|
877666e2
|
2014-08-18T11:28:16
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|
Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
|
|
f4d3303c
|
2014-08-18T14:05:02
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|
Don't use the system OpenGL headers, ever.
(the replacement header is from Mesa, under what the MIT license.)
|
|
d1cc47b3
|
2014-08-17T15:07:00
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|
Fixed 2680 - OSX: Replace NSAutoreleasePool with @autoreleasepool
Tim McDaniel
This patch replaces all use of NSAutoreleasePool with the Apple recommended @autoreleasepool. @autoreleasepool is supposedly more efficient, and since it is scope based it can't be accidentally not released.
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5e501804
|
2014-08-17T14:57:52
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Fixed bug 2655 - OSX: Window position and global mouse coord spaces are different
Tim McDaniel
On OSX, with revision 8729, the coordinate space for window position and the coordinate space for global mouse position don't match. For a non-fullscreen window, the window position is global relative to the bottom of the menubar. The global mouse position is relative to the top of the screen. This affects Cocoa_WarpMouse and potentially other things as well. Further, the coordinate system for window position is now affected by what screen it is on. For example, if I have two equal size screens oriented side by side such that the tops of the screens are equal in global space, with the menubar on one screen, and a window straddles the two screens, the window's y position makes no sense. The window's y position depends on what screen "most" of the window is on. So if I move the window horizontally just a bit, the y position of my window is now different by the size of the menubar, even though the window was not moved vertically.
I'd like to reiterate that this was a fairly fundamental change (and a breaking change for us). If SDL OSX is to really support multi-display configurations, this is especially problematic.
If the real concern is preventing windows from going under the menubar, then perhaps a solution involving something like overriding [NSWindow constrainFrameRect] would be less problematic than redefining the global window coord space for the main display.
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|
de3d381c
|
2014-08-17T14:44:53
|
|
Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets
Andreas Falkenhahn
SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget().
I am attaching a small program that demonstrates the issue. I get the following result here:
READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000
But it should be:
READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000
Tested with SDL 2.0.3 on Windows 7.
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2e3c778e
|
2014-08-17T14:34:41
|
|
Fixed bug where the render target is updated instead of the default output when the window is resized.
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|
f17587df
|
2014-08-17T13:49:53
|
|
Reset CMAKE_REQUIRED_FLAGS after test
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|
95ced654
|
2014-08-17T13:15:45
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|
cmake: add -Wl,--no-undefined to GCC linker flags
This way unresolved symbols will be detected when linking the shared
library version.
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|
569e595a
|
2014-08-17T13:15:09
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|
cmake: add -Wall/-Wshadow to GCC compilation flags
|
|
1ea86978
|
2014-08-17T13:11:55
|
|
Removed SDL_round() because the license wasn't compatible with zlib
|
|
2a13cab9
|
2014-08-17T10:10:41
|
|
Fixed bug 2688 - failure to build test/loopwavequeue.c on Linux
|
|
529ed53b
|
2014-08-16T23:30:44
|
|
Fixed bug 2681 - dereference a NULL pointer dst_fmt in SDL_CreateTextureFromSurface function
Nitz
In SDL_CreateTextureFromSurface:
SDL_PixelFormat *dst_fmt;
/* Set up a destination surface for the texture update */
dst_fmt = SDL_AllocFormat(format);
temp = SDL_ConvertSurface(surface, dst_fmt, 0);
Here is need of NULL check for dst_fmt because there are chances of NULL return from SDL_AllocFormat(format);
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984d0fc4
|
2014-08-16T23:28:40
|
|
Fixed bug 2683 - Raspberry PI support using CMake
Tobias Himmer
this patch adds a check to the CMake build script to detect whether the VideoCore API is available.
If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers.
