src/events


Log

Author Commit Date CI Message
Sam Lantinga 13dd2ccd 2016-10-01T13:38:30 Fixed bug 3161 - SDL_WINDOWEVENT_EXPOSED event possible queue overflow Marcel Bakker Observed when resizing or moving a window in Windows 7. Depending on how you resize/move your window , you may receive none or a lot of SDL_WINDOWEVENT_EXPOSED events , at the moment you release the mouse button. Maybe add this event to an already existing list of overflow candidates ?
Philipp Wiesemann 7b23eef3 2016-09-30T23:30:54 Fixed crash if allocating memory for mouse clicks failed.
Alex Szpakowski 450fa8cd 2016-09-24T18:46:34 Use OS-provided click counts on macOS and iOS for mouse press and release events.
Philipp Wiesemann fd3dd4e5 2016-03-27T22:22:13 Fixed comment in gesture source.
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 73680ab3 2016-01-07T16:01:24 Fixed NULL dereference on drop events with no window associated. (such as when dropping a file onto an app's icon to launch.) This bug caught by Clang's static analyzer.
Ryan C. Gordon f9b73793 2016-01-05T02:26:45 Added SDL_DROPTEXT event, for dragging and dropping string data. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon 8e855f2f 2016-01-05T01:42:00 Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops. This allows an app to know when a set of drops are coming in a grouping of some sort (for example, a user selected multiple files and dropped them all on the window with a single drag), and when that set is complete. This also adds a window ID to the drop events, so the app can determine to which window a given drop was delivered. For application-level drops (for example, you launched an app by dropping a file on its icon), the window ID will be zero.
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 68a32728 2016-01-02T10:38:51 Fixed sed error on Mac OS X and updated copyright on a few last files
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Ryan C. Gordon 257b7af2 2015-12-28T13:07:44 Sync up the caps/numlock state properly without sending key events. Partially fixes Bugzilla #2736 and #3125.
David Ludwig 9e9ef5ad 2015-12-27T17:55:45 Fixed bug 3202 - Fix renderer visibility on a window maximized directly from the minimized state Many thanks to id.zeta for details on the bug, and for the fix!
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.
Ryan C. Gordon e346f142 2015-07-17T21:03:58 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.
Philipp Wiesemann 26ecab90 2015-07-01T21:10:54 Removed redundant variable check when processing gestures.
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().