|
9085c7b3
|
2017-06-16T11:14:08
|
|
Get the parent of non-SDL-created windows, for completeness
|
|
1b5614b3
|
2017-06-16T10:50:29
|
|
Clean up parent window when destroying a window
|
|
0a75192d
|
2017-06-16T09:10:13
|
|
Implemented SDL_WINDOW_SKIP_TASKBAR on Windows
|
|
6fbde875
|
2017-05-27T00:33:26
|
|
code style: wrap a single-statement if in braces.
|
|
3fbd21ce
|
2017-05-27T00:30:06
|
|
windows: msgboxes should specify a parent HWND if possible (thanks, Ismael!).
This lets them be properly modal.
Fixes Bugzilla #3650.
|
|
bf8ccf08
|
2017-05-19T23:30:59
|
|
Removed redundant mouse clean up on quit for some platforms.
SDL_MouseQuit() already frees cursors and sets fields to NULL.
|
|
77240762
|
2017-05-16T17:48:57
|
|
Fixed restoring a window that was maximized then minimized, then restored.
|
|
444c47a1
|
2017-04-29T22:50:35
|
|
windows: Changed six internal functions to be static.
|
|
1286a7d2
|
2017-04-20T21:31:44
|
|
windows: Add SDL_WINDOW_ALWAYS_ON_TOP support.
|
|
a4dbf565
|
2017-04-06T13:27:51
|
|
Fix divide-by-zero when videodata->ime_candpgsize is zero. We're seeing this happen in Dota in the wild.
|
|
266816b4
|
2017-03-26T21:00:19
|
|
Removed newlines from error messages.
|
|
70c0400b
|
2017-02-13T17:00:46
|
|
windows: Try to unify all the GUID comparison code into a core helper function.
There are likely several more I missed.
|
|
52e9c42d
|
2017-01-28T14:35:35
|
|
Fixed Windows build
|
|
869b7fe3
|
2017-01-28T11:17:10
|
|
Fixed bug 3550 - No mouse move messages send while over the titlebar and windows edges
Matthew
Its possible to set SDL_CaptureMouse() so you continue receiving mouse input while the mouse is outside your window. This works however There is then a gap where no messages send, which is when the mouse is hovering the title bar and the window edges.
|
|
95defd66
|
2017-01-17T21:18:31
|
|
Use icon width * sizeof(Uint32) instead of icon pitch when copying to icon resource data
|
|
a52d48c5
|
2017-01-10T08:54:33
|
|
Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow
The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:
- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
say to use the OpenGL ES driver & EGL rather than the Open GL
driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
driver or the real OpenGL ES driver to take into account the
hint, the requested and supported ES version and whether ES 1.X
is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
the test to the VisualC projects.
With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
|
|
4e9c9fce
|
2017-01-09T10:10:33
|
|
Fixed bug 3100 - SetSwapInterval should now be enabled for ANGLE/EGL
Mark Logan 2015-08-24 15:57:50 UTC
In SDL_windowsopengles.c, WIN_GLES_SetSwapInterval is as follows:
WIN_GLES_SetSwapInterval(_THIS, int interval)
{
/* FIXME: This should call SDL_EGL_SetSwapInterval, but ANGLE has a bug that prevents this
* from working if we do (the window contents freeze and don't swap properly). So, we ignore
* the request for now.
*/
SDL_Log("WARNING: Ignoring SDL_GL_SetSwapInterval call due to ANGLE bug");
return 0;
}
With a recent version of ANGLE (early July) calling SDL_EGL_SetSwapInterval with a D3D11 backend appears to work just fine. I am working on testing this with D3D9.
--
Alex Szpakowski
I found the bug, it was fixed in 2013. https://bugs.chromium.org/p/angleproject/issues/detail?id=481
In my opinion it should be safe to unconditionally use SetSwapInterval now. Anyone who encounters the bug should update their ANGLE to a version less than 3 years old, especially since they'd be using a SDL version that's 3+ years newer than their ANGLE version.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
f50a0400
|
2016-12-13T00:22:42
|
|
windows: add whitespace to fix macro preprocessing issue (thanks, Sven!).
