|
40b27fd5
|
2018-02-12T17:00:00
|
|
revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h into generic function
pointer typedefs.
|
|
90e72bf4
|
2018-01-30T18:08:34
|
|
Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
50efbda7
|
2017-08-28T00:43:14
|
|
Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
|
|
0d011ec6
|
2017-08-28T00:22:23
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
|
|
a4cfa936
|
2017-08-14T21:28:04
|
|
Fixed bug 2293 - Precise scrolling events
Martijn Courteaux
I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.
The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.
I believe this is pretty solid way of doing it, although I'm not the expert here.
There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
|
|
56363ebf
|
2017-08-02T10:22:48
|
|
Fixed bug 3690 - SDL2 KMS/DRM render context support
Manuel
The attached patch adds support for KMS/DRM context graphics.
It builds with no problem on X86_64 GNU/Linux systems, provided the needed libraries are present, and on ARM GNU/Linux systems that have KMS/DRM support and a GLES2 implementation.
Tested on Raspberry Pi: KMS/DRM is what the Raspberry Pi will use as default in the near future, once the propietary DispmanX API by Broadcom is overtaken by open graphics stack, it's possible to boot current Raspbian system in KMS mode by adding "dtoverlay=vc4-kms-v3d" to config.txt on Raspbian's boot partition.
X86 systems use KMS right away in every current GNU/Linux system.
Simple build instructions:
$./autogen.sh
$./configure --enable-video-kmsdrm
$make
|
|
944e06e6
|
2017-06-24T23:45:44
|
|
winrt: Fixed SDL include.
|
|
266816b4
|
2017-03-26T21:00:19
|
|
Removed newlines from error messages.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
0cfa0aa1
|
2016-12-29T11:49:18
|
|
improved SDL_GetError() output generated by EGL code
This change attempts to report the EGL error codes generated by SDL's calls
into EGL, along with the name of the EGL function that failed.
|
|
b4e069e7
|
2016-12-26T02:12:21
|
|
Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix
Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:
/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
^~~~~~
It seems there is a missing 'void' between the parentheses.
|
|
97d05b0d
|
2016-12-09T05:12:27
|
|
Fixed a bunch of SwapWindow calls that needed their return value updated
|
|
58199232
|
2016-11-05T21:22:58
|
|
WinRT: Corrected header file guard comment.
|
|
f5d43cf9
|
2016-08-31T12:52:55
|
|
WinRT: added an extra NULL pointer check for SDL_*ScreenSaver() backend code
|
|
5020fe8f
|
2016-08-29T20:27:21
|
|
WinRT: added SDL_*ScreenSaver() support; fixed crash when restoring app from screensaver
|
|
5150eb36
|
2016-08-20T13:46:45
|
|
WinRT: fixed bug where Win10 GameBar, when shown + hidden, might not restore a cursor's hidden state
The repro steps were this:
1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher
2. hide the cursor, via a call to SDL_ShowCursor(0)
3. make the Win10 game bar appear, by pressing the Windows + G hotkey
4. observe that the mouse cursor appears, in order to interact with the
game bar (this is expected behavior)
5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey
again, or clicking somewhere in the app
EXPECTED RESULT: cursor disappears, as game bar disappears
ACTUAL RESULT: cursor didn't always disappear
|
|
9f97ee8a
|
2016-08-03T22:32:02
|
|
WinRT: Removed not needed SDL_zerop() after SDL_calloc().
SDL_calloc() already sets memory to zero.
|
|
441359bd
|
2016-05-14T23:29:49
|
|
WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.
A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
|
|
52fec6af
|
2016-05-07T21:41:59
|
|
WinRT: allow on-screen keyboard to be shown via SDL APIs, Win10/UWP only
|
|
caf152de
|
2016-04-13T21:59:50
|
|
WinRT: build/link fix
|
|
9b4db2b8
|
2016-04-12T18:11:36
|
|
Patched to compile on various platforms.
|
|
c61675dc
|
2016-04-12T16:45:10
|
|
threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.
