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73153901
|
2016-08-06T02:47:27
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audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
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|
4a468739
|
2016-05-21T00:20:52
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|
Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
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6255c858
|
2016-05-20T22:18:15
|
|
Updated documentation of SDL_IsScreenSaverEnabled().
The screensaver is deactivated by default since SDL 2.0.2.
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|
cfe3f261
|
2016-05-11T21:09:45
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|
Updated documentation of SDL_CreateWindow() and SDL_CreateWindowFrom().
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|
63f2ec8e
|
2016-05-05T22:04:16
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|
Updated documentation of SDL_HINT_THREAD_STACK_SIZE in header file.
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|
b1ce3799
|
2016-05-05T22:03:52
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|
Added missing links at documentation of SDL_FreeCursor() in header file.
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bb9dcf57
|
2016-04-25T22:17:38
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|
Android: Updated name of README file.
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|
88372277
|
2016-04-02T11:54:05
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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.
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e5d575b9
|
2016-01-16T21:58:49
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|
Expose the EGL display and window for Vivante SDL windows
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|
1a26c0c8
|
2016-01-06T22:38:35
|
|
Fixed doxygen warnings.
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|
167cf14c
|
2016-01-05T16:39:18
|
|
SDL_RenderSetIntegerScale
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3bdaf4c6
|
2016-01-05T02:46:10
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|
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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|
5696e88e
|
2016-01-05T02:29:06
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|
Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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|
e497e465
|
2016-01-05T02:28:56
|
|
Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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|
dc532c70
|
2016-01-05T02:27:50
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|
Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
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|
f9b73793
|
2016-01-05T02:26:45
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|
Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
8e855f2f
|
2016-01-05T01:42:00
|
|
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.
This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
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|
f2defe5e
|
2016-01-05T01:30:40
|
|
Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
c3114975
|
2016-01-04T23:52:40
|
|
Added SDL_GetDisplayUsableBounds().
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
4a93dae4
|
2016-01-01T17:39:55
|
|
Added brackets to function names in header comments so doxygen links them.
|
|
4aae0290
|
2015-12-31T21:16:43
|
|
Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
|
|
61518bce
|
2015-12-29T00:57:24
|
|
CMake: Changes to get CMake project to work with Android (thanks, Martin!).
Fixes Bugzilla #3194.
(but note that Bugzilla #3200 still needs to be resolved to get this really
going on Android, at a minimum.)
|
|
d3a841eb
|
2015-12-07T21:41:55
|
|
Pandora: Fixed deactivating no more available CD-ROM support in config header.
|
|
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
|
|
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.
|
|
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).
|
|
f09d3750
|
2015-11-14T14:53:44
|
|
Minor whitespace fix.
|
|
e6ad29ae
|
2015-11-14T12:35:45
|
|
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
|
|
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.
|
|
a0c4b56f
|
2015-09-30T15:39:30
|
|
SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
|
|
2bf6f1bc
|
2015-09-20T23:08:36
|
|
Added initial support for MFi game controllers on iOS.
|
|
5e593682
|
2015-09-17T22:21:12
|
|
Android: Added to APK expansion file hint documentation in header file.
|
|
83e94e25
|
2015-08-21T23:50:59
|
|
Corrected documentation of the SDL_CreateTexture() functions in header file.
|
|
2d63af8e
|
2015-08-21T00:19:36
|
|
Updated SDL_egl.h to have the latest EGL version and extension information.
|
|
2fa03948
|
2015-08-19T22:29:37
|
|
Corrected documentation of SDL_AddTimer() in header file.
|
|
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.
|
|
c509e798
|
2015-07-31T20:16:18
|
|
Fixed documentation of SDL_DropEvent in header file.
|
|
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
|
|
61c74150
|
2015-07-29T17:18:56
|
|
Add SDL_GetDisplayDPI routine and implement for Windows.
|
|
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.
|
|
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.
|
|
a955bec4
|
2015-07-16T21:48:35
|
|
Fixed spaces in header file.
|
|
cad94bd5
|
2015-07-15T21:12:04
|
|
Fixed typo in test header file comment.
|
|
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().
|
|
aa4952fd
|
2015-04-21T10:10:59
|
|
Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
e0e04542
|
2015-04-21T09:46:48
|
|
Added a few FIXMEs.
|
|
d4aedf99
|
2015-04-21T09:45:58
|
|
Added SDL_SetWindowModalFor().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|