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714502d3
|
2022-06-13T22:15:56
|
|
minor windows warning fixes.
|
|
ab81a559
|
2022-06-07T02:01:27
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|
Windows DPI scaling/highdpi support
Adds hint "SDL_WINDOWS_DPI_SCALING" which can be set to "1" to
change the SDL coordinate system units to be DPI-scaled points, rather
than pixels everywhere.
This means windows will be appropriately sized, even when created on
high-DPI displays with scaling.
e.g. requesting a 640x480 window from SDL, on a display with 125%
scaling in Windows display settings, will create a window with an
800x600 client area (in pixels).
Setting this to "1" implicitly requests process DPI awareness
(setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
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1b797957
|
2022-06-05T12:36:58
|
|
SDL_windowsvideo.c: add HIGHDPI_DEBUG ifdef, print DPI awareness at startup if defined
document some additional quirks
|
|
51ebefee
|
2022-02-28T00:43:43
|
|
Support PMv2 DPI awareness, add SDL_HINT_WINDOWS_DPI_AWARENESS
The hint allows setting a specific DPI awareness ("unaware", "system", "permonitor", "permonitorv2").
This is the first part of High-DPI support on Windows ( https://github.com/libsdl-org/SDL/issues/2119 ).
It doesn't implement a virtualized SDL coordinate system, which will be
addressed in a later commit. (This hint could be useful for SDL apps
that want 1 SDL unit = 1 pixel, though.)
Detecting and behaving correctly under per-monitor V2
(calling AdjustWindowRectExForDpi where needed) should fix the
following issues:
https://github.com/libsdl-org/SDL/issues/3286
https://github.com/libsdl-org/SDL/issues/4712
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|
b798e49c
|
2022-05-19T21:44:38
|
|
Fix build warning with MSVC
|
|
9dfa000b
|
2022-05-18T20:20:03
|
|
Initial support for building for Windows with OpenWatcom
|
|
d14a1263
|
2022-03-11T17:45:17
|
|
IME Composition Truncation + SDL_IsTextInputShown + SDL_ClearComposition (#5398)
* Fixes for IME Composition Truncation + Addition of SDL_ClearComposition, SDL_IsTextInputShown
* Fixed: Documentation and code style issues raised during code review.
|
|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
|
|
7d21322d
|
2021-11-08T16:29:19
|
|
Implemented SDL_SetWindowMouseRect() on Windows
|
|
19dee1cd
|
2021-10-22T06:37:20
|
|
Add SDL_GetWindowICCProfile(). (#4314)
* Add SDL_GetWindowICCProfile
* Add new SDL display events
* Implement ICC profile change event for macOS
* Implement ICC profile notification for Windows
* Fix SDL_GetWindowICCProfile() for X11
* Fix compile errors
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|
64724db0
|
2021-06-04T19:55:30
|
|
Implement bare minimum for SDL_FlashWindow
|
|
0dd7024d
|
2021-03-12T21:58:20
|
|
Modifies WaitEvent and WaitEventTimeout to actually wait instead of polling
When possible use native os functions to make a blocking call waiting for
an incoming event. Previous behavior was to continuously poll the event
queue with a small delay between each poll.
The blocking call uses a new optional video driver event,
WaitEventTimeout, if available. It is called only if an window
already shown is available. If present the window is designated
using the variable wakeup_window to receive a wakeup event if
needed.
The WaitEventTimeout function accept a timeout parameter. If
positive the call will wait for an event or return if the timeout
expired without any event. If the timeout is zero it will
implement a polling behavior. If the timeout is negative the
function will block indefinetely waiting for an event.
To let the main thread sees events sent form a different thread
a "wake-up" signal is sent to the main thread if the main thread
is in a blocking state. The wake-up event is sent to the designated
wakeup_window if present.
The wake-up event is sent only if the PushEvent call is coming
from a different thread. Before sending the wake-up event
the ID of the thread making the blocking call is saved using the
variable blocking_thread_id and it is compared to the current
thread's id to decide if the wake-up event should be sent.
Two new optional video device methods are introduced:
WaitEventTimeout
SendWakeupEvent
in addition the mutex
wakeup_lock
which is defined and initialized but only for the drivers supporting the
methods above.
