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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
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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
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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
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2016-01-04T23:52:40
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Added SDL_GetDisplayUsableBounds().
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fa8c83c1
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2016-01-03T06:50:50
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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.
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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e6ad29ae
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2015-11-14T12:35:45
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Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
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e015140a
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2015-09-30T15:38:18
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SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel
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b0e145b3
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2015-07-29T17:19:06
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Move GetDisplayDPI to the end of the file.
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61c74150
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2015-07-29T17:18:56
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Add SDL_GetDisplayDPI routine and implement for Windows.
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b2458630
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2015-07-18T00:04:49
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Fixed dynapi for new SDL_WarpMouseGlobal() function signature.
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e346f142
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2015-07-17T21:03:58
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SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.
This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
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0e45984f
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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
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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.
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