Apparently without a space here, "fastbuild -cache" breaks.
|
|
97d05b0d
|
2016-12-09T05:12:27
|
|
Fixed a bunch of SwapWindow calls that needed their return value updated
|
|
524bf3c2
|
2016-12-09T01:47:43
|
|
Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
|
|
4a089ca1
|
2016-11-20T21:18:55
|
|
Fixed bug 3486 - Can't get HINSTANCE of my window
realitix
SDL2 allows to create widow and to get information through SDL_SysWMinfo.
But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system.
Sadly, SDL2 provides only HWND but not HINSTANCE.
In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me.
I have to use a dirty trick like that to get the HINSTANCE: (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
|
|
a49ac09c
|
2016-11-18T00:06:09
|
|
Windows: Fixed crash if using current SDL_GetWindowWMInfo() from older programs.
|
|
d5ddb3cb
|
2016-10-14T08:40:21
|
|
Fixed bug 3453 - First mouse button input after a drag and drop event is ignored
Olav Sorensen
After a drag and drop event, any following mouse button input (down/up) doesn't generate an event. Clicking any mouse button a *second* time generates an event like it should.
Further investigation shows that the new SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH logic also causes this issue in other cases, like the first time you open the program and click the mouse.
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
dac38928
|
2016-10-07T16:19:50
|
|
Fixed bug 2832 - Inverted arrow-key navigation in MessageBox
Jan Hellwig
On Windows, you are able to navigate between the buttons on a MessageBox that was created using SDL_ShowMessageBox using the arrow keys. However, if you press the left arrow key, the selection jumps to the button on the right of the currently selected one (and vice versa).
This can be fixed by reversing the order in which the buttons are added to the dialog.
The attached patch files fixes this problem. However the first press of an arrow key leads to the selection of the leftmost or rightmost button on the MessageBox, not to the selection of the button left/right of the one that is selected by default.
|
|
8500de8f
|
2016-10-01T19:16:46
|
|
Fix tabs -> spaces
|
|
f0539aa2
|
2016-10-01T19:12:58
|
|
Fix bug 3436 - SDL_RaiseWindow not working on windows
|
|
f4b26cd8
|
2016-10-01T13:16:31
|
|
Removed carriage returns from previous patch
|
|
7b0ccd32
|
2016-10-01T13:14:51
|
|
Fixed bug 3405 - Wrong default icon size on windows systems
Evgeny Vrublevsky
Original code in the video/windows/SDL_windowsevents.c registers obsolete WNDCLASS (not WNDCLASSEX). As the result only one icon size is used as the small and normal icons. Also original code doesn't specify required size of an icon. As the result when 256x256 icon is available, the program uses it as a default icon, and it looks ugly.
We have to use WNDCLASSEX and load icons with proper sizes which we can get using GetSystemMetrics.
Better idea. We could use the first icon from resources, like the Explorer does. Patch is included. It also correctly loads large and small icons, so it will look nice everywhere.
|
|
0b576962
|
2016-10-01T12:17:42
|
|
Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
|
|
1e6e5954
|
2016-10-01T11:54:02
|
|
Fixed bug 3332 - Win32: reset deadkeys in StartTextInput/StopTextInput
Eric Wasylishen
The bug here is that a dead keys pressed before calling SDL_StartTextInput() carries over into future text input, so the next key pressed will have the deadkey applied to it.
This in undesirable, imho, and doesn't occur on OS X (haven't check Linux or elsewhere). It's causing a problem for Quakespasm on German keyboard layouts, where we use the ^ deadkey to toggle the console (which enables/disables text input), and ^ characters are showing up in the TEXTINPUT events.
|
|
e64c5186
|
2016-09-29T23:42:18
|
|
windows: Removed hardcoded "1" for mouse clickthrough hint.
|
|
f2fcd324
|
2016-09-29T23:12:58
|
|
windows: fix borderless windows at desktop resolution (thanks, Evgeny!).