If the methods are not present the system behaves as previously
performing a periodic polling of the events queue.
The blocking call is disabled if a joystick or sensor is detected
and falls back to previous behavior.
|
|
a0a5da5d
|
2021-04-19T07:13:38
|
|
Add SDL_SetWindowAlwaysOnTop()
|
|
a0d3c6c6
|
2021-01-25T21:42:14
|
|
Rename SetWindowGrab() to SetWindowMouseGrab()
|
|
e1f73e64
|
2021-01-23T16:22:44
|
|
Refactor keyboard grab to be managed by the video core
This gives us flexibility to add others hints to control keyboard grab behavior
without having to touch all of the backends. It also allows us to possibly
expose keyboard grab separately from mouse grab for applications that want to
manage those independently.
|
|
76295cec
|
2021-01-05T15:50:10
|
|
video/windows: ANSI/UNICODE updates (cf. bug 5435):
- explicitly use UNICODE versions of DrawText, EnumDisplaySettings,
EnumDisplayDevices, and CreateDC: the underlying structures have
WCHAR strings.
- change WIN_UpdateDisplayMode and WIN_GetDisplayMode() to accept
LPCWSTR instead of LPCTSTR for the same reason.
- change WIN_StringToUTF8 and WIN_UTF8ToString to the explicit 'W'
versions where appropriate.
|
|
6cbd4417
|
2021-01-02T14:45:15
|
|
Add a hint for D3D9Ex to avoid having to choose at compile-time
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
052a1373
|
2020-07-12T19:11:15
|
|
Merge VideoBootStrap::available into VideoBootStrap::create
The two are only ever called together, and combining them makes it possible
to eliminate redundant symbol loading and redundant attempts to connect
to a display server.
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
c9d0e2ae
|
2019-10-23T09:26:27
|
|
Fixed bug 4840 - Read of uninitialized memory in DXGI_LoadDLL (Thanks!)
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
eff5f650
|
2018-10-09T23:01:43
|
|
Implement SuspendScreenSaver for Win32
Creating a full-screen SDL renderer on Windows will keep the screensaver
suspended by DirectX, as is default for full-screen DX applications. However,
for applications that render in windowed-mode, the screensaver will
still kick in, even if SDL_DisableScreenSaver() is called or
SDL_HINT_VIDEO_ALLOW_SCREENSAVER is set to 0 (default). Implementing
a SuspendScreenSaver() function for Win32 fixes this behavior.
|
|
e061a92d
|
2018-08-02T16:03:47
|
|
Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.
Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).
Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
|
|
40b27fd5
|
2018-02-12T17:00:00
|
|
revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h into generic function
pointer typedefs.
|
|
90e72bf4
|
2018-01-30T18:08:34
|
|
Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
|
|
7c60bec4
|
2018-01-03T10:58:58
|
|
Fixed bug 4018 - Implement SDL_GetWindowBordersSize() under Windows/Win32/WinAPI
Ismael Ferreras Morezuelas (Swyter)
As a new year gift I have implemented the Windows version of SDL_GetWindowBordersSize(). I needed it for auto-selecting a cozy window size for the game I'm currently working on and noticed that it only worked under X11, so I thought it could be a good excuse to contribute back more stuff. The Mercurial patch is attached as a .diff file. Let me know what you think.
Happy 2018 to all the SDL2 devs and users!