I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
|
|
0c923fda
|
2016-03-10T21:00:44
|
|
WinRT: Removed dead code and fixed memory leak if allocation for driver failed.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
44c0b2da
|
2015-12-31T01:54:11
|
|
WinRT: minor code-comment cleanups
|
|
8281cc72
|
2015-12-22T00:58:47
|
|
WinRT: Fixed bug 3210, "alt-tab doesn't work correctly with full-screened, UWP (Win10 Store) apps"
|
|
976bc9a9
|
2015-12-06T18:48:46
|
|
WinRT: build fix for Windows Phone 8.0
|
|
2b484818
|
2015-12-06T18:42:30
|
|
WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.0 apps
|
|
a40d49aa
|
2015-12-06T18:33:43
|
|
WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.1 apps
|
|
898054a1
|
2015-12-06T17:32:33
|
|
WinRT: fixed a build error when compiling Windows 8.1 .dlls
|
|
c8e3bfbf
|
2015-12-06T17:07:37
|
|
WinRT: removed an unused variable from DXGI-based display-detection code
|
|
781455fd
|
2015-12-06T17:06:40
|
|
WinRT: workaround for a possible bug in the Win10 Store's Certification Kit
DXGI fails to report any displays in at least one of the
"Windows App Certification Kit 10.0"'s tests for Store Apps. This was
causing SDL's video initialization code to fail, when the suspect test
("Direct3D Feature Test") was run, as DXGI was unable to report a
display-output at adapter-index 0, output-index 0.
The workaround that is applied here attempts to detect this case, then
use a hopefully-reasonable alternative means to calculate at least one
display output.
|
|
25abce51
|
2015-11-29T19:33:11
|
|
WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates
|
|
d07aa877
|
2015-11-26T11:15:43
|
|
WinRT: minor code cleanup in window-creation code
Window flags can be detected on all WinRT platforms.
|
|
a70fe9a5
|
2015-11-26T11:09:50
|
|
WinRT: native windows are inherently resizable (in WinRT 8.x)
|
|
7bd640d5
|
2015-11-26T02:37:51
|
|
WinRT: bug-fix, fullscreen mode wasn't getting reported in Windows 8.0 apps
This bug did not occur in Windows 8.1 apps, just Windows 8.0.
|
|
36090f57
|
2015-11-26T02:13:15
|
|
WinRT: bug-fix, OpenGLES2 was failing to init, after recent windowing fixes
Some SDL_Window flags were getting lost inside WINRT_UpdateWindowFlags, namely
SDL_WINDOW_OPENGL.
|
|
f5209944
|
2015-11-26T01:36:36
|
|
WinRT: bug-fix, fullscreen window flags weren't set if device was rotated 90 degrees
|
|
623898f7
|
2015-11-26T00:41:39
|
|
WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work). The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
programmatically possible in Win 8.x apps).
|
|
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().
|
|
fd8b7c1c
|
2015-06-05T19:41:18
|
|
Fixed comments at conditional compilation macros.
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
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.
|
|
0fbd3372
|
2015-04-13T20:52:18
|
|
WinRT: Fixed format string for error message.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
522fd829
|
2015-03-17T19:45:47
|
|
WinRT: made OpenGL window-init work with latest round of ANGLE/WinRT updates
Various constants in ANGLE/WinRT, both in MSOpenTech's ms-master branch, and
in Google's branch, were changed again. This change makes SDL/WinRT work with
them.
To note, the ms-master branch (of ANGLE) was updated via this merge:
https://github.com/MSOpenTech/angle/commit/bbd2eb0a9c453a941f2c7abacf616d5a66b6be92#diff-d1377fbe747de154e1bfcf7221d3de67
|
|
b12ea759
|
2015-03-17T10:25:21
|
|
WinRT: another ANGLE/OpenGL-initialization, error messaging tweak
|
|
1083ae22
|
2015-03-17T10:22:36
|
|
WinRT: ANGLE/OpenGLES-initialization, error message improvements
|
|
8a700d4d
|
2015-02-15T12:11:44
|
|
WinRT: a minor, nit-picky cleanup of some OpenGL code
|
|
5ad34f7a
|
2015-02-15T11:53:24
|
|
WinRT: improved OpenGL ES compatibility on WinPhone/ARM and Surface RT
This change integrates initialization settings for ANGLE/WinRT, as suggested in
MSOpenTech's latest ANGLE template-projects (for MSVC).
