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202528a4
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2013-09-28T14:07:17
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Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
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25f607a3
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2013-09-28T14:07:14
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Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
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803965bc
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2013-09-28T14:07:05
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Added platform specific call: SDL_RenderGetD3DDevice()
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fae4190d
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2013-09-13T17:42:46
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Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now.
CR: Sam
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dad42067
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2013-08-12T11:13:50
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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.
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