|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
cb361896
|
2020-12-09T07:16:22
|
|
Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon
We should really stick this in SDL_internal.h or something so it's always available.
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
d5ec735a
|
2019-08-01T18:22:12
|
|
Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
|
|
66252035
|
2019-07-09T11:46:42
|
|
SDL_Mouse/Touch: discard synthetic events when hints are not set.
Those are generated/flagged by platform layer.
|
|
e841b066
|
2019-07-08T13:41:01
|
|
cocoa: Another attempt at mouse vs touch support.
This time, we make anything we think is a MacBook trackpad report its touches
as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events,
and let all mouse input--even if the OS synthesized it from a multitouch
trackpad on our behalf--look like physical input. This is backwards from
reality, but produces the results most apps will expect.
Note that if you have a real touch device that doesn't appear to be the
trackpad, it'll produce real touch events with unique device ids, so it's
not a total loss here, but also note that the way we decide if it was the
trackpad is an imperfect heuristic; it happens to work out right now, but
it's not impossible that a real touchscreen could come to the Mac at some
point and (incorrectly?) call it a "mouse" input, etc.
But for now, good enough.
Fixes Bugzilla #4690.
|
|
9306ef9b
|
2019-06-16T14:10:30
|
|
Fix synthetically generated mouse events getting lost forever after the device orientation changes (or the window is otherwise resized) while a finger is touching the screen.
|
|
d9a2eff2
|
2019-06-13T21:31:03
|
|
cocoa: Another attempt at synthesized mouse/touch events.
|
|
aae49015
|
2019-04-10T10:59:53
|
|
Fixed bug 4581 - generate synthetic mouse events at window boundaries
when real touch events are actually outside the window.
|
|
cfefe543
|
2019-04-08T21:27:24
|
|
Fixed bug 4581 - mouse events with SDL_TOUCH_MOUSEID make window lost focus
Virtual mouse events should never leave the window or change focus for single window applications.
|
|
a1a9fd50
|
2019-04-06T21:43:16
|
|
Bug 4581: move tracking appart so it doesn't require the window to have focus
|
|
e4157618
|
2019-04-04T16:51:50
|
|
Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events
controlling whether mouse events should generate synthetic touch events
By default SDL will *not* generate touch events for mouse events
|
|
ab03892d
|
2019-04-04T15:19:00
|
|
Bug 4576: track both FingerId and TrackId
|
|
e39c0a1f
|
2019-04-03T10:14:42
|
|
Bug 4576: fix wrong scaling
|
|
b45abbb2
|
2019-04-02T17:57:27
|
|
Bug 4576: fix warning and compile
|
|
a3f2c446
|
2019-04-02T16:46:17
|
|
Bug 4576: handle mapping of TouchEvents to MouseEvents at higher level
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
898644d1
|
2018-12-06T09:09:05
|
|
Made it more clear that the values being compared are floats
|
|
252dc85e
|
2018-12-06T09:22:00
|
|
Fix warnings detected on Android build
|
|
5029d50e
|
2018-11-10T16:15:48
|
|
Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
64dd829b
|
2017-08-14T13:48:13
|
|
Fixed bug 2418 - Structure SDL_gestureTouch leaking
Leonardo
Structure SDL_gestureTouch gets reallocated for every new added gesture but its never freed.
Proposed patch add the function SDL_GestureQuit() that takes care of doing that and gets called when TouchQuit is called.
Gabriel Jacobo
Thanks for the patch. I think it needs a bit of extra work though, looking at the code in SDL_gesture.c , I see that SDL_numGestureTouches only goes up, I think the right fix here involves adding SDL_GestureDelTouch (hooked into SDL_DelTouch) as well as SDL_GestureQuit (as you posted in your patch).
|
|
cf31ea14
|
2017-02-11T11:14:48
|
|
Fixed bug 3583 - X11 touch device can be permanently lost
Volumetric
In X11 the SDL error "Unknown touch device" can occur after which the application stops recognizing touch events. For a kiosk-type application this results in a hang as far as the user is concerned. This is reproducible on HP Z220/Z230/Z240 workstations by swapping USB cables for a while and it also occurs with no physical changes, probably due to USB device power management. A workaround is to make SDL re-enumerate the touch devices like it does at startup. A patch is attached.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
57d01d7d
|
2016-11-13T22:57:41
|
|
Patch from Sylvain to fix clang warnings
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
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().
|
|
d8c2b36c
|
2015-06-12T21:10:31
|
|
Fixed crash if allocation for touch device failed.
If the allocation of an SDL_Touch failed, the number of touch devices was still
increased. Later access of the SDL_Touch would then have dereferenced the NULL.
|
|
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
|
|
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.
|
|
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.
|
|
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.
|