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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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7e88e772
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2021-08-04T02:30:47
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winrt: Fixed incorrect code in a Windows Phone #ifdef.
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be5356af
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2021-05-14T14:44:13
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winrt: Fix support for multiple simultaneous mouse button presses
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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93ccdee8
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2020-12-23T13:47:49
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Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
Cameron Cawley
stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
The default implementation is based on the one used in the Windows RT video driver.
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cb361896
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2020-12-09T07:16:22
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Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon
We should really stick this in SDL_internal.h or something so it's always available.
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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d5ec735a
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2019-08-01T18:22:12
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Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
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42de5f97
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2019-04-02T17:13:22
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Bug 4576: remove touch/mouse duplication for WinRT
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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5029d50e
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2018-11-10T16:15:48
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Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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a4cfa936
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2017-08-14T21:28:04
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Fixed bug 2293 - Precise scrolling events
Martijn Courteaux
I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.
The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.
I believe this is pretty solid way of doing it, although I'm not the expert here.
There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
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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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42065e78
|
2016-01-02T10:10:34
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Updated copyright to 2016
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623898f7
|
2015-11-26T00:41:39
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WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work). The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
programmatically possible in Win 8.x apps).
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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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2c4a6ea0
|
2015-05-26T06:27:46
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|
Updated the copyright year to 2015
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b72938c8
|
2015-04-20T12:22:44
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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.
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fe6c797c
|
2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
|
2015-02-10T16:28:56
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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
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b48e54aa
|
2015-01-26T22:00:29
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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.
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70438be2
|
2014-12-03T10:55:23
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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!
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5b5823ee
|
2014-11-23T21:09:54
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add in support for passing down the "natural" (or flipped) scrolling direction in the MouseWheelEvent event
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5575948b
|
2014-11-22T21:13:46
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Fixed bug 2726 - WinRT touches not setting 'which' field in virtual mouse events
This patch makes sure that any SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP, and
SDL_MOUSEMOTION events, as triggered by a touch event in a WinRT app, set the
event's 'which' field to SDL_TOUCH_MOUSEID. Previously, this was getting set
to the same value as events from a real mouse, '0'.
Thanks to Diego for providing information on this bug, and to Tamas Hamor for
sending over a patch!
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9c398852
|
2014-11-22T22:20:40
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Corrected header file documentation comment.
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49c9b48e
|
2014-11-09T14:20:53
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|
WinRT: fixed multi-touch bug whereby 2nd, 3rd, etc. fingers weren't moving
Only the first-pressed finger wpuld get reported as having moved (via SDL's
touch APIs). Subsequently pressed fingers wouldn't report as being moved, even
though the OS was reporting (to SDL) that they had moved.
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24c86b55
|
2014-09-11T19:24:42
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[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
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164e5b89
|
2014-05-09T21:28:52
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|
WinRT: display-information code cleanups
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|
d4f1d225
|
2014-05-09T20:32:06
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|
Fixed bug: touch input on WinPhone 8.0 was wrong, in some cases
When a Windows Phone 8.0 app was rotated to anything but Portrait mode, touch
input coordinates, as well as virtual mouse coordinates, were usually getting
reported as coming from the wrong part of the screen.
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c5c1a2c6
|
2014-04-30T21:07:30
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|
WinRT: preliminary support for building against the Windows Phone 8.1 SDK
This is a step towards supporting "Universal" Windows apps, when building for
Windows Phone. SDL can now build against the Windows Phone 8.1 SDK, and apps
linked to it can run, however further work and testing is required as some
previously Phone-only code appears to no longer be applicable for
Windows Phone 8.1. The Windows 8.1 code paths does seem to be preferable, but
should probably be tested and updated on a finer-grained basis.
If in doubt, use the Windows Phone 8.0 projects for now, as located in
VisualC-WinRT/WinPhone80_VS2012/
TODO:
- look at any Windows Phone specific code paths in SDL, and see if Phone 8.1
should use the Windows Phone code path(s), or the Windows 8.x or 8.1 paths
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|
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.
|
|
ed02f61d
|
2014-03-13T00:40:08
|
|
Fixed the copyright date on files contributed by David Ludwig
|
|
641ba099
|
2014-03-12T07:26:07
|
|
Fixed compiling Windows RT code on Visual Studio 2013
|
|
05c23063
|
2014-03-09T11:06:11
|
|
Fixed line endings on WinRT source code
|
|
da0c0a4a
|
2013-11-28T21:15:05
|
|
WinRT: fixed bug: touch input coordinates weren't normalized [0..1]
Thanks to Pierre-Yves for pointing this out and providing a fix!
|
|
e64e3d8c
|
2013-10-27T14:31:57
|
|
WinRT: fixed two bugs regarding mouse events
The first bug had mouse motion events not getting sent out on non-touch devices, if and when a mouse button wasn't pressed.
The second bug caused virtual mouse motion events to get sent out-of-order on touch devices: the motion event would get sent after the touch occurred, rather than before.
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|
de8d9dbb
|
2013-09-06T21:00:52
|
|
WinRT: minor code cleanup regarding events
Some event handling functions got sorted in a somewhat consistent manner, and
in some cases, were also segregated a bit from app-lifecycle code.
|
|
8fc04cc7
|
2013-09-02T15:29:46
|
|
WinRT: renamed a mouse-related header file for naming-consistency's sake
|
|
7e06b806
|
2013-09-02T15:23:33
|
|
WinRT: misc code cleanups regarding touch and mouse events, and also SDL-internal globals
|