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f4b26cd8
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2016-10-01T13:16:31
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Removed carriage returns from previous patch
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7b0ccd32
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2016-10-01T13:14:51
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Fixed bug 3405 - Wrong default icon size on windows systems
Evgeny Vrublevsky
Original code in the video/windows/SDL_windowsevents.c registers obsolete WNDCLASS (not WNDCLASSEX). As the result only one icon size is used as the small and normal icons. Also original code doesn't specify required size of an icon. As the result when 256x256 icon is available, the program uses it as a default icon, and it looks ugly.
We have to use WNDCLASSEX and load icons with proper sizes which we can get using GetSystemMetrics.
Better idea. We could use the first icon from resources, like the Explorer does. Patch is included. It also correctly loads large and small icons, so it will look nice everywhere.
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0b576962
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2016-10-01T12:17:42
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Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
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1e6e5954
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2016-10-01T11:54:02
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Fixed bug 3332 - Win32: reset deadkeys in StartTextInput/StopTextInput
Eric Wasylishen
The bug here is that a dead keys pressed before calling SDL_StartTextInput() carries over into future text input, so the next key pressed will have the deadkey applied to it.
This in undesirable, imho, and doesn't occur on OS X (haven't check Linux or elsewhere). It's causing a problem for Quakespasm on German keyboard layouts, where we use the ^ deadkey to toggle the console (which enables/disables text input), and ^ characters are showing up in the TEXTINPUT events.
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e64c5186
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2016-09-29T23:42:18
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windows: Removed hardcoded "1" for mouse clickthrough hint.
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f2fcd324
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2016-09-29T23:12:58
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windows: fix borderless windows at desktop resolution (thanks, Evgeny!).
Fixes Bugzilla #3404.
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4f4c4b62
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2016-09-29T22:52:41
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Added SDL_SetWindowResizable(). (thanks, Ethan!)
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d285af2a
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2016-09-29T14:48:33
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Added Windows support for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
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8ddb4328
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2016-09-29T03:59:04
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When clicking on a window to give it focus, don't pass the mouse click to the application.
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ea2f5e59
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2016-05-23T15:29:25
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Windows: Fix other window positions/sizes being changed when exiting exclusive fullscreen (bug #3315, thanks Simon Hug!)
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d4140ca4
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2016-05-20T22:15:58
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Windows: Fixed missing error message if SDL_GetDisplayDPI() failed.
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c3e48e71
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2016-04-12T10:45:56
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Force WM_PAINT events on window resize
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a29a925d
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2016-03-11T08:33:47
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Pick up new display mode information after a mode change (Windows only right now).
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eeb89999
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2016-01-05T05:22:35
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Patched to compile.
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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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8e855f2f
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2016-01-05T01:42:00
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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.
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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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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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854cf7ac
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2015-12-30T12:44:13
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Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen
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fd6b435c
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2015-12-28T13:08:19
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Windows: resync num/caps lock when window is gaining focus.
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257b7af2
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2015-12-28T13:07:44
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Sync up the caps/numlock state properly without sending key events.
Partially fixes Bugzilla #2736 and #3125.
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2befe01d
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2015-12-27T18:56:46
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Removed a tabstop.
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6a2e8a7a
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2015-12-27T18:48:14
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Win: make sure SDL keyboard state reflects system capslock state at startup.
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40269809
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2015-12-18T00:49:27
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Cleaned up some code formatting.
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57f2f3ba
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2015-12-06T17:51:11
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Windows: Added missing NULL check after SDL_stack_alloc().
SDL_stack_alloc() might wrap SDL_malloc() which can return NULL.
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2b0140a9
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2015-10-27T11:17:32
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Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
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5b174113
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2015-10-06T21:40:50
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Converted tabs to spaces for SDL style
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9bd640e1
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2015-10-06T21:16:21
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Fixed sending a size event while setting up a window (fix for DOTA 2 on Source 2)
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7bc72eaf
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2015-10-01T11:21:06
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Fixed forcing the window size when creating a non-resizable window on Windows.
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08ce12c4
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2015-09-14T11:15:25
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Fixed divide by zero if the application has run out of GDI handles and is trying to show an error dialog
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a702c338
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2015-08-03T11:37:03
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Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4.
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e93f90ae
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2015-07-30T10:01:04
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Trivial integer truncation warning fixes.
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5aaf81c8
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2015-07-29T17:19:13
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Fix up monitor enumeration for Windows 8.1 case.
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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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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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3a08b463
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2015-06-25T11:49:48
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Fixed bug 2834 - Patch to support dead keys on Windows
Elise Maurer
When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release.
Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character.
I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input:
* r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645.
* But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing).
* It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff.
The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.
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e4e4e1b8
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2015-06-24T10:56:37
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SDL
- do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`". Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data.
CR: SamL
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8cea1b98
|
2015-06-21T19:37:37
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Windows: Fixed crash if initialization of EGL failed but was tried again later.
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0e45984f
|
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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aa4952fd
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2015-04-21T10:10:59
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Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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