Fixes Bugzilla #3404.
|
|
4f4c4b62
|
2016-09-29T22:52:41
|
|
Added SDL_SetWindowResizable(). (thanks, Ethan!)
|
|
d285af2a
|
2016-09-29T14:48:33
|
|
Added Windows support for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
|
8ddb4328
|
2016-09-29T03:59:04
|
|
When clicking on a window to give it focus, don't pass the mouse click to the application.
|
|
ea2f5e59
|
2016-05-23T15:29:25
|
|
Windows: Fix other window positions/sizes being changed when exiting exclusive fullscreen (bug #3315, thanks Simon Hug!)
|
|
d4140ca4
|
2016-05-20T22:15:58
|
|
Windows: Fixed missing error message if SDL_GetDisplayDPI() failed.
|
|
c3e48e71
|
2016-04-12T10:45:56
|
|
Force WM_PAINT events on window resize
|
|
a29a925d
|
2016-03-11T08:33:47
|
|
Pick up new display mode information after a mode change (Windows only right now).
|
|
eeb89999
|
2016-01-05T05:22:35
|
|
Patched to compile.
|
|
3bdaf4c6
|
2016-01-05T02:46:10
|
|
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.
|
|
8e855f2f
|
2016-01-05T01:42:00
|
|
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.
This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
|
|
c3114975
|
2016-01-04T23:52:40
|
|
Added SDL_GetDisplayUsableBounds().
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
854cf7ac
|
2015-12-30T12:44:13
|
|
Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen
|
|
fd6b435c
|
2015-12-28T13:08:19
|
|
Windows: resync num/caps lock when window is gaining focus.
|
|
257b7af2
|
2015-12-28T13:07:44
|
|
Sync up the caps/numlock state properly without sending key events.
Partially fixes Bugzilla #2736 and #3125.
|
|
2befe01d
|
2015-12-27T18:56:46
|
|
Removed a tabstop.
|
|
6a2e8a7a
|
2015-12-27T18:48:14
|
|
Win: make sure SDL keyboard state reflects system capslock state at startup.
|
|
40269809
|
2015-12-18T00:49:27
|
|
Cleaned up some code formatting.
|
|
57f2f3ba
|
2015-12-06T17:51:11
|
|
Windows: Added missing NULL check after SDL_stack_alloc().
SDL_stack_alloc() might wrap SDL_malloc() which can return NULL.
|
|
2b0140a9
|
2015-10-27T11:17:32
|
|
Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
|
|
5b174113
|
2015-10-06T21:40:50
|
|
Converted tabs to spaces for SDL style
|
|
9bd640e1
|
2015-10-06T21:16:21
|
|
Fixed sending a size event while setting up a window (fix for DOTA 2 on Source 2)
|
|
7bc72eaf
|
2015-10-01T11:21:06
|
|
Fixed forcing the window size when creating a non-resizable window on Windows.
|
|
08ce12c4
|
2015-09-14T11:15:25
|
|
Fixed divide by zero if the application has run out of GDI handles and is trying to show an error dialog
|
|
a702c338
|
2015-08-03T11:37:03
|
|
Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4.
|
|
e93f90ae
|
2015-07-30T10:01:04
|
|
Trivial integer truncation warning fixes.
|
|
5aaf81c8
|
2015-07-29T17:19:13
|
|
Fix up monitor enumeration for Windows 8.1 case.
|
|
61c74150
|
2015-07-29T17:18:56
|
|
Add SDL_GetDisplayDPI routine and implement for Windows.
|
|
e346f142
|
2015-07-17T21:03:58
|
|
SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.