This should fix some OpenGL initialization issues on WinPhone 8.1 on ARM, and
on the 1st-generation Surface RT.
|
|
df329962
|
2015-02-15T00:08:27
|
|
WinRT: fixed crash when using up-to-date versions of ANGLE/WinRT
|
|
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
|
|
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.
|
|
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!
|
|
6a5b3bb4
|
2014-11-26T21:34:15
|
|
WinRT: added initial SDL_TEXTINPUT support
Further support regarding IME and on-screen keyboards is pending, some of
which might not be 100% compatible with other platforms, given WinRT platform
restrictions. An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx
indicates that on-screen keyboard display requires that the user first tap on
a Windows/XAML text control.
This change adds basic SDL_TEXTINPUT support, with input coming from hardware
keyboards, at a minimum, and without the need for XAML integration (which is
still pending integration into SDL, by and large).
|
|
5b5823ee
|
2014-11-23T21:09:54
|
|
add in support for passing down the "natural" (or flipped) scrolling direction in the MouseWheelEvent event
|
|
5575948b
|
2014-11-22T21:13:46
|
|
Fixed bug 2726 - WinRT touches not setting 'which' field in virtual mouse events
This patch makes sure that any SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP, and
SDL_MOUSEMOTION events, as triggered by a touch event in a WinRT app, set the
event's 'which' field to SDL_TOUCH_MOUSEID. Previously, this was getting set
to the same value as events from a real mouse, '0'.
Thanks to Diego for providing information on this bug, and to Tamas Hamor for
sending over a patch!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
49c9b48e
|
2014-11-09T14:20:53
|
|
WinRT: fixed multi-touch bug whereby 2nd, 3rd, etc. fingers weren't moving
Only the first-pressed finger wpuld get reported as having moved (via SDL's
touch APIs). Subsequently pressed fingers wouldn't report as being moved, even
though the OS was reporting (to SDL) that they had moved.
|
|
577ef5e0
|
2014-11-02T10:38:29
|
|
WinRT: fixed crash when trying, and failing, to load the opengles2 renderer
The crash would occur when a WinRT app explicitly tried to create an
SDL_Renderer using the "opengles2" renderer (via SDL_HINT_RENDER_DRIVER), but
OpenGL ES 2 / ANGLE .dlls weren't packaged in the app.
|
|
18ecc34d
|
2014-11-02T09:02:01
|
|
WinRT: updated an OpenGL-related code-comment
|
|
0bcc254e
|
2014-11-02T08:47:05
|
|
WinRT: expanded OpenGL ES 2 support to enable recent updates to ANGLE/WinRT
ANGLE for WinRT has at least two versions:
- an older version, which supports Windows 8.0 and 8.1. This is currently
the "winrt" branch in MSOpenTech's ANGLE repository (at
https://github.com/msopentech/angle)
- a newer version, which drops support for Windows 8.0, but is under more
active development (via MSOpenTech's "future-dev" branch), and which was
recently merged into the ANGLE project's official "master" branch
(at https://chromium.googlesource.com/angle/angle)
Both versions are setup using slightly different APIs. SDL/WinRT will now
attempt to detect which version is being used, and configure it appropriately.
|
|
01f3498c
|
2014-10-26T12:33:10
|
|
WinRT: more keyboard code cleanups
- made keycode listings a bit easier to read
- listed VK_ keycode names, where appropriate
- removed a few pieces of dead + commented-out code
- applied a common 'WINRT_' prefix to internal function names
|
|
e057c7dd
|
2014-10-25T08:54:23
|
|
WinRT: Fixed bug whereby key-detection code could call SDL_Log
|
|
ed2fff6b
|
2014-10-25T08:50:41
|
|
WinRT: fallback to scancode key detection, if VirtualKey/VK detection fails
|
|
20b19aac
|
2014-10-25T08:43:51
|
|
WinRT: more keyboard code cleanups
- use SDL_arraysize where appropriate
- made long lines of debug-logging code span multiple lines, for easier reading
|
|
a1bac50d
|
2014-10-24T22:09:47
|
|
WinRT: Fixed bug whereby a right-shift key might get reported as left-shift
|
|
e9c79620
|
2014-10-24T21:25:21
|
|
WinRT: minor keyboard code cleanup
An internally-used hash table was replaced with a plain switch statement.
