include/SDL_hints.h


Log

Author Commit Date CI Message
Sam Lantinga c49fa37c 2017-08-09T11:59:29 Added SDL hints to filter the set of game controllers reported by SDL
Sam Lantinga 56cab6d4 2017-08-03T09:48:44 Added a hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether touch events generate synthetic mouse events.
Philipp Wiesemann 456bc301 2017-06-08T22:40:21 Fixed environment variable of SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Ryan C. Gordon 92889836 2017-06-06T14:06:40 Merged Eric Wing's overscan patch. Fixes Bugzilla #2799.
Ryan C. Gordon 6d661cab 2017-06-06T13:12:43 windows: Change the default on SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING. It's easier for Visual Studio users that want this information to turn it on or live without it, than it is to explain why every debugger that isn't Visual Studio crashes out here. Eventually SetThreadDescription() will be the thing everyone uses anyhow. Fixes Bugzilla #3645. (and several others).
Sam Lantinga ede5c734 2017-01-24T19:38:01 Generalized the audio resampling hint for other resampling methods in the future
Ryan C. Gordon c7f9dcb6 2017-01-24T15:52:22 audio: Offer a hint for libsamplerate quality/speed tradeoff. This defaults to the internal SDL resampler, since that's the likely default without a system-wide install of libsamplerate, but those that need more can tweak this.
Philipp Wiesemann 06d1d945 2017-01-14T21:35:49 Fixed doxygen warning and linking of function names.
Sam Lantinga 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.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Philipp Wiesemann 7c60a638 2016-12-23T20:36:12 Corrected header file guard comments.
Sam Lantinga 4eda58ba 2016-12-02T21:01:13 Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse. This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
Sam Lantinga 36156335 2016-11-20T21:34:54 Renaming of guard header names to quiet -Wreserved-id-macro Patch contributed by Sylvain
Sam Lantinga c7351c2d 2016-11-20T21:26:56 Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain
Thomas Perl acce8659 2016-11-13T10:39:04 [qtwayland] Set orientation and window flags via SDL hints
Sam Lantinga 012217f0 2016-10-18T23:24:49 Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer Albert Casals On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses. Currently, it is hardcoded to be 10000 to sit above most applications. This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Philipp Wiesemann f8aa4291 2016-10-02T22:32:18 Added brackets to function names in header comments so that doxygen links them.
Sam Lantinga 9fff05f8 2016-10-01T11:29:13 Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW Simon Hug The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask. The attached patch has these changes: - Extending the description of the function in the SDL_surface.h header with the supported formats. - Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.) - Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP. - Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.) - Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
Ethan Lee 92d700f1 2016-09-30T09:26:57 SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING
Sam Lantinga a13da2fa 2016-09-29T13:34:49 Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH. The behavior is defined to not receive the click event, and this hint allows you to override that.
Alex Szpakowski 459102a5 2016-09-17T01:36:29 Updated URL in a comment
Alex Szpakowski a96b6f21 2016-09-17T01:31:07 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION. When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
Alex Szpakowski f0505766 2016-09-13T22:18:06 Initial Apple TV / tvOS support. The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used. A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
Philipp Wiesemann a4abda0b 2016-08-03T22:30:31 Added brackets to function names in header comments so that doxygen links them.
Philipp Wiesemann 63f2ec8e 2016-05-05T22:04:16 Updated documentation of SDL_HINT_THREAD_STACK_SIZE in header file.
Alex Szpakowski 88372277 2016-04-02T11:54:05 Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X. Fixes bug #3300.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Sam Lantinga 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.
Philipp Wiesemann 5e593682 2015-09-17T22:21:12 Android: Added to APK expansion file hint documentation in header file.
andrewb 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.
Alfred Reynolds 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
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().
Eric Wing 27fab8f4 2015-06-17T20:03:08 merged SDL 2.0.4rc1+
Philipp Wiesemann 8c9571a2 2015-05-29T22:24:38 Fixed typo in header file documentation comment.
Ryan C. Gordon baea64e6 2015-05-26T21:19:23 Stack hint should look for 0, not -1, and not care about environment variables.
Ryan C. Gordon a8fa7bd1 2015-05-26T21:13:27 Added a hint to specify new thread stack size (thanks, Gabriel!). Fixes Bugzilla #2019. (we'll do a better fix when we break the API in SDL 2.1.)
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Alex Szpakowski 240a3fbf 2015-05-16T16:55:56 iOS: Added support for SDL_DisableScreenSaver and SDL_EnableScreenSaver.
Ryan C. Gordon 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.
