src/events/SDL_events.c


Log

Author Commit Date CI Message
Sam Lantinga 00b87f1d 2023-05-20T10:27:48 Make sure the sentinel is at the end of the current event pump cycle If we're waiting, it's possible to not get any events, then add the sentinel, then pump again and then add another sentinel. We want to make sure we only have one sentinel and that it's at the end of the currently pumped events. Testing: * Verified test case in https://github.com/libsdl-org/SDL/issues/6539 * Verified test case in https://github.com/libsdl-org/SDL/issues/5350 Fixes https://github.com/libsdl-org/SDL/issues/6539
Frank Praznik c0824cd4 2023-03-26T12:53:50 events: Increase the size of the name buffer when logging events Event names have grown in length and are occasionally truncated when being logged (e.g. SDL_EVENT_WINDOW_PIXEL_SIZE_CHA). Increase the event name buffer size to handle the longer names. (cherry picked from commit 203a2a76fc0af2094de84d75dbf959c7db73fe72)
Sam Lantinga 0479df53 2023-01-09T09:48:21 Updated copyright for 2023
Sam Lantinga d59caffe 2022-12-13T14:03:40 Added support for clang thread-safety analysis The annotations have been added to SDL_mutex.h and have been made public so applications can enable this for their own code. Clang assumes that locking and unlocking can't fail, but SDL has the concept of a NULL mutex, so the mutex functions have been changed not to report errors if a mutex hasn't been initialized. We do have mutexes that might be accessed when they are NULL, notably in the event system, so this is an important change. This commit cleans up a bunch of rare race conditions in the joystick and game controller code so now everything should be completely protected by the joystick lock. To test this, change the compiler to "clang -Wthread-safety -Werror=thread-safety -DSDL_THREAD_SAFETY_ANALYSIS"
Sam Lantinga be3b1cff 2022-12-08T17:03:29 Added logging for SDL_DISPLAYEVENT_MOVED
Pierre Wendling d0bbfdbf 2022-12-01T16:07:03 Clang-Tidy fixes (#6725) (cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
Sam Lantinga b8d85c69 2022-11-30T12:51:59 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)
Sylvain Becker fb0ce375 2022-11-27T17:38:43 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)
Sylvain ddad901c 2022-11-17T10:43:45 Remove unneeded semicolon
ulatekh ec58a817 2022-10-05T19:26:09 Fixes made in response to running a static code analyzer under MS Windows. Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs. SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision. SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer. SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used. SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range. SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it. SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691). SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen. SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL. SDL_pixels.c: Looks like the switch is genuinely missing a break! SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons. SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
pionere e873d609 2022-11-07T10:02:06 fix handling of SDL_EventQ.active - SDL_EventQ.active is a bool variable -> do not use SDL_AtomicGet/Set, it does not help in any way - protect SDL_EventQ.active with SDL_EventQ.lock - set SDL_EventQ.active to FALSE by default
diddily 1e492b2f 2022-07-25T10:12:53 Improve behavior of SDL_events_need_periodic_poll() and SDL_events_need_polling() SDL_events_need_periodic_poll() and SDL_events_need_polling() are intended to allow the event loop to update joysticks and/or sensors if needed, however those systems only update when the SDL_update_joysticks and/or SDL_update_sensors variables are true. This change brings the behavior of these functions in line with if work will actually need to be performed. This change allows the hints for AUTO_UPDATE to influence the polling behavior of the event loop such that an app can choose to update joysticks/sensors itself and avoid the expense of constantly sleeping and waking the event loop. Additionally in makes these functions marginally faster in some situations by not searching the active events.
diddily d9bda89f 2022-07-25T10:03:36 Fix updating SDL_update_joysticks and SDL_update_sensors in response to hint changes Hint callbacks are called before the actual value in the hint is changed, so the functions SDL_AutoUpdateJoysticksChanged and SDL_AutoUpdateSensorsChanged were not actually properly updating their respective variables in repsonse to their auto update hint changing. Instead, we pull the new hint value out of the value passed into the callback and use that to update the variables. Assume true on a null value as that was the previous behavior and it matches with the default values of SDL_update_joysticks/SDL_update_sensors.
