VisualC-WinRT


Log

Author Commit Date CI Message
David Ludwig d6bcec8f 2016-12-10T15:23:17 WinRT: build fixes These fixes are lumped into two categories: 1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project files) 2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c. Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT APIs. There does appear to be a replacement API, available in the Windows.Devices.HumanInterfaceDevice namespace. This fix should be sufficient to get SDL compiling again, without affecting Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would almost certainly be better (for UWP/WinRT builds). TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as appropriate.
Ryan C. Gordon 2da1ec83 2016-08-28T13:36:13 Merge audio capture work back into the mainline.
David Ludwig 5150eb36 2016-08-20T13:46:45 WinRT: fixed bug where Win10 GameBar, when shown + hidden, might not restore a cursor's hidden state The repro steps were this: 1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher 2. hide the cursor, via a call to SDL_ShowCursor(0) 3. make the Win10 game bar appear, by pressing the Windows + G hotkey 4. observe that the mouse cursor appears, in order to interact with the game bar (this is expected behavior) 5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey again, or clicking somewhere in the app EXPECTED RESULT: cursor disappears, as game bar disappears ACTUAL RESULT: cursor didn't always disappear
Ryan C. Gordon 979de761 2016-08-05T01:44:15 audio: Removed internal SDL_audiomem.h and macros. I think this was important for SDL 1.2 because some targets needed special device memory for DMA buffers or locked memory buffers for use in hardware interrupts or something, but since it just defines to SDL_malloc and SDL_free now, I took it out for clarity's sake.
David Ludwig 5790f59f 2015-12-02T08:04:17 WinRT: minor tweak to NuGet package naming
David Ludwig 89898d83 2015-12-01T22:07:24 WinRT: added NuGet-package creation support to WinRT build script
David Ludwig 25abce51 2015-11-29T19:33:11 WinRT: added Win10/UWP (Universal Windows Platform) support "UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs. This set of changes updates SDL's WinRT backends to support the Win10 flavor of WinRT. It has been tested on Win10 on a desktop. In theory, it should also support Win10 on other devices (phone, Xbox One, etc.), however further patches may be necessary. This adds: - a set of MSVC 2015 project files, for use in creating UWP apps - modifications to various pieces of SDL, in order to compile via MSVC 2015 + the Win10 API set - enables SDL_Window resizing and programmatic-fullscreen toggling, when using the WinRT backend - WinRT README updates
David Ludwig fa2d5ab4 2015-11-26T13:51:03 WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created thread's priority. WinRT 8.1 offered this API, along with several other Win32 thread functions that were previously unavailable (in WinRT). This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
Philipp Wiesemann 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().