src/video


Log

Author Commit Date CI Message
Ryan C. Gordon f647dfe8 2016-03-04T19:41:16 x11: Fix a few more XMoveWindow() calls to adjust for border size. Also, fix my inability to do basic math ('+' should have been '-').
Ryan C. Gordon 02f49fdb 2016-03-04T18:47:19 x11: Deal with window borders better. - Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query the X server for them (instead, we update our cached data when PropertyNotify events alert us to a change). - Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call. - Window position was meant to refer to the client area, not the window decorations, so adjust appropriately when getting/setting the position.
Philipp Wiesemann 05b6ca3c 2016-03-03T20:12:51 Raspberry: Fixed crash if memory allocation for cursor failed.
Philipp Wiesemann be34036e 2016-03-02T20:25:23 Wayland: Fixed fault in event handling which might have caused a crash someday. Found by Cppcheck.
Philipp Wiesemann ab8be043 2016-03-02T20:25:09 Wayland: Fixed crash if allocating memory for cursor failed. Also added missing error message if first allocation failed.
Brandon Schaefer 90ef601d 2016-02-25T10:06:33 Mir: Do not use opengl to find the valid pixel format if we dont use opengl
Philipp Wiesemann 966aa372 2016-02-24T21:07:19 Mir: Replaced memcpy() with SDL_memcpy().
Philipp Wiesemann b4b36122 2016-02-24T21:06:46 Mir: Fixed comment at conditional compilation macro.
Philipp Wiesemann 92209c26 2016-02-22T19:00:22 Mir: Fixed crash if allocating memory for cursor failed.
bschaefer 3607d3b7 2016-02-21T15:19:35 Fix API/ABI breakage in Mir 0.13/0.14.
Ryan C. Gordon 2436ca20 2016-02-20T01:03:39 x11: better fix for the previous commit's fullscreen vs maximized issue.
Ryan C. Gordon a4627c5e 2016-02-20T00:44:42 x11: Don't mess with fullscreen vs maximized window state on unmapped windows.
Ryan C. Gordon df4be2f2 2016-02-18T23:27:58 x11/wayland/mir: Make the dynamic loading macro salsa a little less messy.
Jonas ?dahl 3a22321d 2016-02-17T15:14:20 wayland: Add wl_proxy_marshal_constructor_versioned sym wl_proxy_marshal_constructor_versioned was introduce in wayland-client 1.10.
Ryan C. Gordon 45407d0e 2016-02-15T21:49:09 x11: Removed an assert. This assert triggers when run under XMonad. It's safe to pass a zero here anyhow, as this will still work "well enough" and the original problem--GNOME printing a warning message--is still fixed because GNOME's window manager gives us a chance to grab a non-zero user-time value before this code is run.
Ryan C. Gordon 0e2badc1 2016-02-12T00:27:21 x11: Patched to compile with DEBUG_XEVENTS on C89 compilers.
Philipp Wiesemann 7da168db 2016-02-10T19:31:23 Fixed spaces in license comments.
Ryan C. Gordon 5ed63ae3 2016-02-08T01:08:21 x11: Updated imKStoUCS.* to latest from x.org. This was a version from XFree86 before now. :) Although not much has changed.
Alex Szpakowski 8e7cd6b5 2016-02-03T20:32:55 iOS: Implemented clipboard support.
Alex Szpakowski 32592178 2016-01-31T09:39:42 x11: Fix AltGr generating an invalid keycode (bug #3244). Thanks Thomas!
Sam Lantinga 67f9fd2b 2016-01-22T13:12:16 Fixed creating fullscreen windows on Steam Link
Sam Lantinga e5d575b9 2016-01-16T21:58:49 Expose the EGL display and window for Vivante SDL windows
Philipp Wiesemann 8d035b1a 2016-01-12T22:23:00 Android: Added mouse initialization to reset state. If the app is launched again then the shared object may be reused (on Android).
Philipp Wiesemann 15603519 2016-01-11T20:02:48 Android: Added mapping of mouse forward button and mouse back button.
