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9085c7b3
|
2017-06-16T11:14:08
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Get the parent of non-SDL-created windows, for completeness
|
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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
|
|
1286a7d2
|
2017-04-20T21:31:44
|
|
windows: Add SDL_WINDOW_ALWAYS_ON_TOP support.
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|
266816b4
|
2017-03-26T21:00:19
|
|
Removed newlines from error messages.
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|
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.
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|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
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)
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|
a49ac09c
|
2016-11-18T00:06:09
|
|
Windows: Fixed crash if using current SDL_GetWindowWMInfo() from older programs.
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|
8500de8f
|
2016-10-01T19:16:46
|
|
Fix tabs -> spaces
|
|
f0539aa2
|
2016-10-01T19:12:58
|
|
Fix bug 3436 - SDL_RaiseWindow not working on windows
|
|
4f4c4b62
|
2016-09-29T22:52:41
|
|
Added SDL_SetWindowResizable(). (thanks, Ethan!)
|
|
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.
|
|
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
|
|
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.
|
|
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().
|
|
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.
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
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.
|
|
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.
|
|
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!
|
|
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.
|
|
b29740b8
|
2014-06-25T17:06:12
|
|
Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
|
|
67e55655
|
2014-06-23T10:09:15
|
|
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
|
|
b7b6d8ab
|
2014-06-22T02:30:36
|
|
Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
|
|
707fd9f0
|
2014-06-04T10:56:30
|
|
Fixed bug where changing the window border would change the window size on Windows.
|
|
89ad7934
|
2014-05-29T13:39:02
|
|
First shot (not even compiled) at Windows hit-testing support.
|
|
9bc47465
|
2014-05-18T21:11:30
|
|
Changed C++ style comments.
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
2a6213ad
|
2014-02-24T22:49:30
|
|
Make sure we don't clip the cursor while clicking on the window title bar
|
|
b80f4f9e
|
2014-02-22T17:39:35
|
|
Don't fail initialization if the helper window class already exists.
|
|
a396841f
|
2014-02-10T10:02:18
|
|
Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible.
This is the case with the Steam In-Home Streaming client.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
d76c2cc1
|
2014-01-30T12:30:40
|
|
Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()).
The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows. Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those. The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format. To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom(). When I do this, SDL_CreateWindowFrom() will:
1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint
2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.
I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO.
CR: SamL
Some pseudocode that shows how this is used in Source2:
HWND hExternalHwnd; // HWND that was established outside of SDL
// Create main window (happens inside platwindow.cpp)
SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. );
// Create GL context, happens inside rendersystemgl
SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow );
// Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint
SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) );
// Create the secondary window. This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint
SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd );
// To render to the main window:
SDL_GL_MakeCurrent( mainWindow, onlyContext );
// Do some rendering to main window
// To render to the secondary window:
SDL_GLMakeCurrent( secondaryWindow, onlyContext );
// Do some rendering to secondary window
|
|
2521e497
|
2013-12-23T17:55:06
|
|
Setting the mouse in relative mode implies grabbing the mouse.
This fixes getting mouse button events in raw input relative mode on X11.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
2bb344d6
|
2013-11-27T10:29:27
|
|
Don't crash when no WM is present.
CR: Sam Lantinga.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
|
|
61959aa6
|
2013-11-22T13:24:53
|
|
OpenGL ES support for Windows
|
|
e19f15dd
|
2013-11-10T14:10:00
|
|
Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows
Also fixed minimize and maximize state detection for Windows.
|
|
976c8769
|
2013-11-08T14:05:23
|
|
Fixed bug 2172 - Window loses maximized state when activated
I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues.
For now the correct way to raise and/or restore the window is as follows:
if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) )
{
SDL_RaiseWindow( window );
}
if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED )
{
SDL_RestoreWindow( window );
}
I will investigate the window state change rules more fully in the future.
CR: Alfred Reynolds
|
|
12ca3ce3
|
2013-10-17T23:02:29
|
|
Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
|
|
4b603abf
|
2013-10-14T08:56:55
|
|
For some reason, trying to raise the window programmatically while it's alt-tabbed away will minimize it. Added a workaround for this.
|
|
8fbd7dc7
|
2013-10-03T00:54:58
|
|
Fixed bug 2130 - Two members of Windows WindowData not initialized
norfanin
SetupWindowData in SDL_windowswindow.c doesn't initialize two members of SDL_WindowData with NULL. This is an issue because other parts of the SDL code seem to make the assumption that this is the case. WIN_DestroyWindowFramebuffer for example uses data->mdc and data->hbm if they're not NULL.
|
|
9f390e79
|
2013-09-28T14:06:59
|
|
Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
|
|
b6be1435
|
2013-09-28T14:06:20
|
|
Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support.
Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly.
CR: Jorgen
|
|
f79fc33a
|
2013-08-29T08:29:21
|
|
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
|
|
552b04c5
|
2013-08-20T20:34:40
|
|
More non C89 compliant comments
|
|
dad42067
|
2013-08-12T11:13:50
|
|
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.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
|