chalonverse 3b191580 2022-06-27T17:19:39 Windows GDK Support (#5830) * Added GDK * Simplfied checks in SDL_config_wingdk.h * Added testgdk sample * Added GDK readme * Fixed error in merge of SDL_windows.h * Additional GDK fixes * OpenWatcom should not export _SDL_GDKGetTaskQueue * Formatting fixes * Moved initialization code into SDL_GDKRunApp
Cameron Gutman 81d3addd 2022-06-11T12:59:33 events: Fix spurious early returns from SDL_WaitEvent()/SDL_WaitEventTimeout() Fixes #5780
Susko3 6150245d 2022-05-03T00:11:44 Add new verbosity level for logging of `SDL_SysWMEvent`s Now logged only if SDL_HINT_EVENT_LOGGING is set to "3" or above.
Sam Lantinga ecaa22cb 2022-03-17T14:22:51 Don't warn if anyone peeps for events after quitting the event subsystem Fixes https://github.com/libsdl-org/SDL/issues/5013
Sam Lantinga cc152103 2022-03-17T11:37:08 Fixed warnings when building with cygwin Fixes https://github.com/libsdl-org/SDL/issues/5025
Cameron Gutman b2463a91 2022-03-06T15:02:53 events: Add logging support for several missing event types
Sam Lantinga 6c531c43 2022-02-21T11:35:31 Correct handling of sentinel events when polling without removing events Fixes https://github.com/libsdl-org/SDL/issues/5350
pionere e2f70a2d 2022-01-19T12:51:26 cleanup SDL_EventState
Sam Lantinga 84320266 2022-01-25T12:37:43 Fixed the queue filling up with sentinel events when the WaitEvent call is passed NULL for the event The use case is an application that waits for events on the main thread and dispatches them on a separate thread.
Sam Lantinga d8129c56 2022-01-10T10:50:59 Mark internal function as static
Sam Lantinga dca281e8 2022-01-08T08:49:34 Fixed getting different results for SDL_PollEvent(NULL) and SDL_PollEvent(&event)
Sam Lantinga 289c3fbb 2022-01-07T17:07:22 Revert "We only need to add the sentinel at the top of SDL_WaitEventTimeout()" This reverts commit c477768e6f926c38d4cdc236cab8376faf9f6789. We want to add the sentinel anytime we pump inside SDL_WaitEventTimeout() to avoid pumping again the next time through, as a performance optimization.
Sam Lantinga c477768e 2022-01-06T18:58:30 We only need to add the sentinel at the top of SDL_WaitEventTimeout()
Cameron Gutman e9134b04 2022-01-06T19:38:10 events: Only add sentinels for pumping done inside SDL_WaitEventTimeout() We don't want to catch explicit SDL_PumpEvents() calls by the application with our polling check to avoid stale data. If the call to SDL_PumpEvents() produced no events, there will be a sentinel sitting in the queue that will cause SDL_PollEvent() to immediately return 0 next time it is called. Our SDL_WaitEventTimeout() implementation avoids this issue by always popping an event after calling SDL_PumpEvents(). This will remove the new sentinel if we didn't get any new events.
Sam Lantinga 95485884 2022-01-06T13:58:39 Move special sentinel handling inside SDL_PeepEvents()
Sam Lantinga 2592e621 2022-01-06T13:30:26 Clarify that timeout == 0 is handled at the top of SDL_WaitEventTimeout()
Sam Lantinga 8ff21668 2022-01-06T12:56:07 Only return from SDL_PollEvent() if the last sentinel is consumed
Sam Lantinga c9ff90b9 2022-01-06T12:03:09 Clarify comment Co-authored-by: Simon McVittie <smcv@debian.org>
Sam Lantinga 31f8c3ef 2022-01-06T11:27:44 Fixed event pump starvation if the application frequently pushes its own events
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Cameron Gutman 9ae56cb3 2021-12-06T21:18:23 events: Add logging for SDL_MOUSEWHEEL preciseX/Y fields
Cameron Gutman f73376ae 2021-11-02T00:31:25 events: Add logging for SDL_CONTROLLERTOUCHPAD*, SDL_CONTROLLERSENSORUPDATE, and SDL_SENSORUPDATE events
Cameron Gutman a5598649 2021-10-30T19:30:34 x11/wayland: Fix signal handling while blocking in WaitEventTimeout() Add a new flag to avoid suppressing EINTR in SDL_IOReady(). Pass the flag in WaitEventTimeout() to ensure that a SIGINT will wake up SDL_WaitEvent() without another event coming in.
