2022-10-12T00:17:50
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Use XIWarpPointer if compiled with xinput2
Co-authored-by: Andrei E <andreien@proton.me>
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8acb4e45
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2022-08-17T14:25:30
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Fixed interactions between mouse capture and grab on X11
Fixes https://github.com/libsdl-org/SDL/issues/6072
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5907db56
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2022-08-04T02:11:21
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x11: Attempt to deal with XInput2 devices with absolute coordinates.
This is untested!
Reference Issue #1836.
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c7dff3a2
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2022-05-19T00:35:22
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Attempt to get the X1 and X2 button state on X11 by using the current event state instead of direct X11 query.
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57130b75
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2022-05-19T00:31:20
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Revert "x11: get x1/x2 button state in GetGlobalMouseState"
This reverts commit 3fcc2cb500a752698687ad0c8bb14778e6cb84c3.
Button4 and Button5 are for the scrollwheel, not the extended buttons.
I don't know of a way to query the state of the extended buttons using X11.
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2317a96c
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2022-05-16T10:50:13
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x11: Use XC_top_left_corner/XC_top_right_corner instead of XC_fleur.
On Gnome (and hopefully others!), this produces something that actually
matches SDL_SYSTEM_CURSOR_SIZENWSE/SDL_SYSTEM_CURSOR_SIZENESW. On
other desktop enviroments, it probably fits the spirit better than
XC_fleur in any case.
Reference Issue #2123.
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3fcc2cb5
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2022-05-03T11:19:39
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x11: get x1/x2 button state in GetGlobalMouseState
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8c660ccb
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2022-01-25T17:14:01
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Fixed bug #5256: X11 Segmentation fault with multiple windows and renderers
First window is created and it triggers and 'EnterNotify' event
which calls SDL_SetMouseFocus() and X11_ShowCursor() while the second
windows hasn't finished to be created (eg window->driverdata isn't set)
Just check for a valid 'driverdata'
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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eb3f1462
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2021-11-12T18:26:15
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x11: Fix memory leak in X11_CreatePixmapCursor()
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4b42c05b
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2021-11-08T13:52:48
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video: Add SDL_SetWindowMouseRect.
This API and implementation comes from the Unreal Engine branch of SDL, which
originally called this "SDL_ConfineCursor".
Some minor cleanup and changes for consistency with the rest of SDL_video, but
there are two major changes:
1. The coordinate system has been changed so that `rect` is _window_ relative
and not _screen_ relative, making it easier to implement without having
global access to the display.
2. The UE version unset all rects when passing `NULL` as a parameter for
`window`, this has been removed as it was an unused feature anyhow.
Currently this is only implemented for X, but can be supported on Wayland and
Windows at minimum too.
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8f38ba4d
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2021-07-29T18:02:47
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Fix casts that should be using uintptr_t
This is needed to support CHERI, and thus Arm's experimental Morello
prototype, where pointers are implemented using unforgeable capabilities
that include bounds and permissions metadata to provide fine-grained
spatial and referential memory safety, as well as revocation by sweeping
memory to provide heap temporal memory safety.
On most systems (anything with a flat memory hierarchy rather than using
segment-based addressing), size_t and uintptr_t are the same type.
However, on CHERI, size_t is just an integer offset, whereas uintptr_t
is still a capability as described above. Casting a pointer to size_t
will strip the metadata and validity tag, and casting from size_t to a
pointer will result in a null-derived capability whose validity tag is
not set, and thus cannot be dereferenced without faulting.
The audio and cursor casts were harmless as they intend to stuff an
integer into a pointer, but using uintptr_t is the idiomatic way to do
that and silences our compiler warnings (which our build tool makes
fatal by default as they often indicate real problems). The iconv and
egl casts were true positives as SDL_iconv_t and iconv_t are pointer
types, as is NativeDisplayType on most OSes, so this would have trapped
at run time when using the round-tripped pointers. The gles2 casts were
also harmless; the OpenGL API defines this argument to be a pointer type
(and uses the argument name "pointer"), but it in fact represents an
integer offset, so like audio and cursor the additional idiomatic cast
is needed to silence the warning.
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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cb361896
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2020-12-09T07:16:22
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Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon
We should really stick this in SDL_internal.h or something so it's always available.
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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4953e050
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2019-07-31T05:11:40
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use SDL_zeroa at more places where the argument is an array.
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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c9e73c3e
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2017-09-05T16:15:54
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x11: make sure SDL_GetGlobalMouseState notices mouse warping through SDL APIs.
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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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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e346f142
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2015-07-17T21:03:58
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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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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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2c4a6ea0
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2015-05-26T06:27:46
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Updated the copyright year to 2015
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8875a401
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2015-04-22T16:50:48
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x11: Optimize SDL_GetGlobalMouseState() a little.
Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
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b72938c8
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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
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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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b88ca1b4
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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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b48e54aa
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2015-01-26T22:00:29
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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
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2014-12-03T10:55:23
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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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9c398852
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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43ad9670
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2014-10-30T13:44:31
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Patched to compile on pre-C99 compilers.
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3a916c6d
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2014-10-29T22:55:40
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X11: Fixed SDL_GetGlobalMouseState() to work better with multimonitor configs.
Fixes Bugzilla #2770.
Thanks to Epic Games for contributing this fix.
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24c86b55
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2014-09-11T19:24:42
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[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
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b29740b8
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2014-06-25T17:06:12
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Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
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84369567
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2014-06-25T16:16:55
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Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
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b861efde
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2014-06-05T00:03:33
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Implemented SDL_GetAbsoluteMouseState().
X11 only for now, but this should be doable on every platform, I think.
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45ed5ee4
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2014-06-04T10:55:26
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Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal()
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b7d2c0e9
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2014-05-24T01:30:37
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Implemented SDL_CaptureMouse().
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3dcb451f
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2014-04-09T21:29:19
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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.
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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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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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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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a2bd8970
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2013-10-18T01:36:41
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Don't supply duplicate X11 symbols inside SDL.
Fixes static linking when something else also uses X11.
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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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