|
c41feca5
|
2015-12-29T19:13:56
|
|
Fixed a crash if creating accelerated renderer after accessing window surface.
Partially fixes Bugzilla #3196.
|
|
18c7d6df
|
2015-12-29T02:16:14
|
|
XRandR: fixed primary output detection logic (thanks, "winterknight"!).
Fixes Bugzilla #3185.
|
|
326b3578
|
2015-12-29T01:09:58
|
|
Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!).
Fixes Bugzilla #3190.
|
|
51c1d69d
|
2015-12-28T13:30:58
|
|
Mac: Whoops, lost legit Caps lock keypress events. Fixed.
|
|
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.
|
|
d3b323f8
|
2015-12-27T23:39:43
|
|
Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground.
|
|
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.
|
|
faed0585
|
2015-12-27T16:46:12
|
|
Mac: make sure SDL keyboard state reflects system capslock state at startup.
|
|
8281cc72
|
2015-12-22T00:58:47
|
|
WinRT: Fixed bug 3210, "alt-tab doesn't work correctly with full-screened, UWP (Win10 Store) apps"
|
|
40269809
|
2015-12-18T00:49:27
|
|
Cleaned up some code formatting.
|
|
a2235d7b
|
2015-12-10T22:17:22
|
|
Cocoa: Use NSTextInputClient instead of NSTextInput for text input handling. The latter was deprecated in OS X 10.6.
|
|
0c463d77
|
2015-12-10T20:25:34
|
|
SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried.
|
|
976bc9a9
|
2015-12-06T18:48:46
|
|
WinRT: build fix for Windows Phone 8.0
|
|
2b484818
|
2015-12-06T18:42:30
|
|
WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.0 apps
|
|
a40d49aa
|
2015-12-06T18:33:43
|
|
WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.1 apps
|
|
898054a1
|
2015-12-06T17:32:33
|
|
WinRT: fixed a build error when compiling Windows 8.1 .dlls
|
|
c8e3bfbf
|
2015-12-06T17:07:37
|
|
WinRT: removed an unused variable from DXGI-based display-detection code
|
|
781455fd
|
2015-12-06T17:06:40
|
|
WinRT: workaround for a possible bug in the Win10 Store's Certification Kit
DXGI fails to report any displays in at least one of the
"Windows App Certification Kit 10.0"'s tests for Store Apps. This was
causing SDL's video initialization code to fail, when the suspect test
("Direct3D Feature Test") was run, as DXGI was unable to report a
display-output at adapter-index 0, output-index 0.
The workaround that is applied here attempts to detect this case, then
use a hopefully-reasonable alternative means to calculate at least one
display output.
|
|
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.
|
|
32147ba7
|
2015-12-05T17:08:07
|
|
X11: Fixed memory leak when initializing multiple screens.
|
|
6a50d333
|
2015-11-30T03:30:35
|
|
Removed some debug prints.
|
|
9ddc6c34
|
2015-11-30T03:30:07
|
|
Mac: Fixed SDL_SetWindowFullscreen not restoring the window's original size when exiting a Space.
|
|
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
|
|
d07aa877
|
2015-11-26T11:15:43
|
|
WinRT: minor code cleanup in window-creation code
Window flags can be detected on all WinRT platforms.
|
|
a70fe9a5
|
2015-11-26T11:09:50
|
|
WinRT: native windows are inherently resizable (in WinRT 8.x)
|
|
7bd640d5
|
2015-11-26T02:37:51
|
|
WinRT: bug-fix, fullscreen mode wasn't getting reported in Windows 8.0 apps
This bug did not occur in Windows 8.1 apps, just Windows 8.0.
|
|
36090f57
|
2015-11-26T02:13:15
|
|
WinRT: bug-fix, OpenGLES2 was failing to init, after recent windowing fixes
Some SDL_Window flags were getting lost inside WINRT_UpdateWindowFlags, namely
SDL_WINDOW_OPENGL.
|
|
f5209944
|
2015-11-26T01:36:36
|
|
WinRT: bug-fix, fullscreen window flags weren't set if device was rotated 90 degrees
|
|
623898f7
|
2015-11-26T00:41:39
|
|
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).
|
|
5224dfcc
|
2015-11-17T12:15:35
|
|
X11: Let XRandR respect multiple screens (DISPLAY=:0.0 vs :0.1, etc).
|
|
998a54f9
|
2015-11-14T04:24:39
|
|
Mac: Fix a warning about implicit declaration of SDL_SendKeymapChangedEvent (bug #3167.)
|
|
9c51c4a6
|
2015-11-12T22:44:32
|
|
Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.)
|
|
72678358
|
2015-11-12T20:58:11
|
|
iOS: Fixed crashes when rotating the screen after destroying a window.