Alex Szpakowski 87ea39be 2016-01-09T17:41:09 Removed dead code (caught by Clang's static analyzer).
Ryan C. Gordon ed620333 2016-01-07T19:58:00 x11: make last mouse coords sane upon window entry (thanks, Cengiz!). (and thanks to Cengiz for many of the previous Unreal-related patches! They were generically credited to Epic Games, but a large amount of that work was his contribution.) Fixes Bugzilla #3067.
Ryan C. Gordon 416d0466 2016-01-07T14:02:37 Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!). Fixes Bugzilla #3223.
Ryan C. Gordon 49e47688 2016-01-05T05:38:55 Patched to compile on iOS.
Ryan C. Gordon eeb89999 2016-01-05T05:22:35 Patched to compile.
Ryan C. Gordon 3bdaf4c6 2016-01-05T02:46:10 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.
Ryan C. Gordon f9d478b6 2016-01-05T02:40:14 x11: _NET_WM_PID needs a long, not a pid_t, I think.
Ryan C. Gordon 7605ccf6 2016-01-05T02:29:16 Use SDL's stdinc functions instead of C runtime calls.
Ryan C. Gordon 5696e88e 2016-01-05T02:29:06 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.
Ryan C. Gordon e497e465 2016-01-05T02:28:56 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.
Ryan C. Gordon dc532c70 2016-01-05T02:27:50 Added SDL_WINDOWEVENT_TAKE_FOCUS. This is for corner cases where a multi-window app is activated and wants to make a decision about where focus should go. This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon f9af0c03 2016-01-05T02:27:26 x11: Put a matching window_group wmhint on every window created. This is useful to the Window Manager, so it can know to associate multiple SDL windows with a single app.
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 f2defe5e 2016-01-05T01:30:40 Added special window type flags. Specifically: always on top, skip taskbar, tooltip, utility, and popup menu. 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.
Ryan C. Gordon c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
Ryan C. Gordon 81209acb 2016-01-04T23:44:27 x11: Let apps specify that video init should fail if XRandR is unavailable. Notably: it sets the error string to inform you that your custom SDL is built without xrandr support, which apparently has been a support issue for Unreal Engine 4 developers.
Ryan C. Gordon 15bc7aea 2016-01-04T22:00:04 Mac: allows apps to use OpenGL on a slower, integrated GPU. This is often useful for SDL apps that aren't meant to be games: the integrated GPU starts up faster, uses less power, and is often more than fast enough. Note that even with this change, the app will still default to the more powerful, discrete GPU if one is available; an app that prefers the integrated GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly set in its Info.plist and Mac OS X 10.7 or later. https://developer.apple.com/library/mac/qa/qa1734/_index.html
Ryan C. Gordon 7678b1db 2016-01-04T16:36:42 Patch to compile on C89 compilers.
Ryan C. Gordon 6df5e1e5 2016-01-04T16:25:27 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp. Fixes Bugzilla #3056.
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
David Ludwig 44c0b2da 2015-12-31T01:54:11 WinRT: minor code-comment cleanups
David Ludwig 854cf7ac 2015-12-30T12:44:13 Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen
Philipp Wiesemann c41feca5 2015-12-29T19:13:56 Fixed a crash if creating accelerated renderer after accessing window surface. Partially fixes Bugzilla #3196.
Ryan C. Gordon 18c7d6df 2015-12-29T02:16:14 XRandR: fixed primary output detection logic (thanks, "winterknight"!). Fixes Bugzilla #3185.
Ryan C. Gordon 326b3578 2015-12-29T01:09:58 Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!). Fixes Bugzilla #3190.
Ryan C. Gordon 51c1d69d 2015-12-28T13:30:58 Mac: Whoops, lost legit Caps lock keypress events. Fixed.
Ryan C. Gordon fd6b435c 2015-12-28T13:08:19 Windows: resync num/caps lock when window is gaining focus.
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.