Eric Wing 7d5147ba 2015-04-17T21:25:19 resync'd overscan patch with SDL mainline.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Alex Szpakowski df98b11c 2015-04-06T15:26:37 Merged default into iOS-improvements
Joseba Garc?a Etxebarria 387fa5dc 2015-03-24T20:45:29 * Improve mouse support in Android. These changes require Android API v12 to compile
Ryan C. Gordon 672ccb4f 2015-03-24T14:36:36 Make the signal handler hint more generic.
Ryan C. Gordon a91a5604 2015-03-24T14:29:25 Added a hint to prevent SDL from installing signal handlers. Fixes Bugzilla #2431.
Edward Rudd 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
Philipp Wiesemann 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.
Alex Szpakowski ea5d1a8a 2015-01-15T01:15:24 Merged default into iOS-improvements
Philipp Wiesemann 80d19b7e 2014-12-25T22:05:48 Fixed typo in header file documentation comment.
Ryan C. Gordon fe40a172 2014-12-18T00:19:52 Initial merge of Emscripten port! With this commit, you can compile SDL2 with Emscripten ( http://emscripten.org/ ), and make your SDL-based C/C++ program into a web app. This port was due to the efforts of several people, including: Charlie Birks, Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd, Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
David Ludwig 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!
Eric Wing 31388117 2014-12-03T04:41:26 Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen). The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off. An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio. This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE. Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan. The default mode is letterbox to preserve existing behavior. // Example usage: SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan"); SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
David Ludwig 5fee84f2 2014-12-02T21:18:50 WinRT: removed SDL_HINT_WINRT_PREF_PATH_ROOT (introduced post-2.0.3 & pre-2.0.4) A WinRT app's Roaming folder-path can still be retrieved via calls to SDL_WinRTGetFSPathUTF8() or SDL_WinRTGetFSPathUNICODE(), if need be.
Alex Szpakowski cc0631a0 2014-12-02T02:52:45 Merged default into iOS-improvements
David Ludwig ce64b4ad 2014-11-29T10:09:30 WinRT: bug and data-integrity fixes for SDL_GetPrefPath() This change does a few things, all with regards to the WinRT implementation of SDL_GetPrefPath(): 1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it returned. On other SDL platforms, SDL_GetPrefPath() will create separate directories for its 'org' and 'app' folders. Without this, attempts to create files in the pref-path would fail, unless those directories were first created by the app, or by some other library the app used. This change makes sure that these directories get created, before SDL_GetPrefPath() returns to its caller(s). 2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder on all platforms. Previously, for Windows Store apps, it would have used a different, 'Roaming' folder. Files in Roaming folders can be automatically, and synchronized across multiple devices by Windows. This synchronization can happen while the app runs, with new files being copied into a running app's pref-path. Unless an app is specifically designed to handle this scenario, there is a chance that save-data could be overwritten in unwanted or unexpected ways. The default is now to use a Local folder, which does not get synchronized, and which is arguably a bit safer to use. Apps that wish to use Roaming folders can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it is recommended that one first read Microsoft's documentation for Roaming files, a link to which is provided in README-winrt.md. To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path in Windows Store apps, and a Local path in Windows Phone, set SDL_HINT_WINRT_PREF_PATH_ROOT to "old". Please note that Roaming paths are not supported on Windows Phone 8.0, due to limitations in the OS itself. Attempts to use this will fail. (Windows Phone 8.1 does not have this limitation, however.) 3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than silently defaulting to a Local path (then switching to a Roaming path if and when the user upgraded to Windows Phone 8.1).
David Ludwig ecc01474 2014-11-27T09:55:34 WinRT: added SDL_HINT_WINRT_PREF_PATH_ROOT SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that SDL_GetPrefPath() returns. Setting it to "local" uses the app's OS-defined Local folder, setting it to "roaming" uses the app's OS-defined Roaming folder. Roaming folder support is not available in Windows Phone 8.0. Attempts to make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored. Various bits of documentation on this were added to SDL_hints.h, and to README-winrt.md
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Alex Szpakowski fb6d185a 2014-10-28T18:36:29 Merged default into iOS-improvements
David Ludwig 411e0f9d 2014-10-04T14:59:41 WinRT: expanded the documentation on SDL_HINT_WINRT_HANDLE_BACK_BUTTON
Pierre-Loup A. Griffais 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
Alex Szpakowski 3071128d 2014-09-10T18:10:37 Merged default into iOS-improvements
Philipp Wiesemann 7e515963 2014-08-27T23:27:42 Corrected hint documentation.
Alex Szpakowski b1a0bd10 2014-08-20T17:20:22 Merged default into iOS-improvements
Sam Lantinga 38b49c30 2014-08-19T21:59:56 Changed the name of the IME hint to match the naming convention in SDL
Alex Baines 90bc642f 2014-08-19T23:31:50 Add a SDL_IM_INTERNAL_EDITING event to make IMs like iBus render editing text in its own UI instead of sending TEXTEDITING events. This is useful for applications that handle TEXTINPUT events but not TEXTEDITING events.