Cameron Gutman ac54d57a 2021-10-26T20:02:38 event: Check subsystem initialization before events or devices SDL_WasInit() is cheaper SDL_NumJoysticks()/SDL_NumSensors().
Cameron Gutman 1bc6dc3e 2021-10-26T20:02:04 event: Cap maximum wait time if sensor or joystick subsystems are active Joystick and sensor subsystems require periodic polling to detect new devices.
Sam Lantinga d5700ed2 2021-10-15T00:01:39 Don't log SDL_POLLSENTINEL, it's purely for internal bookkeeping
Sam Lantinga dd5d8950 2021-10-14T23:53:25 Fixed whitespace
Brick 8bf32e12 2021-10-15T06:26:10 Improved SDL_PollEvent usage (#4794) * Avoid unnecessary SDL_PumpEvents calls in SDL_WaitEventTimeout * Add a sentinel event to avoid infinite poll loops * Move SDL_POLLSENTINEL to new internal event category * Tweak documentation to indicate SDL_PumpEvents isn't always called * Avoid shadowing event variable * Ignore poll sentinel if more (user) events have been added after Co-authored-by: Sam Lantinga <slouken@libsdl.org>
Sam Lantinga 1fa154fd 2021-10-13T09:33:54 Fix weak enforcement of timeouts in SDL_WaitEventTimeout_Device. This will loop pumping events and waiting for a system event to come in. However not all system events will turn into an SDL event. It's not unusual for a Windows message to be some internal thing that SDL doesn't convert into a message. In that case the loop will simple circle but not exit. As long as such messages are coming in the loop will continue to run regardless of the timeout. When messages finally stop it'll still wait for the full timeout so you can have arbitrarily long delays. Instead do an absolute elapsed time check since the start of the wait. If that is exceeded during any iteration the routine exits as the timeout has elapsed.
David Gow fbc36490 2021-08-14T22:29:05 Use the new SDL_clamp() macro where sensible There were a few places throughout the SDL code where values were clamped using SDL_min() and SDL_max(). Now that we have an SDL_clamp() macro, use this instead.
Cameron Gutman 7948c16d 2021-06-12T17:56:52 Pump events each time through the loop in SDL_WaitEventTimeout_Device() Not only is it more efficient to batch process pending events, it is necessary for correctness with the Win32 backend. WIN_PumpEvents() runs periodic updates of the cursor clip region and disambiguation of left and right shift keys in addition to standard event processing.
Cameron Gutman 105de64c 2021-06-12T16:19:03 Only queue one wakeup event per wait Queuing more than one can lead to a spurious wakeup on the next wait.
Cameron Gutman e13b43ac 2021-06-05T12:44:08 Don't skip sending wakeups for the current thread We can be in a situation where we receive a win32 hook callback on the same thread that is currently waiting. In that case, we do still need to trigger a wakeup when an event is pushed because the hook itself won't necessarily do that (depending on what we return from the hook).
Cameron Gutman b992b915 2021-06-05T11:57:30 Optimize SDL_WaitEventTimeout() for the SDL_PollEvent() case There's no sense in doing all the setup for waiting if we're just polling.
Cameron Gutman 85b51e6c 2021-06-05T11:46:47 Fall back to polling normally if not operating the win32 message loop In this condition, we cannot safely wait/wake on events.
Cameron Gutman e13d5df0 2021-06-05T11:41:55 Call SDL_SendWakeupEvent() directly from SDL_PeepEvent() SDL_PeepEvent() is a documented public API, so we must properly support waking a waiting thread in SDL_WaitEventTimeout() with SDL_PeepEvent().
