|
1e352d79
|
2014-06-06T15:45:59
|
|
Chrome's Native Client backend implementation
|
|
d829af78
|
2014-06-04T12:55:18
|
|
Assume all motion events are mouse events unless tool_type states otherwise.
|
|
4fd03b95
|
2014-06-04T10:57:52
|
|
Setting the window size changes the fullscreen display mode, unless a window display mode has been set.
Testing:
* Ran testsprite2 --fullscreen, used Ctrl+ and Ctrl- to change window sizes, verified that the display mode changed as well.
|
|
da6d9a9f
|
2014-06-04T10:56:56
|
|
Added annotations to help code analysis tools
CR: Bruce Dawson
|
|
529bcf62
|
2014-06-04T10:56:43
|
|
Fixed bug 2526, but regressed delivering dead key presses
|
|
4750fe73
|
2014-06-04T10:56:37
|
|
When the window fullscreen mode changes, update the display resolution
|
|
707fd9f0
|
2014-06-04T10:56:30
|
|
Fixed bug where changing the window border would change the window size on Windows.
|
|
1e00c03f
|
2014-06-04T10:56:17
|
|
Fixed Mac OS X build
|
|
45ed5ee4
|
2014-06-04T10:55:26
|
|
Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal()
|
|
3e3b34ad
|
2014-06-04T10:52:34
|
|
Added a hint to disable windows message processing in SDL_PumpEvents()
SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
|
|
0d1f0fed
|
2014-06-04T10:50:32
|
|
Added a hint to disable window frame and title bar interaction when the cursor is hidden
|
|
65133ebc
|
2014-06-04T09:39:08
|
|
Wait for the fullscreen transition to complete before allowing the application to continue.
This fixes Alt-Enter in the Steam streaming client, which sets the window size and position immediately after switching out of fullscreen mode.
|
|
16360b19
|
2014-06-04T01:56:14
|
|
Fixed escape cancelling fullscreen mode now that the SDL window is the first res
ponder.
|
|
c1e11f69
|
2014-06-03T21:13:00
|
|
X11: Provide specific X error when SDL_GL_CreateContext fails.
This makes the X error handler used for GL context creation handle *all* errors
and provide the user with specific error messages when SDL_GL_CreateContext
fails.
CR: icculus@icculus.org
|
|
ece2a9bf
|
2014-06-02T09:20:09
|
|
Hopefully really fixed the Android build
|
|
5186be4a
|
2014-06-02T09:12:51
|
|
Fixed Android build
|
|
a8fcbc46
|
2014-06-02T09:09:40
|
|
Fixed bug 2534 - Mac: black bar at top of screen in SDL_WINDOW_FULLSCREEN mode
Alex Szpakowski
Patch to fix the y component of the position of fullscreen windows in OS X.
In Mac OS X with the latest Mercurial code, when a window is in exclusive-fullscreen the y component of its position is offset by the same amount that is normally taken up by the menubar, resulting in a black bar at the top of the screen.
The recent changes to the internal ConvertNSRect function make it treat the bottom of the menubar as 0 for the y component of window positions, even when the window is fullscreen and 'above' the menubar.
I have attached a patch which fixes the issue by only making the window position relative to the menubar in windowed modes.
|
|
6b90d7f5
|
2014-06-02T09:06:38
|
|
Fixed bug 2550 - [OS X 10.9] Enabling SDL_WINDOW_FULLSCREEN after relative mouse mode leaves cursor visible
Eric Wasylishen
Steps to reproduce:
- Run testwm2 app in the SDLTest Xcode project
- Press Control+R to enable relative mouse mode. The mouse cursor should disappear.
- Press Control+Enter to enter fullscreen.
- Expected: a black screen with no cursor visible. Observed: a black screen, but the mouse cursor is visible in the middle of the screen. It doesn't move when I move the mouse.
