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5fe98497
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2016-10-28T01:28:58
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Fix double events / no repeat flag on key events when built withoutibus/fcitx
Uses XkbSetDetectableKeyRepeat, and falls back to forcing @im=none if it's not
supported.
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f6bcfa01
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2016-10-12T23:38:31
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X11: Fixed compile warning about unused variable.
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42f85aa2
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2016-10-08T11:30:07
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Fixed building and using fcitx IME support on Linux
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d9e3972a
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2016-10-03T15:31:11
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Fix invalid read from poor setlocale usage.
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fa0f4176
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2016-10-01T14:48:18
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Fixed build warnings and errors
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4f4c4b62
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2016-09-29T22:52:41
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Added SDL_SetWindowResizable(). (thanks, Ethan!)
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02f49fdb
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2016-03-04T18:47:19
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x11: Deal with window borders better.
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).
- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.
- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
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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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5696e88e
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2016-01-05T02:29:06
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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.
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e497e465
|
2016-01-05T02:28:56
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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.
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dc532c70
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2016-01-05T02:27:50
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Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
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f9af0c03
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2016-01-05T02:27:26
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x11: Put a matching window_group wmhint on every window created.
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
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f2defe5e
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2016-01-05T01:30:40
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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.
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c3114975
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2016-01-04T23:52:40
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Added SDL_GetDisplayUsableBounds().
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6df5e1e5
|
2016-01-04T16:25:27
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x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
Fixes Bugzilla #3056.
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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7543092a
|
2015-09-30T04:16:09
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Call setlocale + XSetModifiers before XOpenIM, Work around ibus+xim duplicate events.
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81457603
|
2015-08-15T00:36:39
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X11: Handle keyboard layout changing during app's run on Ubuntu 12.04 (etc).
Fixes Bugzilla #3050 (in addition to Jason Wyatt's patch, prior to this).
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51c72e10
|
2015-07-29T17:19:02
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Add X11 implementation of SDL_GetDisplayDPI.
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0e45984f
|
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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8875a401
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2015-04-22T16:50:48
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x11: Optimize SDL_GetGlobalMouseState() a little.
Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
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d4aedf99
|
2015-04-21T09:45:58
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|
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.
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