This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
|
|
3a08b463
|
2015-06-25T11:49:48
|
|
Fixed bug 2834 - Patch to support dead keys on Windows
Elise Maurer
When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release.
Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character.
I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input:
* r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645.
* But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing).
* It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff.
The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.
|
|
e4e4e1b8
|
2015-06-24T10:56:37
|
|
SDL
- do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`". Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data.
CR: SamL
|
|
8cea1b98
|
2015-06-21T19:37:37
|
|
Windows: Fixed crash if initialization of EGL failed but was tried again later.
|
|
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().
|
|
ccc12a36
|
2015-06-15T20:24:51
|
|
Implement repositioning the OS-rendered IME with SDL_SetTextInputRect on Windows.
|
|
753f95c5
|
2015-06-07T19:58:42
|
|
VS2005 tweaks (thanks, Ozkan!).
Fixes Bugzilla #2895.
His notes:
The following trivial changes make SDL2 tree (mostly) compatible with Visual
Studio 2005:
* SDL_stdlib.c: Similar to VS2010 and newer, VS2005 also generates memcpy(),
(it also generates memset(), see below), so propagate the #if condition to
cover VS2005.
* SDL_pixels.c (SDL_CalculateGammaRamp): VS2005 generates a memset() call for
gamma==0 case, so replace the if loop with SDL_memset().
* SDL_windowsvideo.h: Include msctf.h only with VS2008 and newer, otherwise
include SDL_msctf.h
* SDL_windowskeyboard.c: Adjust the #ifdefs so that SDL_msctf.h inclusion is
always recognized correctly.
|
|
6e67c949
|
2015-05-28T12:55:01
|
|
Fixed bug 2054 - SDL_GetError: "Unknown touch device"
Volumetric
The "Unknown touch device" message appears because the initial touch device setup loop uses SDL_GetTouch() as a guard for calling SDL_AddTouch(). SDL_GetTouch() will always report "Unknown touch device" since the device hasn't been added yet. The SDL_GetTouch() call is unnecessary since SDL_AddTouch() calls SDL_GetTouchIndex() to verify that the device hasn't been added yet, and SDL_GetTouchIndex() has the benefit of not reporting an error for a device it can't find.
|
|
779d4035
|
2015-05-28T08:51:59
|
|
Fixed Windows build
|
|
0669a224
|
2015-05-28T08:41:07
|
|
Fixed bug 2860 - SetProp must be paired with RemoveProp especially for properties added to external windows
Coriiander
Upon creating a window, a window property is added to it through the Win32-function "SetProp". This is done in the SDL-function "SetupWindowData" in file "src\video\windows\SDL_windowswindow.c".
Whenever you call "SetProp" to add a property to a Win32-window, you should also call the Win32-function "RemoveProp" to remove it before destroying that Win32-window.
While you might think that it's ok and that Windows will clean up nicely itself, it is not ok. It is against all Win32-API guidelines and is mostlikely a leak. Especially on external windows (CreateWindowFrom) you want to have things done right, not messy and leaky, affecting some other module. Even if SDL gets shutdown entirely that external window will now forever still have the "SDL_WindowData" prop attached to it.
|
|
41908548
|
2015-05-26T20:40:00
|
|
Windows: Alt-F4 hotkey should be checked on keydown, not keyup (thanks, Matt!).
Fixes Bugzilla #2780.
|
|
b11b3493
|
2015-05-26T11:08:30
|
|
Windows: don't beep on Alt-* key combos (Thanks, historic_bruno!).
Fixes Bugzilla 2669.
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
1c6ea0f2
|
2015-05-13T22:39:32
|
|
Added a userdata parameter to SDL_SetWindowsMessageHook()
|
|
7de242e7
|
2015-05-13T22:39:20
|
|
Added SDL_SetWindowsMessageHook() to facilitate full IME support on Windows
|
|
aa4952fd
|
2015-04-21T10:10:59
|
|
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.
|
|
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.
|
|
6e53bc9b
|
2015-04-08T02:00:14
|
|
SDL_SetWindowTitle() should never set a NULL pointer for the title string.