Seems to work fine on Raspbian.
|
|
8272ed18
|
2014-08-16T23:25:02
|
|
Fixed bug 2687 - SDL_BlitScaled does not handle clipping correctly
Patch from Benoit Pierre:
video: fix clipping handling in SDL_UpperBlitScaled
- honor destination clipping rectangle
- update both destination and source rectangles when clipping source
rectangle to source surface and destination rectangle to destination
clip rectangle
- don't change scaling factors when clipping
N.B.:
- when no scaling is involved (source and destination width/height are
the same), SDL_UpperBlit is used (so SDL_BlitScaled behaves like
SDL_BlitSurface)
- the final destination rectangle after all clipping is performed is
saved back to dstrect (like for SDL_UpperBlit)
|
|
4e7db78e
|
2014-08-16T23:23:15
|
|
Added SDL_round(), contributed by Benoit Pierre - thanks!
|
|
d673d8c3
|
2014-08-16T23:17:47
|
|
Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
|
|
384c2047
|
2014-08-16T15:18:21
|
|
Fixed building on Windows with CMake
|
|
d72c61d8
|
2014-08-16T16:50:10
|
|
Haptic: Add some missing haptic types to test, and fix wrong array-sizes.
Thanks, Elias!
Fixes Bugzilla #2686.
(along with the last several commits.)
|
|
e2bbc17d
|
2014-08-16T16:49:00
|
|
Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
57db2790
|
2014-08-16T16:47:42
|
|
Haptic: Fix the saturation and deadband parameters' available range.
There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
a2622ce6
|
2014-08-16T16:42:55
|
|
Haptic: Explicitly avoid floating point arithmetic if it's not needed.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
1db581b4
|
2014-08-16T16:41:25
|
|
Haptic: DInput's POLAR direction actually matches Linux's direction.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
3e27013b
|
2014-08-16T16:40:01
|
|
Haptic: Don't interpret a direction of polar 35999 as "unsupported type".
(or linux-direction 0xFFFF)
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
6d9dbf5e
|
2014-08-15T23:39:14
|
|
Fixed markdown formatting in READMEs.
|
|
c5aa0d80
|
2014-08-15T23:18:57
|
|
Updated README.
|
|
e0eb6714
|
2014-08-15T23:13:51
|
|
Fixed enumeration in README.
|
|
c6a2382c
|
2014-08-14T21:31:50
|
|
Take advantage of GL_ARB_texture_non_power_of_two when it's available
|
|
2c1faa40
|
2014-08-12T23:37:12
|
|
Fixed warnings about unused local variables.
|
|
197a7cae
|
2014-08-12T23:33:16
|
|
Fixed warning about implicit boxing to Java Object.
|
|
cfaa99bb
|
2014-08-12T23:28:45
|
|
Fixed doxygen warnings and markdown formatting.
|
|
05d87800
|
2014-08-11T17:25:53
|
|
Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath()
|
|
4fe43f40
|
2014-08-11T17:24:54
|
|
Added an entry for the new Steam controller XInput emulation mode
|
|
a9d4a6b8
|
2014-08-11T23:18:35
|
|
Fixed typo in source comment.
|
|
a0252149
|
2014-08-11T23:16:47
|
|
Added javadoc comment for consistency.
|
|
53cf64b0
|
2014-08-11T23:13:20
|
|
Fixed doxygen warning and markdown formatting.
|
|
b33d2b73
|
2014-08-11T22:53:03
|
|
Updated README name in header.
|
|
09dc9f8b
|
2014-08-11T22:45:08
|
|
Removed 42 from README.
|
|
ff5caa17
|
2014-08-10T22:21:21
|
|
WinRT build fix for ARM platforms
The _xgetbv intrinsic was being used in ARM builds of SDL/WinRT, which was
leading to linker errors. This commit limits _xgetbv use to the platforms on
which it is available, x86 and x64.
|
|
6fef39d6
|
2014-08-06T11:34:54
|
|
Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
|
|
6299daec
|
2014-08-06T00:28:02
|
|
The OpenGL context returned by the UIKit backend is now an actual OpenGL context instead of the OpenGL view we created.