|
|
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
|
|
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.
|
|
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.
|
|
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
|
|
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.
|
|
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.
|
|
119dff55
|
2014-03-23T22:07:01
|
|
WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts
This change does not include message box support for Windows Phone 8, which does
not offer the same message box APIs that Windows 8.x/RT does.
|
|
823bf721
|
2014-03-22T21:08:05
|
|
WinRT globals cleanup: Removed WINRT_GlobalSDLVideoDevice
|
|
b51a3206
|
2014-03-22T20:48:18
|
|
WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT.
SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT,
however its API changed a few months ago, and SDL/WinRT would crash when trying
to use it. It would also occasionally crash when using the older version.
This changeset should make SDL/WinRT work with the latest version, as
available via MS Open Tech's git repository of it at
https://github.com/msopentech/angle
Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject
or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to
MS Open Tech's latest version.
|
|
f25ee50b
|
2014-03-15T14:54:23
|
|
Fixed broken rotation detection routines on WinRT
Rotation detection and handling should now work across all, publicly-released,
WinRT-based platforms (Windows 8.0, Windows 8.1, and Windows Phone 8.0).
|
|
ed02f61d
|
2014-03-13T00:40:08
|
|
Fixed the copyright date on files contributed by David Ludwig
|
|
641ba099
|
2014-03-12T07:26:07
|
|
Fixed compiling Windows RT code on Visual Studio 2013
|
|
e8eb1427
|
2014-03-10T21:21:35
|
|
build fixes for most WinRT-related files
Still TODO: getting the D3D11 renderer back up and running in VC 2012.
|
|
05c23063
|
2014-03-09T11:06:11
|
|
Fixed line endings on WinRT source code
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6687ece1
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2014-03-01T16:37:30
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WinRT: cleaned up some hard-to-read SDL_DisplayMode management code
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f4a5a0fa
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2014-03-01T16:08:16
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WinRT: fixed a crash in SDL_Quit
SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them. This change moves WinRT's driverdata content into a SDL_malloc'ed field.
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910c1cd0
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2013-12-26T14:21:47
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WinRT: minor error cleanup regarding OpenGL init
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0dfde14d
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2013-12-26T14:13:20
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WinRT: took out some dead comments from SDL_winrtopengles.cpp
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fed81d12
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2013-12-26T13:59:01
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WinRT: fixed crash on ARM and x64 during OpenGL window init
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27e79b93
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2013-12-24T21:08:11
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WinRT: bug fix: game-controller/joystick button-down events weren't getting sent
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ecfbb3f5
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2013-11-28T22:59:21
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WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
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da0c0a4a
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2013-11-28T21:15:05
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WinRT: fixed bug: touch input coordinates weren't normalized [0..1]
Thanks to Pierre-Yves for pointing this out and providing a fix!
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749117ac
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2013-11-04T19:54:29
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WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.
To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'. From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext. The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL. Only Windows 8/8.1 is supported for now. Shaders may need to be precompiled, in some (all?) cases.
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e64e3d8c
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2013-10-27T14:31:57
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WinRT: fixed two bugs regarding mouse events
The first bug had mouse motion events not getting sent out on non-touch devices, if and when a mouse button wasn't pressed.
The second bug caused virtual mouse motion events to get sent out-of-order on touch devices: the motion event would get sent after the touch occurred, rather than before.
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58dd0864
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2013-09-22T12:26:53
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WinRT: unified the two, public, app-init functions
This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.
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0022dbf2
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2013-09-16T11:02:18
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WinRT: made SDL_GetWindowWMInfo return window data in a slightly easier-to-use format
Having the window pointer available as a WinRT IInspectable should make it a bit easier to use in conjunction with WRL-based weak references.
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34722465
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2013-09-06T21:13:15
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WinRT: code cleanup: attempted to make it more clear what code is specific to what app type (plain Direct3D or XAML)
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de8d9dbb
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2013-09-06T21:00:52
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WinRT: minor code cleanup regarding events
Some event handling functions got sorted in a somewhat consistent manner, and
in some cases, were also segregated a bit from app-lifecycle code.
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