|
|
5103ae9f
|
2015-11-09T08:55:07
|
|
one last SDL fix: restore menu bar if we destroy a fullscreen window without transitioning it back to a non-fullscreen window first
|
|
ebfb2ecb
|
2015-11-09T08:55:01
|
|
don't toggle SDL fullscreen state on OSX if we're destroying the window
|
|
eeddb7c5
|
2015-11-09T08:54:56
|
|
more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state
|
|
792354d6
|
2015-11-09T08:54:49
|
|
SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing.
|
|
2d884656
|
2015-11-09T08:54:42
|
|
add hacky support for failed fullscreen transitions. SDL doesn't have the concept of a fullscreen transition that failed. if the user is actively changing spaces while the app goes fullscreen, it fails to go fullscreen; now it will just try again instead of hanging around with the wrong window styles.
|
|
38edc177
|
2015-10-27T11:18:04
|
|
Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
|
|
2b0140a9
|
2015-10-27T11:17:32
|
|
Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
|
|
f8824cb9
|
2015-10-23T03:37:53
|
|
Mac: Fix returning to the window's Space in OS X 10.11+ when SDL_WINDOW_FULLSCREEN_DESKTOP is used (bug #3152.)
|
|
86711041
|
2015-10-07T21:16:18
|
|
Android: Added new key codes without mapping.
|
|
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)
|
|
c5e68d68
|
2015-10-06T00:10:54
|
|
Mac: Reset display if going from fullscreen to a fullscreen Space or vice-versa.
Otherwise, bad things happen.
|
|
7bc72eaf
|
2015-10-01T11:21:06
|
|
Fixed forcing the window size when creating a non-resizable window on Windows.
|
|
ab2a3500
|
2015-09-25T15:17:20
|
|
iOS: show message boxes using the new UIAlertController APIs when supported, rather than the deprecated UIAlertView.
UIAlertController is also supported on tvOS, whereas UIAlertView is not.
|
|
ecfdb10c
|
2015-09-15T00:25:07
|
|
iOS SDL_GL_CreateContext: Clamp the multisample sample count when the requested value is too high, rather than failing to create the context.
This matches the SDL_GL_CreateContext behavior in OS X.
|
|
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
|
|
82c8825c
|
2015-09-09T19:08:52
|
|
iOS: Added support for force-touch on capable devices.
|
|
6a32ca7a
|
2015-09-09T13:55:11
|
|
Mac: Fixed SDL_SetWindowSize to set the size of the content area of the window, rather than the total size including decorations.
|
|
212e9963
|
2015-08-24T22:35:01
|
|
PSP: Replaced use of SDLKey with SDL_Keycode.
|
|
991feafa
|
2015-08-24T22:31:36
|
|
PSP: Fixed a syntax error.
Found by Cppcheck.
|
|
81457603
|
2015-08-15T00:36:39
|
|
X11: Handle keyboard layout changing during app's run on Ubuntu 12.04 (etc).
Fixes Bugzilla #3050 (in addition to Jason Wyatt's patch, prior to this).
|
|
0d8c3a0b
|
2015-08-14T23:38:40
|
|
Patched to compile.
|
|
0cf81fbd
|
2015-08-14T23:30:46
|
|
Minor coding convention fix.
|
|
fb37956d
|
2015-08-14T16:23:31
|
|
Supply current group when translating X11 Keycodes to Keysyms.
|
|
9e2b90e2
|
2015-08-14T01:20:41
|
|
Cocoa: Keep the window's screen position through SDL_SetWindowSize().
The Y coordinate is flipped in Cocoa, so if you change the height, the window
will move and maybe clip against the screen edge if you don't adjust its Y
coordinate to match.
Possibly fixes Bugzilla #3066.
|
|
f2f8e6f5
|
2015-08-13T21:40:32
|
|
X11: only send mouse button up events if not a mousewheel "button"
(Brackets in the wrong place, my bad!)
|
|
874bf865
|
2015-08-13T17:40:28
|
|
X11: Simplified mousewheel event handling.
Under load, this would race and report an incorrect mouse button event instead
of a wheel event.
Fixes Bugzilla #2987.
|
|
da6f2221
|
2015-08-13T17:37:09
|
|
X11: isConfigureNotify() isn't used at the moment, comment it out.
|
|
8a1fd982
|
2015-08-13T14:56:16
|
|
X11: don't block on a ConfigureNotify event during SDL_SetWindowBordered().
Unity's window manager is (legitimately, since it moves the client window's
position) sending one, and SDL was incorrectly trying to mask it out. Other
window managers (KWin, apparently) don't move the window and would hang here
indefinitely.
Fixes Bugzilla #3052.
|
|
c67213f3
|
2015-08-07T01:02:35
|
|
X11: Fixed XRandR display detection.
Previously this only worked on X11 when Xinerama was carrying the weight.