This allows you to use the returned context in functions like CVOpenGLESTextureCacheCreate()
|
|
2eb7563e
|
2014-08-05T21:03:02
|
|
Haptics aren't available on iOS, but use the dummy implementation instead of failing init if it's requested.
|
|
87b8c8d1
|
2014-07-31T12:46:23
|
|
SDL - when raising the window under OSX also force the app to activate. This fixes a fullscreen window on a separate space not coming front when raisewindow is called.
|
|
75529476
|
2014-07-30T17:45:52
|
|
SDL - fix re-entrancy into SDL_UpdateFullscreenMode under OSX. During HideWindow we get a RESTORED event which then turns fullscreen back on causing a hang in Cocoa_SetWindowFullscreenSpace waiting for the fullscreen transition to finish.
|
|
5b780063
|
2014-07-30T14:14:19
|
|
Make SDL_SysWMinfo usable on Mac/iOS with ARC enabled (thanks, Alex!).
Fixes Bugzilla #2641.
|
|
c0f9a57f
|
2014-07-30T14:12:54
|
|
Fixed comment typo.
|
|
c5b21ea6
|
2014-07-30T11:11:48
|
|
SDL_GetQueuedAudioSize() shouldn't grab lock when not set up for queueing.
|
|
e5d49c20
|
2014-07-30T11:08:31
|
|
Added a GetPendingBytes method to the audio backend.
This will (eventually) make SDL_GetQueuedAudioSize() more accurate, and thus
reduce latency. Right now this isn't implemented anywhere, so we assume data
fed to the audio callback is consumed by the hardware and immediately played
to completion.
|
|
db1dd756
|
2014-07-30T09:54:01
|
|
XAudio2: Use XAUDIO2_VOICE_NOSAMPLESPLAYED when possible.
For versions of XAudio2 with an IXAudio2SourceVoice::GetState() that offers a
flags parameter, we can use XAUDIO2_VOICE_NOSAMPLESPLAYED, since we don't
need this information in our current calls. According to MSDN, this makes the
the call about 3x faster.
|
|
e76fecc4
|
2014-07-29T08:04:15
|
|
Moved documentation to docs, recreated a simple README.txt, fixed build
|
|
f982d087
|
2014-07-29T09:20:12
|
|
Rearrange documentation
1) Moves all READMEs to docs/
2) Renames them to *.md, adds some Markdown with the idea to add a lot more
3) Moves the doxyfile config to doc/ and makes it parse the headers at ../include as well as the md files in docs.
4) Skips SDL_opengl*.h headers from the docs
5) Minor fixes to doxyfile
|
|
0c09ce2b
|
2014-07-28T10:54:25
|
|
Changed local var names in SDL assert macro.
Otherwise, if someone added an assert to a function that has a variable
named "state", the compiler might warn about shadowing a local.
|
|
164de232
|
2014-07-27T19:56:53
|
|
Turned on OmitDefaultLibName for SDL, SDLmain and SDLtest
|
|
a0b68e81
|
2014-07-27T17:44:10
|
|
Fixed bug 2537 - _allmul in SDL_lib.c is not working properly
|
|
5c6c8691
|
2014-07-27T17:43:36
|
|
Fixed uninitialized variable in some cases
|
|
2230df55
|
2014-07-27T19:52:52
|
|
Remove dependency on C runtime from Windows SDLmain.
|
|
dfc7535f
|
2014-07-26T16:52:26
|
|
Fixed bug 2657 - Memory leak in GL_CreateTexture function
Nitz
In GL_CreateTexture function:
if (GL_CheckError("glGenTexures()", renderer) < 0) {
SDL_free(data);
return -1;
}
Here only data is getting free but data->pixels getting leak.
So have to free data->pixels before free data.
|
|
987c3355
|
2014-07-22T23:12:21
|
|
Clarifying hard-to-understand piece of code.
|
|
f30e120a
|
2014-07-22T21:41:49
|
|
Added audio device buffer queueing API.
|
|
75dacdb9
|
2014-07-18T14:10:45
|
|
Dont redeclare DBusMessage* msg;
|
|
96b613ea
|
2014-07-13T09:04:55
|
|
Fixed bug 2640 - Unable to SDL_SetRenderTarget to original surface for software renderer without a window
Damian Kaczmarek
Basically this bug is probably not a common use case. My goal is to allow rendering totally without a window, for example to a screenshot and I need to rely on SDL_SetRenderTarget to properly work for a purely software renderer created by SDL_CreateSoftwareRenderer.
