src/dynapi/SDL_dynapi_procs.h


Log

Author Commit Date CI Message
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Sam Lantinga d2676c29 2016-10-07T17:04:58 Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum Daniel Gibson Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface. Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing. I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that: SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value. Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image) is as easy as surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
Ryan C. Gordon 4f4c4b62 2016-09-29T22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
Ryan C. Gordon 73153901 2016-08-06T02:47:27 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
Ryan C. Gordon 5dcf6bcc 2016-01-07T14:51:22 Updated dynamic API table.
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 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 c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Ryan C. Gordon e6ad29ae 2015-11-14T12:35:45 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
Sam Lantinga e015140a 2015-09-30T15:38:18 SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel
Alfred Reynolds b0e145b3 2015-07-29T17:19:06 Move GetDisplayDPI to the end of the file.
Alfred Reynolds 61c74150 2015-07-29T17:18:56 Add SDL_GetDisplayDPI routine and implement for Windows.
Ryan C. Gordon b2458630 2015-07-18T00:04:49 Fixed dynapi for new SDL_WarpMouseGlobal() function signature.
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 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().
Ryan C. Gordon d4aedf99 2015-04-21T09:45:58 Added SDL_SetWindowModalFor(). 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.