|
f4ddacf4
|
2014-08-19T23:17:28
|
|
Improvements to the IBus related code:
+ Handle HidePreeditText IBus signal.
+ Use SDL_GetKeyboardFocus instead of SDL_GetFocusWindow.
+ Move the X11 IBus SetFocus calls to the X11_DispatchFocus functions.
+ Simplify the IBus ifdefs when handling X11 KeyEvents.
+ Remove inotify watch when SDL_IBus_Quit is called.
|
|
bbab3855
|
2014-08-18T18:16:45
|
|
SDL - fix fullscreen desktop windows not restoring to fullscreen state if focus changes happen due to programtic window changes (and not user alt-tabbing)
|
|
d1cc47b3
|
2014-08-17T15:07:00
|
|
Fixed 2680 - OSX: Replace NSAutoreleasePool with @autoreleasepool
Tim McDaniel
This patch replaces all use of NSAutoreleasePool with the Apple recommended @autoreleasepool. @autoreleasepool is supposedly more efficient, and since it is scope based it can't be accidentally not released.
|
|
5e501804
|
2014-08-17T14:57:52
|
|
Fixed bug 2655 - OSX: Window position and global mouse coord spaces are different
Tim McDaniel
On OSX, with revision 8729, the coordinate space for window position and the coordinate space for global mouse position don't match. For a non-fullscreen window, the window position is global relative to the bottom of the menubar. The global mouse position is relative to the top of the screen. This affects Cocoa_WarpMouse and potentially other things as well. Further, the coordinate system for window position is now affected by what screen it is on. For example, if I have two equal size screens oriented side by side such that the tops of the screens are equal in global space, with the menubar on one screen, and a window straddles the two screens, the window's y position makes no sense. The window's y position depends on what screen "most" of the window is on. So if I move the window horizontally just a bit, the y position of my window is now different by the size of the menubar, even though the window was not moved vertically.
I'd like to reiterate that this was a fairly fundamental change (and a breaking change for us). If SDL OSX is to really support multi-display configurations, this is especially problematic.
If the real concern is preventing windows from going under the menubar, then perhaps a solution involving something like overriding [NSWindow constrainFrameRect] would be less problematic than redefining the global window coord space for the main display.
|
|
1ea86978
|
2014-08-17T13:11:55
|
|
Removed SDL_round() because the license wasn't compatible with zlib
|
|
8272ed18
|
2014-08-16T23:25:02
|
|
Fixed bug 2687 - SDL_BlitScaled does not handle clipping correctly
Patch from Benoit Pierre:
video: fix clipping handling in SDL_UpperBlitScaled
- honor destination clipping rectangle
- update both destination and source rectangles when clipping source
rectangle to source surface and destination rectangle to destination
clip rectangle
- don't change scaling factors when clipping
N.B.:
- when no scaling is involved (source and destination width/height are
the same), SDL_UpperBlit is used (so SDL_BlitScaled behaves like
SDL_BlitSurface)
- the final destination rectangle after all clipping is performed is
saved back to dstrect (like for SDL_UpperBlit)
|
|
6fef39d6
|
2014-08-06T11:34:54
|
|
Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
|
|
6299daec
|
2014-08-06T00:28:02
|
|
The OpenGL context returned by the UIKit backend is now an actual OpenGL context instead of the OpenGL view we created.