Ryan C. Gordon d3b323f8 2015-12-27T23:39:43 Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground.
Ryan C. Gordon 2befe01d 2015-12-27T18:56:46 Removed a tabstop.
Ryan C. Gordon 6a2e8a7a 2015-12-27T18:48:14 Win: make sure SDL keyboard state reflects system capslock state at startup.
Ryan C. Gordon faed0585 2015-12-27T16:46:12 Mac: make sure SDL keyboard state reflects system capslock state at startup.
David Ludwig 8281cc72 2015-12-22T00:58:47 WinRT: Fixed bug 3210, "alt-tab doesn't work correctly with full-screened, UWP (Win10 Store) apps"
Alex Szpakowski 40269809 2015-12-18T00:49:27 Cleaned up some code formatting.
Alex Szpakowski a2235d7b 2015-12-10T22:17:22 Cocoa: Use NSTextInputClient instead of NSTextInput for text input handling. The latter was deprecated in OS X 10.6.
Alex Szpakowski 0c463d77 2015-12-10T20:25:34 SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried.
David Ludwig 976bc9a9 2015-12-06T18:48:46 WinRT: build fix for Windows Phone 8.0
David Ludwig 2b484818 2015-12-06T18:42:30 WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.0 apps
David Ludwig a40d49aa 2015-12-06T18:33:43 WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.1 apps
David Ludwig 898054a1 2015-12-06T17:32:33 WinRT: fixed a build error when compiling Windows 8.1 .dlls
David Ludwig c8e3bfbf 2015-12-06T17:07:37 WinRT: removed an unused variable from DXGI-based display-detection code
David Ludwig 781455fd 2015-12-06T17:06:40 WinRT: workaround for a possible bug in the Win10 Store's Certification Kit DXGI fails to report any displays in at least one of the "Windows App Certification Kit 10.0"'s tests for Store Apps. This was causing SDL's video initialization code to fail, when the suspect test ("Direct3D Feature Test") was run, as DXGI was unable to report a display-output at adapter-index 0, output-index 0. The workaround that is applied here attempts to detect this case, then use a hopefully-reasonable alternative means to calculate at least one display output.
Philipp Wiesemann 57f2f3ba 2015-12-06T17:51:11 Windows: Added missing NULL check after SDL_stack_alloc(). SDL_stack_alloc() might wrap SDL_malloc() which can return NULL.
Philipp Wiesemann 32147ba7 2015-12-05T17:08:07 X11: Fixed memory leak when initializing multiple screens.
Alex Szpakowski 6a50d333 2015-11-30T03:30:35 Removed some debug prints.
Alex Szpakowski 9ddc6c34 2015-11-30T03:30:07 Mac: Fixed SDL_SetWindowFullscreen not restoring the window's original size when exiting a Space.
David Ludwig 25abce51 2015-11-29T19:33:11 WinRT: added Win10/UWP (Universal Windows Platform) support "UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs. This set of changes updates SDL's WinRT backends to support the Win10 flavor of WinRT. It has been tested on Win10 on a desktop. In theory, it should also support Win10 on other devices (phone, Xbox One, etc.), however further patches may be necessary. This adds: - a set of MSVC 2015 project files, for use in creating UWP apps - modifications to various pieces of SDL, in order to compile via MSVC 2015 + the Win10 API set - enables SDL_Window resizing and programmatic-fullscreen toggling, when using the WinRT backend - WinRT README updates
David Ludwig d07aa877 2015-11-26T11:15:43 WinRT: minor code cleanup in window-creation code Window flags can be detected on all WinRT platforms.
David Ludwig a70fe9a5 2015-11-26T11:09:50 WinRT: native windows are inherently resizable (in WinRT 8.x)
David Ludwig 7bd640d5 2015-11-26T02:37:51 WinRT: bug-fix, fullscreen mode wasn't getting reported in Windows 8.0 apps This bug did not occur in Windows 8.1 apps, just Windows 8.0.
