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9dfe5400
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2016-10-01T10:38:15
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We should be using a string constant for the strftime format string
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7edd2261
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2016-10-01T10:36:24
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Fix "format not a string literal" errors
With GCC 6.1.
https://bugzilla.libsdl.org/show_bug.cgi?id=3375
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f1e0b9af
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2016-09-29T16:10:08
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Added debug output for new window events
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f4d33fcb
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2016-06-25T19:40:44
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Fixed compile warnings in test library about formats strings not being literals.
Partially fixes Bugzilla #3375.
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1d1ba58f
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2016-01-06T22:39:29
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Fixed compile warnings about uninitialized variables in test library.
Found by buildbot.
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3bdaf4c6
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2016-01-05T02:46:10
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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.
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68a32728
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2016-01-02T10:38:51
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Fixed sed error on Mac OS X and updated copyright on a few last files
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42065e78
|
2016-01-02T10:10:34
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Updated copyright to 2016
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4679195d
|
2015-07-06T21:02:20
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Fixed memory leak in test harness.
Found by Cppcheck.
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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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