Reproduced with latest sdl2 hg (changeset f6010ead184f) on OS X 10.9.2. Can't reproduce the problem on OS X 10.6.8 or 10.7.5.
I'm speculating that this really an Apple bug.. but anyway, the attached workaround seems to fix it for me, and I think it's fairly safe.
A more obvious idea, sticking a call SDL_SetCursor(NULL) at the end of Cocoa_SetWindowFullscreen, didn't work.
|
|
32665131
|
2014-06-02T09:01:26
|
|
Added a way to get the native Android window and EGL context
|
|
3905b910
|
2014-06-02T09:01:10
|
|
Fixed bug 2479 - [OS X] SDL_SetWindowFullscreen fails to switch to windowed
Eric Wasylishen
The problem seems to be the spaces handling code in -setFullscreenSpace: (SDL_cocoawindow.m) is incorrectly reporting that the SDL_WINDOW_FULLSCREEN -> windowed transition has already happened.
i.e. I saw this case was getting hit when trying to leave SDL_WINDOW_FULLSCREEN:
"else if (state == isFullscreenSpace) {
return YES; /* already there. */
}"
With the attached patch, both Control+Enter (SDL_WINDOW_FULLSCREEN toggle) and Option+Enter (SDL_WINDOW_FULLSCREEN_DESKTOP toggle) work in an sdl test app (I tried testwm2). Tested on OS X 10.9.2.
|
|
75c57f8d
|
2014-06-02T08:58:07
|
|
Don't use D3D9Ex by default, since it can change behavior for games which rely on D3D9 classic.
|
|
9d00f75a
|
2014-05-31T14:03:04
|
|
Fixed bug 2520 - Held double-click app startup creates a stuck MOUSEBUTTONDOWN event
snake5creator
When starting application with the usual "double click on file" method on Windows, only holding the last click, an unnecessary MOUSEBUTTONDOWN event is sent before the initial MOUSEMOTION event, and mouse button state is stuck in the sense that it takes a subsequent button release, followed by another press for the system to resume sending events (beginning with the next button release / MOUSEBUTTONUP event).
Input event log with held double-click startup: http://i.imgur.com/nypGKR2.png
Without: http://i.imgur.com/yaIqAvV.png
|
|
70df9cd0
|
2014-05-31T12:21:55
|
|
Fullscreen to windowed mode switch
From Melesie
I noticed that when user switches from fullscreen mode to windowed mode and exits application while in windowed mode, Windows performs an additional change of display settings, even though desktop resolution is the same as current one. This causes short black screen to show up. The only way I know of avoiding this is to explicitly switch to default display settings found in registry. MSDN documentation for ChangeDisplaySettingsEx states:
Passing NULL for the lpDevMode parameter and 0 for the dwFlags parameter is the easiest way to return to the default mode after a dynamic mode change.
|
|
18c31dec
|
2014-05-31T11:53:19
|
|
Fixed Direct3DCreate9Ex prototype
|
|
0c6b99d5
|
2014-05-31T11:48:52
|
|
Fixed cast
|
|
49c53fd2
|
2014-05-31T11:37:12
|
|
Use D3D9Ex when available
This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
|
|
dd5277d6
|
2014-05-24T21:06:40
|
|
Fixed stack overflow in X11_CreateWindow() (thanks, rapha and Brad!).
This should be a "long" which on a 64-bit system is likely to be > 32-bits,
causing XGetICValues() to write past the end of the variable (and stack).
Fixes Bugzilla #2513.
|
|
846a3e07
|
2014-05-24T01:27:19
|
|
Added some FIXMEs.
|
|
f0e0f4ca
|
2014-05-24T01:25:27
|
|
Fixed whitespace.
|
|
9bc47465
|
2014-05-18T21:11:30
|
|
Changed C++ style comments.
|
|
49cef77e
|
2014-05-10T23:39:54
|
|
WinRT: fixed the max-button count for WinPhone 8.1 message boxes
Doh.