Various backends reacted differently (or not at all) in the presence of a
NULL pointer. This simplifies things.
Fixes Bugzilla #2902.
|
|
331a434f
|
2015-03-23T19:47:08
|
|
Windows: Report window HDC in SDL_SysWMinfo.
Fixes Bugzilla #2668.
|
|
34415c45
|
2015-03-20T12:23:53
|
|
Windows: support for OpenGL extension WGL_ARB_context_flush_control.
|
|
060d243f
|
2015-03-06T21:34:10
|
|
Windows: Fixed ignoring return value of internal function.
If the function WIN_ConvertUTF32toUTF8() failed (should currently not be
possible) a not terminated string would have been sent as text input event.
This also fixed converting characters more often than needed on key repetition.
|
|
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.
|
|
a6df21cd
|
2014-12-20T11:45:39
|
|
Partial fix for bug 2726 - Win32 'mouse' events not applying 'SDL_TOUCH_MOUSEID'
This is a Win32-specific fix for bug 2726. A WinRT fix for this bug was applied
separately, via https://hg.libsdl.org/SDL/rev/91f56dcad879
This fix applies SDL_TOUCH_MOUSEID to 'mouse' events coming from touch devices,
but only when relative-mouse-mode is turned OFF. This bug is still present
when relative-mouse-mode is ON, however Microsoft does not provide documentation
on whether or not those input events (which come from WM_INPUT) can be
identified as touch-specific or not. Unofficially, that data might be available
(via GetMessageExtraInfo()), however this patch only uses MS-documented APIs.
|
|
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!
|
|
5b5823ee
|
2014-11-23T21:09:54
|
|
add in support for passing down the "natural" (or flipped) scrolling direction in the MouseWheelEvent event
|
|
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
|
|
d44f3922
|
2014-07-07T10:33:32
|
|
Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski
Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.
This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.
I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
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1ee96bb9
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2014-07-07T10:26:28
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Fixed mingw64 build and warnings
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95864f86
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2014-06-25T17:24:06
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Patched to compile on Windows.
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b29740b8
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2014-06-25T17:06:12
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Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
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84369567
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2014-06-25T16:16:55
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Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
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67e55655
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2014-06-23T10:09:15
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Fixed grab interaction with Windows Classic theme
Testing:
* For each theme in Windows 7, Windows 7 Basic, and Windows 7 Classic:
- Ran testsprite2
- Pressed Ctrl-G to grab the mouse
- Alt-tabbed away, verified mouse is no longer grabbed
- Alt-tabbed back, verified that mouse was grabbed
- Alt-tabbed away
- Clicked in the window, verified mouse was grabbed
- Alt-tabbed away
- Grabbed the title bar and dragged the window around successfully, verified that mouse was grabbed when move modal loop completed
- Alt-tabbed away
- Clicked the minimize button on the title bar, the window was successfully minimized
- Clicked on the icon in the task bar, the window was restored and the mouse grabbed again
- Alt-tabbed away
- Clicked the close button on the title bar, the window was successfully closed
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9e2a2639
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2014-06-23T10:09:13
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Added names for some theme related windows messages
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cff9eac6
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2014-06-22T09:48:46
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Fixed bug 2579 - SDL fails to compile on Windows when only EGL+OpenGL ES defined
callow.mark
Compiling with SDL_VIDEO_RENDER_OGL=0, SDL_VIDEO_OPENGL=0, SDL_VIDEO_OPENGL_WGL=0, SDL_VIDEO_RENDER_OGL_ES2=1, SDL_VIDEO_OPENGL_ES2=1 and SDL_VIDEO_OPENGL_EGL=1 set in SDL_config_windows.h fails.
A patch is attached. See bug #2570 for reasons you might want to compile this way.
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b7b6d8ab
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2014-06-22T02:30:36
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Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
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