|
|
fd1da994
|
2014-07-12T16:21:56
|
|
Fixed bug 2639 - SDL_BLENDMODE_BLEND not working properly for software renderer, thanks to Melker Narikka
|
|
d1ca658c
|
2014-07-12T13:05:41
|
|
Fixed bug 2638 - (Signed) Can't create signed apps in Android
Pablo Mayobre
When generating a signed app with SDL 2.0.3 an issue comes up, watching at the Error Log points out that the issue lies in the src/main/android/SDL_android_main.c where the process name is defined as "SDL_app", this name turns into an erroneous name so it should be changed to "app_process"
|
|
454c4a01
|
2014-07-11T22:15:34
|
|
Fixed Visual Studio 2010 build
|
|
6a1011ae
|
2014-07-11T22:14:14
|
|
Fixed build for arm platforms
|
|
eb1c6044
|
2014-07-11T22:02:50
|
|
Fixed bug in AVX detection and added AVX2 detection
|
|
f1ca7bd1
|
2014-07-09T01:34:40
|
|
Clarified the documentation for SDL_FlushEvents() so people know it only affects currently queued events.
|
|
f7461cdc
|
2014-07-09T00:09:57
|
|
The Gimp puts out a different bogus color mask for 32-bit .bmp files. :)
|
|
a91f1a1a
|
2014-07-09T00:01:34
|
|
Make SDL_LoadBMP() work with 32-bit bitmaps from ImageMagick.
|
|
0e9c0855
|
2014-07-08T16:17:06
|
|
Comment update: SDL_INIT_NOPARACHUTE doesn't do anything as of 2.0.0.
|
|
19d878d7
|
2014-07-08T00:42:14
|
|
Skip JUNK chunks in wave files
|
|
35ec0075
|
2014-07-08T00:23:36
|
|
Strip the binaries before signing them, in release configuration
|
|
ed30c80c
|
2014-07-07T23:48:21
|
|
Fixed supporting multiple frameworks
|
|
9bd48343
|
2014-07-07T23:40:10
|
|
Fixed code signing release frameworks
|
|
962c9911
|
2014-07-07T23:33:57
|
|
Update audio testautomation: more coverage; added SDL_PauseAudio test /w callback coverage
|
|
d23d9c88
|
2014-07-07T23:26:34
|
|
Fixed bug 2421 - SDL_RenderCopyEx off by one when rotating by 90 and -90
chasesan
When using SDL_RenderCopyEx, I get a problem on some platforms where the output is offset by +/-1 on other platforms and not on others. I tried it with a center of both 0,0 (and offsetting by width/height) and NULL (for centered).
The rotation involved is 90, and/or -90 rotation. The rotation was a constant, no arithmetic was involved when inputting it into SDL_RenderCopyEx.
This occurred with 32x32, 24x24, and 16x16 texture sizes. I apologize that I don't have more precise information, as I received the information as a bug report myself. But I have tracked the problem down to here.
My program requires pixel perfect alignment on several different platforms, so this is something of a showstopper for me.
--
Sylvain
It appears the RenderCopyEx is done as expected,
this is the red rectangle which is not correctly positionned !
So, here's patch with a 0.5 float increment, like for opengles2, for DrawLines, and also Draw Points.
|
|
ef39d1d1
|
2014-07-07T21:34:04
|
|
Updated configure after removing pthread spinlock support
|
|
8077bf3d
|
2014-07-07T21:27:42
|
|
Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader
Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).
Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:
6585 # 218
6586 if (!tls_errbuf && !tls_being_created) {
6587 SDL_AtomicLock_REAL ( & tls_lock );
6588 if (!tls_errbuf) {
6589 SDL_TLSID slot;
6590 tls_being_created = SDL_TRUE;
6591 slot = SDL_TLSCreate_REAL ( );
6592 tls_being_created = SDL_FALSE;
6593 { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594 tls_errbuf = slot;
6595 }
6596 SDL_AtomicUnlock_REAL ( & tls_lock );
6597 }
Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae __nanosleep+0x23 [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
204 was_error = nanosleep(&tv, &elapsed);
(dbx) where
[1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
[2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
[4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
[5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
[6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
[7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
[8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
[9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
[10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"
As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.