The max button count on WinPhone 8.1 was set to three, not two. Any more than
two leads to a crash.
|
|
ea99e0c0
|
2014-05-10T23:28:53
|
|
Added limited message-box support for Windows Phone 8.1
The Windows Phone 8.1 'MessageDialog' API only seems to support two buttons,
despite the documentation for such mentioning support for three. Trying to use
three or more buttons leads to an exception being thrown. As such, any attempt
to use more than two buttons via SDL_ShowMessageBox (on Windows Phone 8.1) will
lead to no message box getting shown, and the call returning an error.
The Win32 MessageBox and dialog APIs are not available in WinRT apps, to note.
More extensive message dialog support might be available at some point, if and
when XAML support is more fully fleshed-out. I'm not certain of this, though.
|
|
de0d349e
|
2014-05-10T16:50:05
|
|
Fixes #2512, handle configuration change messages sent by Wayland. Patch by Bryan Cain.
|
|
536dd013
|
2014-05-10T16:13:22
|
|
Fixes #2519, clear error if using the default library path for EGL succeeds.
|
|
164e5b89
|
2014-05-09T21:28:52
|
|
WinRT: display-information code cleanups
|
|
d4f1d225
|
2014-05-09T20:32:06
|
|
Fixed bug: touch input on WinPhone 8.0 was wrong, in some cases
When a Windows Phone 8.0 app was rotated to anything but Portrait mode, touch
input coordinates, as well as virtual mouse coordinates, were usually getting
reported as coming from the wrong part of the screen.
|
|
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.
|
|
b6148092
|
2014-05-06T15:08:43
|
|
eglGetProcAddress fails the same way on MIR as ANDROID does on arm. Thanks Sylvain Becker for the patch!
|
|
2a7aa9bd
|
2014-05-06T00:13:07
|
|
Fix build on Windows targets without dxgi.h, like MingW32.
|
|
7528f94c
|
2014-05-02T12:39:26
|
|
Remove code that found its way back into the diff
|
|
44a0f1d9
|
2014-05-02T12:33:19
|
|
Fix software rendering in the mir backend. The window assumed hardware buffer, which caused testdrawchessboard to fail to mmap a buffer.
|
|
c5c1a2c6
|
2014-04-30T21:07:30
|
|
WinRT: preliminary support for building against the Windows Phone 8.1 SDK
This is a step towards supporting "Universal" Windows apps, when building for
Windows Phone. SDL can now build against the Windows Phone 8.1 SDK, and apps
linked to it can run, however further work and testing is required as some
previously Phone-only code appears to no longer be applicable for
Windows Phone 8.1. The Windows 8.1 code paths does seem to be preferable, but
should probably be tested and updated on a finer-grained basis.
If in doubt, use the Windows Phone 8.0 projects for now, as located in
VisualC-WinRT/WinPhone80_VS2012/
TODO:
- look at any Windows Phone specific code paths in SDL, and see if Phone 8.1
should use the Windows Phone code path(s), or the Windows 8.x or 8.1 paths
|
|
d2fb8a2a
|
2014-04-26T11:23:55
|
|
Better compiler for Windows XP systems
|
|
8b280091
|
2014-04-24T21:05:51
|
|
Mac: Correct the y-axis position after 870c7d21004b
This fixes a bug where we'd offset positions by the height of the dock, if it
was along the bottom of the screen.
Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2509
Thanks to Alex Szpakowski for bug & patch.
|
|
45dc89c2
|
2014-04-23T13:48:01
|
|
Fixed detecting output on second adapter
CR: Sam Lantinga
|
|
3e3570df
|
2014-04-23T13:47:57
|
|
Don't crash in WIN_GL_InitExtensions() if the OpenGL library couldn't be loaded
|
|
a5ce57bc
|
2014-04-23T13:47:52
|
|
Fixed compiler warning
|
|
acbc321c
|
2014-04-23T13:47:42
|
|
Don't try to load d3dcompiler_46.dll on Windows XP
|
|
af395e97
|
2014-04-23T13:47:35
|
|
Removed possible implicit memset()
|
|
beff5cec
|
2014-04-19T13:15:53
|
|
Mac: SDL_SetWindowPosition is now relative to the menubar.