This allows you to use the returned context in functions like CVOpenGLESTextureCacheCreate()
|
|
87b8c8d1
|
2014-07-31T12:46:23
|
|
SDL - when raising the window under OSX also force the app to activate. This fixes a fullscreen window on a separate space not coming front when raisewindow is called.
|
|
75529476
|
2014-07-30T17:45:52
|
|
SDL - fix re-entrancy into SDL_UpdateFullscreenMode under OSX. During HideWindow we get a RESTORED event which then turns fullscreen back on causing a hang in Cocoa_SetWindowFullscreenSpace waiting for the fullscreen transition to finish.
|
|
f7461cdc
|
2014-07-09T00:09:57
|
|
The Gimp puts out a different bogus color mask for 32-bit .bmp files. :)
|
|
a91f1a1a
|
2014-07-09T00:01:34
|
|
Make SDL_LoadBMP() work with 32-bit bitmaps from ImageMagick.
|
|
0c8e3376
|
2014-07-07T21:21:05
|
|
Fixed bug 2628 - invalidate surface->map in SDL_SurfacePalette()
Wei Mingzhi
surface->map should be invalidated in SDL_SetSurfacePalette(), otherwise the palette would not be effective when blitting to another non-8bit surface which we previously blitted to.
|
|
fc4e798d
|
2014-07-07T12:48:25
|
|
Fixed bug 2631 - Mac: minor code cleanup
Alex Szpakowski
Some minor changes to the Mac-specific backend code:
- Fixed up some code style issues (mostly brace style inconsistencies).
- Fixed a compiler warning in SDL_cocoaevents.m.
- Removed some useless code now that the 10.7 SDK is required to build SDL.
- Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
|
|
7187b74c
|
2014-07-07T11:00:25
|
|
Fixed compiler warnings on iOS
|
|
d44f3922
|
2014-07-07T10:33:32
|
|
Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski
Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.
This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.
I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
|
|
1ee96bb9
|
2014-07-07T10:26:28
|
|
Fixed mingw64 build and warnings
|
|
5a3c553d
|
2014-07-03T17:36:08
|
|
Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices)
Then again, maybe not!
|
|
610225b4
|
2014-06-28T19:51:26
|
|
Fixed null terminating the X11 error string
|
|
765894e3
|
2014-06-28T13:05:16
|
|
Better fix to support EGL_KHR_create_context and not fail to build on Android
...or Raspberry Pi (EGL < 1.4 systems)
|
|
a9bb8898
|
2014-06-28T12:48:29
|
|
Disable desktop OpenGL for EGL under Android
|
|
1ed1f7f2
|
2014-06-28T12:36:44
|
|
Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain
This bug was introduced on this rev: https://hg.libsdl.org/SDL/rev/42f6bd8c8575
|
|
02e9f81e
|
2014-06-28T12:17:29
|
|
SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
If the EGL extension EGL_KHR_create_context is available, we can use it to
set the core/compatability profile and the minimum OpenGL version.
Use this if it is available to get the context requested by the GL attributes.
|
|
95864f86
|
2014-06-25T17:24:06
|
|
Patched to compile on Windows.
|
|
84cb2320
|
2014-06-25T17:13:43
|
|
Patched to compile with -Werror=declaration-after-statement
|
|
b29740b8
|
2014-06-25T17:06:12
|
|
Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
|
|
84369567
|
2014-06-25T16:16:55
|
|
Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
|
|
704d9bd3
|
2014-06-25T02:08:37
|
|
Fixed bug 2525 - Keyboard focus crash
Todd Seiler
Call Stack:
#0 0x0000000101c29291 in Cocoa_StartTextInput at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoakeyboard.m:512
#1 0x0000000101c110c5 in SDL_SetKeyboardFocus at /Users/Todd/Desktop/codes/sources/SDL/src/events/SDL_keyboard.c:643
#2 0x0000000101c32be4 in SetupWindowData at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:981
#3 0x0000000101c32d2a in Cocoa_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:1092
#4 0x0000000101c99999 in SDL_CreateWindowFrom_REAL at /Users/Todd/Desktop/codes/sources/SDL/src/video/SDL_video.c:1338
#5 0x0000000101ce1484 in SDL_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/dynapi/SDL_dynapi_procs.h:547
#6 0x0000000100018a5e in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:138
#7 0x0000000100017ca5 in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:145
#8 0x000000010000cd96 in App::execute(int, char**) at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/App.cpp:28
#9 0x0000000100004402 in main at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/main.cpp:8
This issue occurred when using Ogre3D Graphics engine on Mac (cocoa) to create the window. Then handing the window handle off to SDL_CreateWindowFrom().
