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4f4c4b62
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2016-09-29T22:52:41
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Added SDL_SetWindowResizable(). (thanks, Ethan!)
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73153901
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2016-08-06T02:47:27
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audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
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5dcf6bcc
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2016-01-07T14:51:22
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Updated dynamic API table.
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3bdaf4c6
|
2016-01-05T02:46:10
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Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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5696e88e
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2016-01-05T02:29:06
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Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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e497e465
|
2016-01-05T02:28:56
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Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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c3114975
|
2016-01-04T23:52:40
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Added SDL_GetDisplayUsableBounds().
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42065e78
|
2016-01-02T10:10:34
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Updated copyright to 2016
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e6ad29ae
|
2015-11-14T12:35:45
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Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
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|
e015140a
|
2015-09-30T15:38:18
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SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel
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61c74150
|
2015-07-29T17:18:56
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Add SDL_GetDisplayDPI routine and implement for Windows.
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0e45984f
|
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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d4aedf99
|
2015-04-21T09:45:58
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Added SDL_SetWindowModalFor().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|