It used to be that SDL_SetWindowPosition was relative to the top of the screen,
which didn't make sense. In addition, borderless windows can be positioned
*below* the menubar, so SDL_SetWindowPosition(win, 0, 0) on a borderless window
would hide ~30ish pixels of the window below the menubar.
|
|
2540214e
|
2014-04-19T00:31:02
|
|
Mir 14.04 headers available that allow scroll + touch events.
|
|
60e05040
|
2014-04-19T02:17:34
|
|
Fixed some issues reported on new Ubuntu 14.04 buildbots.
|
|
d2ea7cfe
|
2014-04-18T12:43:10
|
|
Fixed logic error loading DXGI
|
|
03afd0de
|
2014-04-18T12:43:04
|
|
SDL_DXGIGetOutputInfo() checks input parameters and returns a boolean value whether or not it succeeded.
|
|
6dd9ea8d
|
2014-04-17T21:00:25
|
|
Fixed bug 2496 - mouse left button double click event issue
cplu
When I double click on a window, the "clicks" field (newly added since 2.0.2) in SDL_MouseButtonEvent is 1 instead of 2.
However, when I "tripple" click, "clicks" field is then 2.
I'v look into the source code in SDL_windowsevents.c and found that when a double click event comes, WIN_WindowProc will get a WM_LBUTTONDBLCLK msg. The message sequence of a double click is:WM_LBUTTONDOWN->WM_LBUTTONUP->WM_LBUTTONDBLCLK->WM_LBUTTONUP.
|
|
5a6f4d40
|
2014-04-17T20:51:28
|
|
Fixed bug 2485 - [PATCH] Wayland: cursor disappears permanently after window loses mouse focus
Bryan Cain
Using any SDL application with the Wayland backend under Weston, if the application sets a cursor with SDL_SetCursor, the cursor will work until the mouse pointer leaves the window. When the pointer re-enters the window, there will be no cursor displayed at all.
I did some digging, and the reason for this is that SDL attaches the buffer to the cursor surface only once (during cursor creation) and assumes that it will stay attached. This is not how Wayland works, though - once the compositor is done rendering the buffer, it will release it, so it is no longer attached to the surface. When the cursor re-enters the window a second time, SDL sets the cursor to the same surface with no buffer attached, so no cursor is displayed.
This is fixed by the attached patch, which makes SDL attach the buffer to the surface when the cursor is set, not when it is created.
|
|
59690a4e
|
2014-04-17T20:21:10
|
|
Fixed bug 2482 - Wayland_CreateSystemCursor trying to load nonexistent "wait" cursor
Bryan Cain
Wayland_CreateSystemCursor tries to load a cursor named "wait" for two of the system cursor categories. This causes a segmentation fault when one of these cursors is used, because "wait" is not an actual cursor name in X11/Wayland cursor themes.
I can't attach my patch since I'm on a mobile right now, but I can confirm that simply replacing "wait" with "watch" for both of its uses in Wayland_CreateSystemCursor (in SDL_waylandmouse.c) fixes the bug.
|
|
5439f9dd
|
2014-04-17T20:15:44
|
|
Fixed window losing the SDL_WINDOW_FOREIGN flag if something tries to recreate it.
|
|
2dacb60b
|
2014-04-17T20:06:02
|
|
Fixed bug 2086 - valgrind memory not released
Sylvain
Someone provided a patch for this, recently on the mailing list :
-----
Hi,
it is possible to skip the bug in libX11 by using the defaults for
XNResourceName and XNResourceClass in `XCreateIC' (the table for the
"Input Context Values" [1] in libX11-doc shows that a default is
provided if it is not set).