In Ogre3D application you do the following:
window_ = root_->initialise(true, "Ogre Window 2");
loadOgreResources();
Ogre::WindowEventUtilities::addWindowEventListener(window_, this);
#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
NSWindow* Data = 0;
window_->getCustomAttribute("WINDOW", &Data);
sdl_window_ = SDL_CreateWindowFrom((void*)Data);
#endif
It results in a crash in this function:
SDL_cocoakeyboard.m
void
Cocoa_StartTextInput(_THIS)
{
SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
SDL_Window *window = SDL_GetKeyboardFocus();
NSWindow *nswindow = nil;
if (window)
nswindow = ((SDL_WindowData*)window->driverdata)->nswindow;
// ...
}
The crash occurred because "driverdata" was nil. Before this function call, a call to SetupWindowData is called:
SDL_cocoawindow.m
static int
SetupWindowData(_THIS, SDL_Window * window, NSWindow *nswindow, SDL_bool created)
{
// ...
if ([nswindow isKeyWindow]) {
window->flags |= SDL_WINDOW_INPUT_FOCUS;
SDL_SetKeyboardFocus(data->window);
}
/* Prevents the window's "window device" from being destroyed when it is
* hidden. See http://www.mikeash.com/pyblog/nsopenglcontext-and-one-shot.html
*/
[nswindow setOneShot:NO];
/* All done! */
[pool release];
window->driverdata = data;
return 0;
}
As you can see: "window->driverdata = data" is performed after the "SDL_SetKeyboardFocus()" call, which eventually leads to "Cocoa_StartTextInput()" where the crash occurs.
|
|
a8955f26
|
2014-06-25T01:35:17
|
|
Made the RLE code (semi) readable again
|
|
afe14829
|
2014-06-25T00:43:10
|
|
Fixed bug 2556 - add compilation flag -Wshadow
Sylvain
here's the full patch for Blit + RLE.
|
|
67e55655
|
2014-06-23T10:09:15
|
|
Fixed grab interaction with Windows Classic theme
Testing:
* For each theme in Windows 7, Windows 7 Basic, and Windows 7 Classic:
- Ran testsprite2
- Pressed Ctrl-G to grab the mouse
- Alt-tabbed away, verified mouse is no longer grabbed
- Alt-tabbed back, verified that mouse was grabbed
- Alt-tabbed away
- Clicked in the window, verified mouse was grabbed
- Alt-tabbed away
- Grabbed the title bar and dragged the window around successfully, verified that mouse was grabbed when move modal loop completed
- Alt-tabbed away
- Clicked the minimize button on the title bar, the window was successfully minimized
- Clicked on the icon in the task bar, the window was restored and the mouse grabbed again
- Alt-tabbed away
- Clicked the close button on the title bar, the window was successfully closed
|
|
9e2a2639
|
2014-06-23T10:09:13
|
|
Added names for some theme related windows messages
|
|
620510b3
|
2014-06-23T09:18:31
|
|
Fix compiler warning
|
|
cff9eac6
|
2014-06-22T09:48:46
|
|
Fixed bug 2579 - SDL fails to compile on Windows when only EGL+OpenGL ES defined
callow.mark
Compiling with SDL_VIDEO_RENDER_OGL=0, SDL_VIDEO_OPENGL=0, SDL_VIDEO_OPENGL_WGL=0, SDL_VIDEO_RENDER_OGL_ES2=1, SDL_VIDEO_OPENGL_ES2=1 and SDL_VIDEO_OPENGL_EGL=1 set in SDL_config_windows.h fails.