David Ludwig 36090f57 2015-11-26T02:13:15 WinRT: bug-fix, OpenGLES2 was failing to init, after recent windowing fixes Some SDL_Window flags were getting lost inside WINRT_UpdateWindowFlags, namely SDL_WINDOW_OPENGL.
David Ludwig f5209944 2015-11-26T01:36:36 WinRT: bug-fix, fullscreen window flags weren't set if device was rotated 90 degrees
David Ludwig 623898f7 2015-11-26T00:41:39 WinRT: lots of display and windowing related fixes This change-set fixes a lot of windowing related bugs, especially with regards to Windows 8.x apps running on Windows 10 (which was the driver for this work). The primary fixes include: * listed display modes were wrong, especially when launching apps into a non-fullscreen space * reported window flags were often wrong, especially on Windows 10 * fullscreen/windowed mode switches weren't failing (they are not programmatically possible in Win 8.x apps).
Ryan C. Gordon 5224dfcc 2015-11-17T12:15:35 X11: Let XRandR respect multiple screens (DISPLAY=:0.0 vs :0.1, etc).
Alex Szpakowski 998a54f9 2015-11-14T04:24:39 Mac: Fix a warning about implicit declaration of SDL_SendKeymapChangedEvent (bug #3167.)
Alex Szpakowski 9c51c4a6 2015-11-12T22:44:32 Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.)
Alex Szpakowski 72678358 2015-11-12T20:58:11 iOS: Fixed crashes when rotating the screen after destroying a window.
Sam Lantinga 5103ae9f 2015-11-09T08:55:07 one last SDL fix: restore menu bar if we destroy a fullscreen window without transitioning it back to a non-fullscreen window first
Sam Lantinga ebfb2ecb 2015-11-09T08:55:01 don't toggle SDL fullscreen state on OSX if we're destroying the window
Sam Lantinga eeddb7c5 2015-11-09T08:54:56 more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state
Sam Lantinga 792354d6 2015-11-09T08:54:49 SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing.
Sam Lantinga 2d884656 2015-11-09T08:54:42 add hacky support for failed fullscreen transitions. SDL doesn't have the concept of a fullscreen transition that failed. if the user is actively changing spaces while the app goes fullscreen, it fails to go fullscreen; now it will just try again instead of hanging around with the wrong window styles.
Sam Lantinga 38edc177 2015-10-27T11:18:04 Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in CreateWindow if desired.
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.
Alex Szpakowski f8824cb9 2015-10-23T03:37:53 Mac: Fix returning to the window's Space in OS X 10.11+ when SDL_WINDOW_FULLSCREEN_DESKTOP is used (bug #3152.)
Philipp Wiesemann 86711041 2015-10-07T21:16:18 Android: Added new key codes without mapping.
Sam Lantinga 5b174113 2015-10-06T21:40:50 Converted tabs to spaces for SDL style
Sam Lantinga 9bd640e1 2015-10-06T21:16:21 Fixed sending a size event while setting up a window (fix for DOTA 2 on Source 2)
Ryan C. Gordon c5e68d68 2015-10-06T00:10:54 Mac: Reset display if going from fullscreen to a fullscreen Space or vice-versa. Otherwise, bad things happen.
Sam Lantinga 7bc72eaf 2015-10-01T11:21:06 Fixed forcing the window size when creating a non-resizable window on Windows.
Alex Szpakowski ab2a3500 2015-09-25T15:17:20 iOS: show message boxes using the new UIAlertController APIs when supported, rather than the deprecated UIAlertView. UIAlertController is also supported on tvOS, whereas UIAlertView is not.
Alex Szpakowski ecfdb10c 2015-09-15T00:25:07 iOS SDL_GL_CreateContext: Clamp the multisample sample count when the requested value is too high, rather than failing to create the context. This matches the SDL_GL_CreateContext behavior in OS X.
Sam Lantinga 08ce12c4 2015-09-14T11:15:25 Fixed divide by zero if the application has run out of GDI handles and is trying to show an error dialog