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ccf0566c
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2017-05-16T06:30:39
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SDL - add SDL_WINDOW_VULKAN and make Android_CreateWindow only create an EGLSurface when SDL_WINDOW_VULKAN is not present. This makes it so the ANativeWindow* can be used with vkCreateAndroidSurfaceKHR, otherwise it will fail because having both an EGLSurface and VkSurfaceKHR attached to a window is not allowed according to the Vulkan spec:
"In particular, only one VkSurfaceKHR can exist at a time for a given window. Similarly, a native window cannot be used by both a VkSurfaceKHR and EGLSurface simultaneously"
CR: SamL
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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8414c3d4
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2016-12-11T12:01:44
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Fixed ABI, don't change the return type of SDL_GL_SwapWindow()
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524bf3c2
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2016-12-09T01:47:43
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Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
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36156335
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2016-11-20T21:34:54
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Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
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614cb35a
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2016-10-01T13:35:36
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Fixed bug 3165 - define numbers don't match types in Swift
C.W. Betts
Swift is very strict with types, so much that those of different signedness/size must be cast. Most of the defines are imported as 32-bit signed integers, while the corresponding field in a struct is a 32-bit unsigned integer. Appending a "u" would cause the defined types to be imported as 32-bit unsigned integers.
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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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f6f9350a
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2016-08-17T21:05:00
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Added link in header comment.
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24bc00a8
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2016-08-03T22:39:44
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Fixed two old identifiers in header comments.
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6255c858
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2016-05-20T22:18:15
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Updated documentation of SDL_IsScreenSaverEnabled().
The screensaver is deactivated by default since SDL 2.0.2.
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cfe3f261
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2016-05-11T21:09:45
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Updated documentation of SDL_CreateWindow() and SDL_CreateWindowFrom().
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1a26c0c8
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2016-01-06T22:38:35
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Fixed doxygen warnings.
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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
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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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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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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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4a93dae4
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2016-01-01T17:39:55
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Added brackets to function names in header comments so doxygen links them.
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4aae0290
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2015-12-31T21:16:43
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Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
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61c74150
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2015-07-29T17:18:56
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Add SDL_GetDisplayDPI routine and implement for Windows.
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0e45984f
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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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aa4952fd
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2015-04-21T10:10:59
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Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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e0e04542
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2015-04-21T09:46:48
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Added a few FIXMEs.
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d4aedf99
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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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