kc3-lang/SDL/src/test

Branch :


Log

Author Commit Date CI Message
800a72eb 2017-01-31 10:19:56 Switch stderr output to SDL_Log() so it shows up on Windows and mobile devices
45b774e3 2017-01-01 18:33:28 Updated copyright for 2017
232ae688 2016-11-23 17:20:28 Still more compiler warning fixes for various platforms.
40c2a6fb 2016-11-23 11:49:26 Fixed more compiler warnings.
eaca3958 2016-11-20 21:24:09 Fixed bug 3494 - SDL_test_fuzzer.c fails compile since r10604 Ozkan Sezer As of hg rev. 10604 (http://hg.libsdl.org/SDL/rev/4fe01fd25855), SDL_test_fuzzer.c fails to build again
818d1d3e 2016-11-15 01:30:08 Fixed bug 1646 - Warnings from clang with -Weverything
c1e292fc 2016-11-13 23:09:42 Fixed build error with missing function prototype in the SDL_test_harness.h header
57d01d7d 2016-11-13 22:57:41 Patch from Sylvain to fix clang warnings
74e1dd4c 2016-11-11 13:14:00 Define _GNU_SOURCE when building SDL
9dfe5400 2016-10-01 10:38:15 We should be using a string constant for the strftime format string
7edd2261 2016-10-01 10:36:24 Fix "format not a string literal" errors With GCC 6.1. https://bugzilla.libsdl.org/show_bug.cgi?id=3375
f1e0b9af 2016-09-29 16:10:08 Added debug output for new window events
f4d33fcb 2016-06-25 19:40:44 Fixed compile warnings in test library about formats strings not being literals. Partially fixes Bugzilla #3375.
1d1ba58f 2016-01-06 22:39:29 Fixed compile warnings about uninitialized variables in test library. Found by buildbot.
3bdaf4c6 2016-01-05 02:46:10 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.
68a32728 2016-01-02 10:38:51 Fixed sed error on Mac OS X and updated copyright on a few last files
42065e78 2016-01-02 10:10:34 Updated copyright to 2016
4679195d 2015-07-06 21:02:20 Fixed memory leak in test harness. Found by Cppcheck.
0e45984f 2015-06-21 17:33:46 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().