diff -ur SDL2-2.0.3~/src/video/x11/SDL_x11window.c SDL2-2.0.3/src/video/x11/SDL_x11window.c
--- SDL2-2.0.3~/src/video/x11/SDL_x11window.c 2014-04-04 17:09:40.764307181 +0200
+++ SDL2-2.0.3/src/video/x11/SDL_x11window.c 2014-04-04 17:10:23.887765046 +0200
@@ -239,8 +239,7 @@
data->ic =
X11_XCreateIC(videodata->im, XNClientWindow, w, XNFocusWindow, w,
XNInputStyle, XIMPreeditNothing | XIMStatusNothing,
- XNResourceName, videodata->classname, XNResourceClass,
- videodata->classname, NULL);
+ NULL);
}
#endif
data->created = created;
Tito Latini
[1] http://www.x.org/releases/X11R7.7-RC1/doc/libX11/libX11/libX11.html#Input_Context_Values
|
|
f6953cf4
|
2014-04-17T20:02:11
|
|
Fixed bug 2502 - Memory leak inside SDL_x11events.c -> X11_DispatchEvent(_THIS)
bojko_1000
Code @566:
if (data->xwindow) {
Atom _net_frame_extents = X11_XInternAtom(display, "_NET_FRAME_EXTENTS", 0);
Atom type = None;
int format;
unsigned long nitems = 0, bytes_after;
unsigned char *property;
X11_XGetWindowProperty(display, data->xwindow,
_net_frame_extents, 0, 16, 0,
XA_CARDINAL, &type, &format,
&nitems, &bytes_after, &property);
if (type != None && nitems == 4)
{
border_left = ((long*)property)[0];
border_right = ((long*)property)[1];
border_top = ((long*)property)[2];
border_bottom = ((long*)property)[3];
}
}
Code after _the fix_:
if (data->xwindow) {
Atom _net_frame_extents = X11_XInternAtom(display, "_NET_FRAME_EXTENTS", 0);
Atom type = None;
int format;
unsigned long nitems = 0, bytes_after;
unsigned char *property;
X11_XGetWindowProperty(display, data->xwindow,
_net_frame_extents, 0, 16, 0,
XA_CARDINAL, &type, &format,
&nitems, &bytes_after, &property);
if (type != None && nitems == 4)
{
border_left = ((long*)property)[0];
border_right = ((long*)property)[1];
border_top = ((long*)property)[2];
border_bottom = ((long*)property)[3];
}
X11_XFree(property);
}
I have found that leak with valgrind.
|
|
63b46d3d
|
2014-04-17T12:43:51
|
|
WinRT: keyboard VirtualKey translation improvements from Sylvain Becker
Changes included:
- adding support for a few, additional, VirtualKey constants
- removing accesses to 'windows_scancode_table', as the table's contents
don't line up with WinRT virtual keys. Using Windows older VK_* constants
may, however, be a good alternative in a future update.
|
|
4bb6afef
|
2014-04-17T12:44:08
|
|
Comment out eglWaitGL from Android_GLES_SwapWindow
Let's hope for the best! If anyone has a device affected by this removal,
please file a bug!
|
|
fc9e3a69
|
2014-04-15T13:53:07
|
|
Mac: Don't prompt to reopen windows after crash.
We don't support state serialization / resume, so disable the prompt
that pops up asking if you want to reopen the windows.
|
|
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.
|
|
929fd90e
|
2014-04-05T17:19:34
|
|
Wayland: Resize windows with 0x0 requested size to screen size
This makes it in line with other platforms, where SDL_CreateWindow() with
width=0, height=0 and SDL_WINDOW_FULLSCREEN opens a fullscreen window.
|
|
e14e0ef9
|
1970-01-01T04:04:21
|
|
Fixed crash if the OpenGL library hasn't been loaded yet
|