|   | defd90b6 | 2014-04-19T13:15:41 |  | Render: Allow empty cliprect.
This fixes an issue where an empty cliprect is treated the same as a NULL
cliprect, causing the render backends to disable clipping.
Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to
differentiate between:
 - SDL_RenderSetClipRect(render, NULL)
 - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r);
Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504 | 
            
              |   | 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. | 
            
              |   | 93ba5bd8 | 2014-03-20T16:23:18 |  | Static analysis fix: uninitialized value.
(A false positive: clang doesn't know SDL_SetError() always returns -1.) | 
            
              |   | 415675be | 2014-03-20T11:14:44 |  | Static analysis fix: division by zero. | 
            
              |   | b659c700 | 2014-03-20T10:41:47 |  | Static analysis fix: uninitialized variables.
This is actually a false-positive, in this case, since Clang doesn't know
 that SDL_SetError() only ever returns -1. Feature request to improve that,
 with explanation about these specific SDL patches, is here:
   http://llvm.org/bugs/show_bug.cgi?id=19208 | 
            
              |   | 2c558ca2 | 2014-03-10T17:19:19 |  | Fixed D3D9 initialization on Windows 8, which doesn't have D3DX | 
            
              |   | 1a35f32b | 2014-03-10T01:51:03 |  | Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build. | 
            
              |   | 1367bf87 | 2014-03-09T11:36:47 |  | Integrated David Ludwig's support for Windows RT | 
            
              |   | 6ee12d6c | 2014-02-24T18:57:22 |  | Fixes #2296 - SDL_GL_UnbindTexture segfaults (thanks Daniel B?nzli) | 
            
              |   | 58edac3e | 2014-02-02T00:53:27 |  | Fixed bug 2374 - Update copyright for 2014...
Is it that time already?? | 
            
              |   | f848adff | 2013-11-29T10:06:08 |  | Improve Android pause/resume behavior. | 
            
              |   | 46740a5a | 2013-11-28T22:09:21 |  | WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library.  The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's. | 
            
              |   | 7e1289af | 2013-11-24T23:56:17 |  | Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff. | 
            
              |   | 4e270de1 | 2013-11-02T11:46:43 |  | Changed function to return -1 through SDL_Error() instead of plain -1. | 
            
              |   | 69c5d21d | 2013-10-27T21:26:46 |  | WinRT: merged with SDL 2.0.1 codebase | 
            
              |   | 22a972a4 | 2013-09-30T22:16:14 |  | Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
Lloyd Bryant
SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render.  This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()). | 
            
              |   | 89c31bb4 | 2013-09-28T14:06:55 |  | Implemented SDL_UpdateYUVTexture() for Direct3D | 
            
              |   | 17c9ff85 | 2013-09-28T14:06:51 |  | Added missing SDL_assert.h | 
            
              |   | 57bd5147 | 2013-09-28T14:06:47 |  | Added optimized YUV texture upload path with SDL_UpdateYUVTexture() | 
            
              |   | 869a7076 | 2013-09-20T13:43:00 |  | add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes | 
            
              |   | f79fc33a | 2013-08-29T08:29:21 |  | Christoph Mallon: Remove pointless if (x) before SDL_free(x) | 
            
              |   | d41fdc94 | 2013-08-13T20:09:52 |  | WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0 | 
            
              |   | dad42067 | 2013-08-12T11:13:50 |  | 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. | 
            
              |   | 1ad936eb | 2013-08-11T19:56:43 |  | Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager.  SDL_DestroyWindow consistently locks up for me when the window if fullscreen. |