Fixes Bugzilla #3062.
|
|
ca468042
|
2015-08-07T00:59:31
|
|
X11: Fixed a memory leak when adding duplicate display modes.
|
|
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.
|
|
5a3cc7f5
|
2015-08-01T15:16:57
|
|
EGL: Added support for sRGB system framebuffers, when the required EGL extension is present.
|
|
c57f409f
|
2015-07-31T20:16:58
|
|
Mac: Fixed check for SDL_HINT_MAC_BACKGROUND_APP.
|
|
0aa2a6df
|
2015-07-31T09:16:21
|
|
SDL
- fix hint check, we want or not and
|
|
e93f90ae
|
2015-07-30T10:01:04
|
|
Trivial integer truncation warning fixes.
|
|
628d8edb
|
2015-07-29T17:19:15
|
|
SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
|
|
5aaf81c8
|
2015-07-29T17:19:13
|
|
Fix up monitor enumeration for Windows 8.1 case.
|
|
e09d95c3
|
2015-07-29T17:19:11
|
|
Fix SDL_GetWindowPosition to be properly monitor-aware and return the monitor x,y when fullscreened.
|
|
dc2e9ba1
|
2015-07-29T17:19:04
|
|
Fix build.
|
|
51c72e10
|
2015-07-29T17:19:02
|
|
Add X11 implementation of SDL_GetDisplayDPI.
|
|
61c74150
|
2015-07-29T17:18:56
|
|
Add SDL_GetDisplayDPI routine and implement for Windows.
|
|
f5cf8676
|
2015-07-28T00:12:50
|
|
x11: Catch fatal X errors when calling glXMakeCurrent().
In extremely rare cases, probably due to misconfigured drivers, one might
see this happen, and rather than terminate the process, we try to recover
by reporting an error to the app.
Fixes Bugzilla #3068.
|
|
c344b734
|
2015-07-19T19:56:16
|
|
iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported.
|
|
6ea942da
|
2015-07-19T19:44:40
|
|
Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
|
|
9d3d6437
|
2015-07-18T00:03:34
|
|
Patched to compile on Raspberry Pi.
|
|
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.
|
|
27055ea0
|
2015-07-14T23:46:35
|
|
X11: center parentless message boxes on the primary display if possible.
This relies on a successful SDL_Init(SDL_INIT_VIDEO) to work, since it's
silly to reproduce all the Xinerama/XRandR code in the message box parts. If
X11 is available but SDL hasn't been initialized, the message box will center
in the primary screen, which will be positioned weirdly on multi-head setups,
but this should fix the most significant common case.
|
|
0c19501e
|
2015-07-11T00:59:56
|
|
x11: Patched to compile on systems without the Xutf8LookupString() function.
|
|
396b3b89
|
2015-07-05T15:45:48
|
|
Better fix for bug 3048, don't crash if the window title is NULL
|
|
d0ba0c1d
|
2015-07-04T21:04:49
|
|
Fixed bug 3048, "Crashes in Cocoa_SetWindowTitle"
|
|
65a1a3e7
|
2015-07-04T14:09:09
|
|
Cocoa: support drag-and-drop of multiple objects.
|
|
b5c43a88
|
2015-07-03T09:18:14
|
|
Fixed style
|
|
35c4468f
|
2015-07-03T09:17:24
|
|
commit a7d7af2a419b453188ffe87386455fc26c1306fa
Author: Benoit Pierre <benoit.pierre@gmail.com>
Date: Fri Jul 3 02:17:10 2015 +0200
fix 14dd48ae5bc43b61b2a0dd0b3177d22edec707ef regression
The window manager detection code in X11_HasWindowManager does not work
with Awesome (http://awesome.naquadah.org/). Remove it, and reuse the
result of the more correct checks in X11_CheckWindowManager.
|
|
e8954d5d
|
2015-06-30T19:30:02
|
|
Hack to fix missing window decorations after toggling fullscreen mode in Mac OS X 10.10
|
|
1e3c28ac
|
2015-06-30T15:00:48
|
|
X11: Added a test for a weird X11 error we get with Xinerama, rarely.
|
|
20ec1377
|
2015-06-30T14:41:17
|
|
X11: Call XRefreshKeyboardMapping() when we get various MappingNotify events.
According to the Xlib docs, you need to do this or Xlib's internal state gets
out of sync.
|
|
acdb494f
|
2015-06-30T14:39:39
|
|
X11: Don't ignore keyboard mapping changes.
MappingNotify events don't have a window associated with them, so SDL was
dropping these before the point where we would have handled them.
|
|
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.
|
|
f1b7a843
|
2015-06-25T07:17:08
|
|
Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined
|
|
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
|
|
b7aa856c
|
2015-06-22T23:36:06
|
|
Fixed bug 3030 - SDL_RecreateWindow fails to restore title, icon, etc.
Adam M.
It loses the title and icon when window recreation fails. For instance, this may happen when trying to create an OpenGL ES window on a system that doesn't support it. But at that point, the title and icon have already been lost.
|
|
8cea1b98
|
2015-06-21T19:37:37
|
|
Windows: Fixed crash if initialization of EGL failed but was tried again later.
|
|
72590685
|
2015-06-21T19:36:35
|
|
Backed out changeset 4ad56dbf4a6f
|
|
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().
|