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33ff5bd1
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2017-02-03T23:30:29
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Fixed typo in log message.
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800a72eb
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2017-01-31T10:19:56
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Switch stderr output to SDL_Log() so it shows up on Windows and mobile devices
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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232ae688
|
2016-11-23T17:20:28
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Still more compiler warning fixes for various platforms.
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40c2a6fb
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2016-11-23T11:49:26
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Fixed more compiler warnings.
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f1e0b9af
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2016-09-29T16:10:08
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Added debug output for new window events
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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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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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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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