src/video/SDL_video.c


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 62b9e1c7 2016-10-07T18:09:09 Fixed bug 3061 - Selecting the dummy video driver on Mac OS X results in an error Darren Kulp The dummy video driver is not available on Mac OS X if SDL_VIDEO_OPENGL is set at library compilation time. In src/video/SDL_video.c, there is a compile-time check in SDL_CreateWindow() for (SDL_VIDEO_OPENGL && __MACOSX__). When it succeeds, SDL_WINDOW_OPENGL is always requested. Since the dummy video driver does not supply an OpenGL implementation, the error "No OpenGL support in video driver" is supplied to the user, and SDL_CreateWindow() is exited early.
Ryan C. Gordon 4f4c4b62 2016-09-29T22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
Ryan C. Gordon da1e3d69 2016-09-06T13:13:03 emscripten: special case to make SDL_ShowSimpleMessageBox() work. Browsers don't have the functionality to fully support the generic SDL_ShowMessageBox(), but this handles the likely most-common case. Without this, you'd return immediately with a proper error result and no UI, but probably no one checks that for SDL_ShowSimpleMessageBox. And if they did: what would they do to handle this anyhow? We'd need to lobby for an HTML spec of some sort that allows customizable message boxes--that block!--to properly support SDL message boxes on Emscripten, but this is probably Good Enough for now.
Philipp Wiesemann bf7a7615 2016-05-10T21:14:36 Fixed missing error message if SDL_GetDisplayDPI() is unsupported.
Sam Lantinga 67f9fd2b 2016-01-22T13:12:16 Fixed creating fullscreen windows on Steam Link
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 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().
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann c41feca5 2015-12-29T19:13:56 Fixed a crash if creating accelerated renderer after accessing window surface. Partially fixes Bugzilla #3196.
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 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 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).
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.
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.
Alfred Reynolds e09d95c3 2015-07-29T17:19:11 Fix SDL_GetWindowPosition to be properly monitor-aware and return the monitor x,y when fullscreened.
Alfred Reynolds 61c74150 2015-07-29T17:18:56 Add SDL_GetDisplayDPI routine and implement for Windows.
Sam Lantinga b7aa856c 2015-06-22T23:36:06 Fixed bug 3030 - SDL_RecreateWindow fails to restore title, icon, etc. Adam M. It loses the title and icon when window recreation fails. For instance, this may happen when trying to create an OpenGL ES window on a system that doesn't support it. But at that point, the title and icon have already been lost.
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.