Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| d76c2cc1 | 2014-01-30 12:30:40 | Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()). The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows. Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those. The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format. To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom(). When I do this, SDL_CreateWindowFrom() will: 1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering. I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO. CR: SamL Some pseudocode that shows how this is used in Source2: HWND hExternalHwnd; // HWND that was established outside of SDL // Create main window (happens inside platwindow.cpp) SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. ); // Create GL context, happens inside rendersystemgl SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow ); // Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) ); // Create the secondary window. This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd ); // To render to the main window: SDL_GL_MakeCurrent( mainWindow, onlyContext ); // Do some rendering to main window // To render to the secondary window: SDL_GLMakeCurrent( secondaryWindow, onlyContext ); // Do some rendering to secondary window | ||
| 338bf9cc | 2014-01-29 18:38:13 | Add SDL_GL_ResetAttributes. | ||
| 682bc47b | 2014-01-28 09:13:46 | Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!) Also moved Wayland structures to the bottom of the union for OCD related issues. | ||
| 272ebb8e | 2014-01-09 13:56:21 | Dynamic loading support for Wayland | ||
| 27779311 | 2013-12-27 10:18:11 | Bump SDL to build with 10.7 SDK. This also bumps the minimum requirement for building SDL to 10.7, and removes some checking we no longer need. CR: saml | ||
| fce6257c | 2013-12-27 09:29:39 | Implements touch support on QTWayland. Contributed by Thomas Perl. | ||
| 7aef2350 | 2013-12-23 17:37:22 | Added a relative mouse mode that uses mouse warping instead of raw input. To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1" When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled. | ||
| 74692835 | 2013-12-23 12:17:52 | Added support for double-clicks, through a new "clicks" field in the mouse button event. | ||
| b5a6c407 | 2013-12-16 10:03:26 | [Android] Define SDL_VIDEO_OPENGL_ES2 | ||
| ec1cb49e | 2013-12-14 20:18:43 | Wayland support Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al. Additional changes in this commit, done by me: * Wayland uses the common EGL framework * EGL can now create a desktop OpenGL context * testgl2 loads GL functions dynamically, no need to link to libGL anymore * Assorted fixes to the Wayland backend Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10, running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections | ||
| 090327e7 | 2013-12-09 16:03:18 | Implemented the Dynamic API magic. | ||
| d01ad02b | 2013-12-09 15:17:20 | Hook up SDL_acos and SDL_asin properly. | ||
| fc78e982 | 2013-12-05 09:54:22 | Added missing header for file IO | ||
| 5ac18134 | 2013-12-03 12:01:28 | Adds SDL_GameControllerAddMappingsFromRW, updates controllermap SDL_GameControllerAddMappingsFromFile is now a convenience macro. controllermap can now skip bindings by pressing space or clicking/touching the screen. | ||
| 45ae148a | 2013-12-02 19:34:08 | Adds SDL_GameControllerAddMappingsFromFile | ||
| f848adff | 2013-11-29 10:06:08 | Improve Android pause/resume behavior. | ||
| 5c383489 | 2013-11-24 23:36:15 | We don't need to check for snprintf() anymore, we don't use it. SDL_snprintf() is built on vsnprintf() where available. | ||
| e7693740 | 2013-11-24 23:35:38 | Added SDL_vsscanf(). | ||
| 928b4946 | 2013-11-24 21:04:51 | Moved atomic API implementation out of headers. |