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00003e8c
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2013-11-14T11:51:24
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Renamed things named after BeOS to be named after Haiku instead.
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397f5a85
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2013-11-12T02:18:52
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Retain the high dpi flag when recreating the window (e.g when creating a renderer context)
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253b9ba8
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2013-11-12T02:02:12
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We still want to generally minimize on focus loss, but not when we're in a fullscreen space on Mac OS X.
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75145ea0
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2013-11-12T01:52:54
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Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X.
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2384ad5b
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2013-11-11T03:12:50
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Fixed compiling with ISO C90
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2ceeb74e
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2013-11-11T03:02:42
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Don't minimize by default when in fullscreen desktop mode.
This fixes behavior with the new Mac OS X fullscreen space code, as well as improve behavior on Linux desktops.
The default for normal fullscreen mode is still to minimize because we're likely doing a mode switch and don't want to stick around as a borderless window in the background.
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6ec3e690
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2013-11-11T01:59:40
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Fixed whitespace style
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e19f15dd
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2013-11-10T14:10:00
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Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows
Also fixed minimize and maximize state detection for Windows.
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360c3d85
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2013-10-21T00:15:24
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Better cleanup if OpenGL initialization fails
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08fa8da7
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2013-10-20T21:56:15
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Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt
The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)
The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple
warning: always_inline function might not be inlinable [-Wattributes]
as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
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0e699eb5
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2013-10-20T21:18:05
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Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!).
Fixes Bugzilla #1985.
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c455f729
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2013-10-07T14:16:38
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Fix SDL_SetWindowPosition on fullscreen windows.
This reverts http://hg.libsdl.org/SDL/rev/7cdeb64faa72 and fixes it in
the correct way. If you call SDL_SetWindowPosition on a fullscreen
window, it would update the x & y variables for the window, but not
actually move the window (since it was fullscreen). That would make the
internal state of the SDL_Window incorrect, causing
SDL_WarpMouseInWindow to offset incorrectly.
This makes it so SDL_SetWindowPosition updates the `windowed' x & y
coordinates, which take effect when you revert from fullscreen.
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9ceed73d
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2013-09-28T13:28:19
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Raspberry Pi support (also unified UDEV and EVDEV support)
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0103bc0b
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2013-09-27T22:09:51
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Default to OpenGL ES 2.0 instead of 1.0 when it's available.
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869a7076
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2013-09-20T13:43:00
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add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
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fae4190d
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2013-09-13T17:42:46
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Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now.
CR: Sam
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ace1e98a
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2013-08-29T15:02:32
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Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1
SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
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e07d7e64
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2013-08-29T08:30:21
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Christoph Mallon: Replace strlen(x) == 0 (O(n)) by x[0] == '\0' (O(1)).
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3e2930de
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2013-08-29T08:29:51
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Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
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f79fc33a
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2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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64e6eeac
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2013-08-25T11:48:49
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Fixes "error: conflicting types for 'GLintptr'"
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63fe3a77
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2013-08-20T19:49:24
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Fixes a few non C89 compliant comments
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0eeb76d8
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2013-08-19T16:29:46
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Fixes bug #2037, common EGL code for Android and 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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