Francesco Abbate 0dd7024d 2021-03-12T21:58:20 Modifies WaitEvent and WaitEventTimeout to actually wait instead of polling When possible use native os functions to make a blocking call waiting for an incoming event. Previous behavior was to continuously poll the event queue with a small delay between each poll. The blocking call uses a new optional video driver event, WaitEventTimeout, if available. It is called only if an window already shown is available. If present the window is designated using the variable wakeup_window to receive a wakeup event if needed. The WaitEventTimeout function accept a timeout parameter. If positive the call will wait for an event or return if the timeout expired without any event. If the timeout is zero it will implement a polling behavior. If the timeout is negative the function will block indefinetely waiting for an event. To let the main thread sees events sent form a different thread a "wake-up" signal is sent to the main thread if the main thread is in a blocking state. The wake-up event is sent to the designated wakeup_window if present. The wake-up event is sent only if the PushEvent call is coming from a different thread. Before sending the wake-up event the ID of the thread making the blocking call is saved using the variable blocking_thread_id and it is compared to the current thread's id to decide if the wake-up event should be sent. Two new optional video device methods are introduced: WaitEventTimeout SendWakeupEvent in addition the mutex wakeup_lock which is defined and initialized but only for the drivers supporting the methods above. If the methods are not present the system behaves as previously performing a periodic polling of the events queue. The blocking call is disabled if a joystick or sensor is detected and falls back to previous behavior.
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga 5f7cd1fa 2020-12-18T10:08:59 Added hints to control whether SDL updates joystick and sensor state in the main event loop
Ryan C. Gordon fa23e3d0 2020-05-04T02:27:29 locale: Implemented SDL_GetPreferredLocales(). This was something I proposed a long time ago, Sylvain Becker did additional work on it, then back to me. Fixes Bugzilla #2131.
Sam Lantinga d4f1b520 2020-04-08T19:16:31 Added support for press/release hardware keyboard events in iOS 13.4
Sam Lantinga 1f4965c8 2020-03-08T21:24:06 Fixed warnings building with mingw64
Sam Lantinga 997f3e9e 2020-03-02T09:03:55 Fixed build warnings
Sam Lantinga b5849daf 2020-02-01T09:23:04 Fixed build warnings on Android
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 526b9bdf 2019-10-14T22:41:27 Backed out changeset b0241180cdc5 Better commit incoming!
Ryan C. Gordon cd8652d8 2019-10-15T01:13:44 events: SDL_WaitEvent()'s polling loop now sleeps 1ms instead of 10ms. Fixes Bugzilla #4356.
Sam Lantinga f3226457 2019-06-19T17:11:20 Fixed bug 4672 - Warnings in SDL_LogEvent()
Ryan C. Gordon 12c5cda6 2019-03-16T00:08:19 Fix compiler warnings.
Ryan C. Gordon 8a5a05c1 2019-03-15T15:51:05 events: Let arbitrary signals to simulate iOS/Android backgrounding events. This lets you build a custom embedded device that roughly offers the "this process is going to the background NOW" semantics of SDL on a mobile device.
Ryan C. Gordon 911bf624 2019-03-15T14:08:30 events: Make debug logging of the event queue a hint instead of an #ifdef. This makes it easy to toggle it on when debugging a new platform (or just getting more visibility into an app) without having to rebuild SDL.
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Cameron Gutman 31ee4d3d 2018-11-03T15:46:42 Reduce delay to 1 ms in SDL_WaitEventTimeout() and SDL_WaitEvent() The 10 ms delay effectively caps input polling at 100 Hz and rendering at 100 FPS if applications use these functions in their event loop. The delay may also lead to dropped frames even at 60 FPS due if they are unlucky enough to hit the delay and rendering takes longer than 6 ms.