Different Solaris Studio compiler versions seem to make no difference.
I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.
This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
|
|
0c8e3376
|
2014-07-07T21:21:05
|
|
Fixed bug 2628 - invalidate surface->map in SDL_SurfacePalette()
Wei Mingzhi
surface->map should be invalidated in SDL_SetSurfacePalette(), otherwise the palette would not be effective when blitting to another non-8bit surface which we previously blitted to.
|
|
97bdefe2
|
2014-07-07T20:26:21
|
|
Enable 2 disabled audio tests (since bug 1396 is fixed and they pass now)
|
|
cd8f63f2
|
2014-07-07T13:21:54
|
|
Hopefully fixed Cygwin build
|
|
a2d5dd02
|
2014-07-07T13:19:53
|
|
Removed useless assert
|
|
fc4e798d
|
2014-07-07T12:48:25
|
|
Fixed bug 2631 - Mac: minor code cleanup
Alex Szpakowski
Some minor changes to the Mac-specific backend code:
- Fixed up some code style issues (mostly brace style inconsistencies).
- Fixed a compiler warning in SDL_cocoaevents.m.
- Removed some useless code now that the 10.7 SDK is required to build SDL.
- Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
|
|
febc4797
|
2014-07-07T11:44:14
|
|
SDL_SYS_IsXInputGamepad_DeviceIndex() is only available if SDL_JOYSTICK_XINPUT is true.
|
|
c1d29725
|
2014-07-07T11:13:19
|
|
Fixed indentation for pnacl configuration
|
|
7187b74c
|
2014-07-07T11:00:25
|
|
Fixed compiler warnings on iOS
|
|
017c5dc3
|
2014-07-07T10:42:19
|
|
Fixed bug 2626 - iOS: fix test and template Xcode projects and build scripts to link with CoreMotion
Alex Szpakowski
Now that SDL on iOS requires CoreMotion to be linked, some of the Xcode projects included with the SDL source (such as the iOS tests and the iOS app template) as well as the premake and automake scripts need to be updated.
I've attached a patch which does so. It also fixes the SDL Xcode project to build for 64-bit ARM as well as armv7 by default (or whatever the default ARM targets are for the Xcode version used), which is what the iOS app template expects.
|
|
de1b22e7
|
2014-07-07T10:39:02
|
|
Fixed compiler warning
|
|
73cb234b
|
2014-07-07T10:38:10
|
|
Fixed compiler warning on Mac OS X
|
|
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.
|
|
1ee96bb9
|
2014-07-07T10:26:28
|
|
Fixed mingw64 build and warnings
|
|
ac112e5f
|
2014-07-06T20:41:39
|
|
Fix option for forced run of disabled tests in test harness
|
|
1c6cd678
|
2014-07-06T22:15:31
|
|
Call dbus_shutdown to make valgrind happy.
|
|
c5812c55
|
2014-07-05T16:11:23
|
|
2620 solaris port missing atomics if not using gcc
|
|
9b1b74e6
|
2014-07-04T17:20:22
|
|
Fixed haptic refcount bug (thanks David Ludwig!)
|
|
cf4ff728
|
2014-07-04T18:20:23
|
|
Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx. The calls
to those were removed by this change, but only when compiling for WinRT.
Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
GetProcAddress calls.
|
|
b79e7f32
|
2014-07-03T15:39:55
|
|
Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
|
|
5a3c553d
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2014-07-03T17:36:08
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Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices)
Then again, maybe not!
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321af03f
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2014-07-03T10:22:26
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add a comment to SDL_InitSubSystem explaining its refcounting behavior
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2748e282
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2014-07-03T10:22:12
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The YUV offset is 16 / 255, not 16 / 256
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744d4f02
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2014-06-30T17:22:08
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Apply WIN32_LEAN_AND_MEAN redefine fix to SDL_syswm.h too.
This is related to 36ffc47b6033, which fixes bug 2508.
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