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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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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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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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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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e93f90ae
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2015-07-30T10:01:04
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Trivial integer truncation warning fixes.
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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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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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