Sam Lantinga f8b4cd41 2018-09-30T19:53:26 Re-enable drag-and-drop events by default
Sam Lantinga 7c3040e0 2018-08-21T12:11:34 First pass on the new SDL sensor API
Ryan C. Gordon e061a92d 2018-08-02T16:03:47 Some drag'and'drop improvements. First: disable d'n'd events by default; most apps don't need these at all, and if an app doesn't explicitly handle these, each drop on the window will cause a memory leak if the events are enabled. This follows the guidelines we have for SDL_TEXTINPUT events already. Second: when events are enabled or disabled, signal the video layer, as it might be able to inform the OS, causing UI changes or optimizations (for example, dropping a file icon on a Cocoa app that isn't accepting drops will cause macOS to show a rejection animation instead of the drop operation just vanishing into the ether, X11 might show a different cursor when dragging onto an accepting window, etc). Third: fill in the drop event details in the test library and enable the events in testwm.c for making sure this all works as expected.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga ca729766 2017-12-12T16:10:20 Fixed bug 3996 - Corrupted or over-released critical section on SDL_Quit (SDL_event_watchers_lock) Andrew This likely comes down to an additional 'unlock' being called before destroying it, without a matching 'lock'.
Sam Lantinga b53c35df 2017-10-11T13:26:58 Fixed size in realloc
Sam Lantinga 8446d4a0 2017-10-10T20:11:05 Changed overlapping memcpy to memmove
Sam Lantinga eb9e6938 2017-10-10T19:44:33 Fixed potentially calling a callback after it has been removed (and userdata possibly deleted)
Sam Lantinga b647bd06 2017-10-10T17:41:41 The event filter and event watch functions are now thread-safe
Sam Lantinga 50efbda7 2017-08-28T00:43:14 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Philipp Wiesemann 062ca2b2 2016-11-05T21:22:39 Removed empty statement.
Ryan C. Gordon 0f83ae0f 2016-11-03T01:29:56 Added some debug logging to print out every event added to the SDL queue.
Sam Lantinga 5c2320f1 2016-10-07T17:58:02 Fixed bug 3022 - SDL_UnlockMutex(SDL_EventQ.lock) in SDL_PeepEvents can cause error when lock is null
Sam Lantinga 6303941a 2016-03-08T13:55:50 Fixed infinite timeout in SDL_WaitEventTimeout() - thanks ?????????? ????????
Sam Lantinga 1fb30db0 2016-01-31T11:29:11 Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT
Ryan C. Gordon fa8c83c1 2016-01-03T06:50:50 Remove almost all instances of "volatile" keyword. As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety: https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/ Some of these volatiles didn't need to be, some were otherwise protected by spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc. Fixes Bugzilla #3220.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Sam Lantinga 2b0140a9 2015-10-27T11:17:32 Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
Philipp Wiesemann 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().
Ryan C. Gordon 7232e51a 2015-06-08T01:52:43 Unix: Don't send quit events during signal handler. Make note to send it, and send next time we SDL_PumpEvents(). Otherwise, we might be trying to use malloc() to push a new event on the queue while a signal is interrupting malloc() elsewhere, usually causing a crash. Fixes Bugzilla #2870.
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Ryan C. Gordon 87ef19c4 2015-03-25T10:19:10 Keep track of maximum number of events in-flight in the SDL queue at once.
Edward Rudd 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
Philipp Wiesemann 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.
David Ludwig 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!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 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
Sam Lantinga 553028c9 2014-06-22T11:02:56 Partial fix for bug 2556 - add compilation flag -Wshadow I added -Wshadow and then turned it off again because of massive variable shadowing in the blit macros. Feel free to go through that code and fix these if you want. Just uncomment CheckWarnShadow in configure.in if you want to try this.
Ryan C. Gordon 446d19c4 2014-06-14T23:31:23 Removed SDL_SYS_JoystickNeedsPolling(). It was simpler to just have the polling (actually: hotplug detection) functions return immediately if it's not an appropriate time to poll. Note that previously, if any joystick/controller was opened, we would poll every time anyhow, skipping this function.
Sam Lantinga 52222db2 2014-05-31T11:33:25 Fixed SDL error when filtering events after shutdown. This can happen when restoring video modes during video system shutdown
David Ludwig 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.