Alex Szpakowski 31257842 2014-07-29T00:05:48 Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8.
Alex Szpakowski 1506b3b8 2014-07-15T02:01:43 iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
Sam Lantinga 52ec151f 2014-06-24T13:31:25 Fixed bug 2553 - Add support to all XInput devices This adds support for all XInput devices, exposed through the SDL joystick API. The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms. The game controller xinput mapping has been updated so this change is seamless. There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
Sam Lantinga e8d84fbf 2014-06-21T20:35:36 Merged changes from Alexey Petruchik to support Android obb files http://developer.android.com/google/play/expansion-files.html
Sam Lantinga 3e3b34ad 2014-06-04T10:52:34 Added a hint to disable windows message processing in SDL_PumpEvents() SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
Sam Lantinga 0d1f0fed 2014-06-04T10:50:32 Added a hint to disable window frame and title bar interaction when the cursor is hidden
stopiccot 3cdae42d 2014-04-23T03:42:32 Fixing issues discovered by Philipp Wiesemann
David Ludwig 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.
stopiccot 612f4a69 2014-04-07T21:20:39 inital apk extension support
Philipp Wiesemann a24745f4 2014-04-05T23:32:41 Fixed names of four hint environment variables.
Philipp Wiesemann aeebdc50 2014-04-05T23:22:21 Fixed typos in header comments.
Philipp Wiesemann 02045dcb 2014-04-04T23:52:23 Fixed doxygen comment in header.
Sam Lantinga 1367bf87 2014-03-09T11:36:47 Integrated David Ludwig's support for Windows RT
Ryan C. Gordon 9e67444a 2014-03-03T21:25:16 Mac: Added a hint to opt-out of new Spaces code.
Ryan C. Gordon 51faf449 2014-03-02T12:45:51 Reworked fullscreen policy on Mac OS X. - SDL_WINDOW_FULLSCREEN works as always (change resolution, lock to window). - SDL_WINDOW_FULLSCREEN_DESKTOP now puts the window in its own Space, and hides the menu bar, but you can slide between Spaces and Command-Tab between apps without the window minimizing, etc. - SDL_WINDOW_RESIZABLE windows will get the new 10.7+ "toggle fullscreen" window decoration and menubar item. As far as the app is concerned, this is no different than resizing a window, but it gives the end-user more power. - The hint for putting fullscreen windows into the Spaces system is gone, since Spaces can't enforce the requested resolution. It's a perfect match for FULLSCREEN_DESKTOP, though, so this is all automated now.
Sam Lantinga 63106e47 2014-03-01T12:21:15 Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear.
Sam Lantinga e56bbe3f 2014-02-28T14:23:41 Added a hint to enable the screensaver by default
Philipp Wiesemann fbeb24e9 2014-02-16T00:04:15 Fixed documentation comments in SDL_hints.h file.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Sam Lantinga 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
David Ludwig abfbed92 2014-01-26T08:06:36 WinRT: simulate keyboard events on Windows Phone 8 back-button presses Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK. By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app. More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1. Setting it to anything else will cause these events to not be marked as 'handled'. Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered. Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
David Ludwig 7eaa3cd8 2014-01-01T16:05:37 WinRT: added a means to display a privacy policy link via the Settings charm This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled. Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm. This is needed to pass Windows Store app-certification. Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app. Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy. Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
Sam Lantinga 7aef2350 2013-12-23T17:37:22 Added a relative mouse mode that uses mouse warping instead of raw input. To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1" When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
David Ludwig 46740a5a 2013-11-28T22:09:21 WinRT: merged with latest SDL 2.x/HG code SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
Gabriel Jacobo 61959aa6 2013-11-22T13:24:53 OpenGL ES support for Windows
Sam Lantinga 75145ea0 2013-11-12T01:52:54 Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X.
Sam Lantinga 621c7f8f 2013-11-08T14:04:51 Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX.
Gabriel Jacobo 0b7c69fe 2013-11-05T20:07:39 Adds Joystick support for Android This bumps the build SDK level to 12 (up from 10). Runtime requirements remain the same (at API level < 12 joystick support is disabled). Also enables building SDL for armv7 and x86.
David Ludwig 3f8f6808 2013-10-27T23:19:35 WinRT: spelling fix in SDL_hints.h
David Ludwig 69c5d21d 2013-10-27T21:26:46 WinRT: merged with SDL 2.0.1 codebase
David Ludwig 62c781ea 2013-10-25T20:31:43 WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'. The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
Sam Lantinga cf5e5a83 2013-09-28T14:07:08 Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
Sam Lantinga 3ef5a977 2013-09-27T23:19:22 Fixed the name of the environment variable to match the name of the hint.