--
PS: Keep in mind that Windows 10 includes the 8px invisible grip borders as part of the frame. There's a way of detecting if Aero/DWM is being used and ask only for the visible rect, but I believe that GetWindowRect() is doing that for a reason and working as intended, so I haven't changed it. (See [2])
References:
[1]: http://www.firststeps.ru/mfc/winapi/r.php?72
[2]: https://stackoverflow.com/a/34143777/674685
[3]: https://stackoverflow.com/a/431548/674685
[4]: https://wiki.libsdl.org/SDL_GetWindowBordersSize
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
50efbda7
|
2017-08-28T00:43:14
|
|
Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
|
|
ce2b1644
|
2017-08-28T00:11:38
|
|
Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
|
|
25e3a1ec
|
2017-08-27T22:15:57
|
|
vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
|
|
de91b124
|
2017-08-14T06:28:21
|
|
Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
|
|
96305832
|
2017-08-11T10:21:19
|
|
Fixed bug 3702 - Clear error messages of SDL_LoadObject for optional libraries
Simon Hug
Some code in SDL loads libraries with SDL_LoadObject to get more information or use newer APIs. SDL_LoadObject may fail, set an error message and SDL will continue with some fallback code. Since SDL will overwrite the error or exit the function with a return value that indicates success, the error form SDL_LoadObject for the optional stuff might as well be cleared right away.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
4f4c4b62
|
2016-09-29T22:52:41
|
|
Added SDL_SetWindowResizable(). (thanks, Ethan!)
|
|
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.
|
|
c3114975
|
2016-01-04T23:52:40
|
|
Added SDL_GetDisplayUsableBounds().
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
61c74150
|
2015-07-29T17:18:56
|
|
Add SDL_GetDisplayDPI routine and implement for Windows.
|
|
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().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
|
|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
|
|
b29740b8
|
2014-06-25T17:06:12
|
|
Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
|
|
cff9eac6
|
2014-06-22T09:48:46
|
|
Fixed bug 2579 - SDL fails to compile on Windows when only EGL+OpenGL ES defined
callow.mark
Compiling with SDL_VIDEO_RENDER_OGL=0, SDL_VIDEO_OPENGL=0, SDL_VIDEO_OPENGL_WGL=0, SDL_VIDEO_RENDER_OGL_ES2=1, SDL_VIDEO_OPENGL_ES2=1 and SDL_VIDEO_OPENGL_EGL=1 set in SDL_config_windows.h fails.
A patch is attached. See bug #2570 for reasons you might want to compile this way.
|
|
3e3b34ad
|
2014-06-04T10:52:34
|
|
Added a hint to disable windows message processing in SDL_PumpEvents()
SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
|
|
0d1f0fed
|
2014-06-04T10:50:32
|
|
Added a hint to disable window frame and title bar interaction when the cursor is hidden
|
|
75c57f8d
|
2014-06-02T08:58:07
|
|
Don't use D3D9Ex by default, since it can change behavior for games which rely on D3D9 classic.
|
|
18c31dec
|
2014-05-31T11:53:19
|
|
Fixed Direct3DCreate9Ex prototype
|
|
0c6b99d5
|
2014-05-31T11:48:52
|
|
Fixed cast
|
|
49c53fd2
|
2014-05-31T11:37:12
|
|
Use D3D9Ex when available
This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
|
|
89ad7934
|
2014-05-29T13:39:02
|
|
First shot (not even compiled) at Windows hit-testing support.
|
|
2a7aa9bd
|
2014-05-06T00:13:07
|
|
Fix build on Windows targets without dxgi.h, like MingW32.
|
|
45dc89c2
|
2014-04-23T13:48:01
|
|
Fixed detecting output on second adapter
CR: Sam Lantinga
|
|
d2ea7cfe
|
2014-04-18T12:43:10
|
|
Fixed logic error loading DXGI
|
|
03afd0de
|
2014-04-18T12:43:04
|
|
SDL_DXGIGetOutputInfo() checks input parameters and returns a boolean value whether or not it succeeded.
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
db568d69
|
2014-03-09T11:52:52
|
|
Patched to compile with MingW64 on case-sensitive systems (thanks, Martin!).
Fixes Bugzilla #2440.
|
|
86655b64
|
2014-03-01T11:40:41
|
|
Fixed compiler warning
|
|
c52c9105
|
2014-02-13T11:05:30
|
|
Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display.
CR: SamL
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
|
|
6435a82d
|
2013-10-14T09:12:30
|
|
Backed out revision fb5ab0e91c56, the platform specific messagebox functions don't have the right prototype since they're designed to be used standalone.
|
|
9f390e79
|
2013-09-28T14:06:59
|
|
Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
|
|
f79fc33a
|
2013-08-29T08:29:21
|
|
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
|
|
1df1e696
|
2013-07-14T11:28:44
|
|
Added the platform specific messagebox function to the video function list
|