A patch is attached. See bug #2570 for reasons you might want to compile this way.
|
|
d65ac778
|
2014-06-22T02:48:43
|
|
Restore window OpenGL state if creating an OpenGL renderer fails
|
|
b7b6d8ab
|
2014-06-22T02:30:36
|
|
Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
|
|
b56b37cd
|
2014-06-21T17:25:59
|
|
Fixed warning when building without ibus
|
|
d7924c73
|
2014-06-21T12:43:57
|
|
Fixed bug 2563 - Remove obsolete code for supporting iOS < 5
Alex Szpakowski
Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
|
|
8ef56511
|
2014-06-21T11:36:00
|
|
Fixed compiler warning
|
|
7e52722d
|
2014-06-20T11:10:16
|
|
Fix compiler warnings in Native Client and Linux builds.
|
|
41a39837
|
2014-06-18T20:11:39
|
|
Add IBus IME Support, move DBus code to its own file. (v3.3 squashed)
|
|
ab238dc6
|
2014-06-16T09:54:33
|
|
Assorted fixes for NaCl. Hat tip to Sylvain Becker
|
|
9e55ace8
|
2014-06-16T09:47:23
|
|
Fixes #2583, clean up EGL initialization
|
|
260549d1
|
2014-06-15T18:31:30
|
|
Fixed bug 2567 - x11: Local dropped files are not URI-decoded
Melker Narikka
Local files that are dropped onto a window under X11
are not going through a URI decoding step, resulting in the following
in my test application:
Dropped file /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png
Couldn't load /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png
Expected result:
Dropped file /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png
Loaded /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png successfully
I've attached a patch that fixes the issue by doing URI decoding in-place on
the file string buffer.
|
|
6146fe85
|
2014-06-15T17:18:05
|
|
Fixed 2584 - Memory leak in Cocoa_GetDisplayName
Diego
The Xcode Instruments Leak tool reports a leak from IODisplayCreateInfoDictionary in Cocoa_GetDisplayName.
This happened after upgrading to Xcode 5.
|
|
39bad809
|
2014-06-15T11:59:16
|
|
Mac: Fixed crash when returning from a fullscreen Space on shutdown.
|
|
2cce7b2e
|
2014-06-11T00:40:19
|
|
Implemented Cocoa GetAbsoluteMouseState().
|
|
4676705d
|
2014-06-11T00:12:19
|
|
Implement Windows GetAbsoluteMouseState().
|
|
c8c55a01
|
2014-06-11T00:12:06
|
|
This should probably query async button state.
|
|
d2220917
|
2014-06-08T13:03:45
|
|
Fixed typo in log message.
|
|
1e352d79
|
2014-06-06T15:45:59
|
|
Chrome's Native Client backend implementation
|
|
c8cf407e
|
2014-06-05T00:54:43
|
|
Wired up Windows resize hit testing.
|
|
2d38a71a
|
2014-06-05T00:45:16
|
|
Added SDL_HITTEST_RESIZE_*, and implemented for X11.
|
|
b861efde
|
2014-06-05T00:03:33
|
|
Implemented SDL_GetAbsoluteMouseState().
X11 only for now, but this should be doable on every platform, I think.
|
|
d829af78
|
2014-06-04T12:55:18
|
|
Assume all motion events are mouse events unless tool_type states otherwise.
|
|
4fd03b95
|
2014-06-04T10:57:52
|
|
Setting the window size changes the fullscreen display mode, unless a window display mode has been set.
Testing:
* Ran testsprite2 --fullscreen, used Ctrl+ and Ctrl- to change window sizes, verified that the display mode changed as well.
|
|
da6d9a9f
|
2014-06-04T10:56:56
|
|
Added annotations to help code analysis tools
CR: Bruce Dawson
|
|
529bcf62
|
2014-06-04T10:56:43
|
|
Fixed bug 2526, but regressed delivering dead key presses
|
|
4750fe73
|
2014-06-04T10:56:37
|
|
When the window fullscreen mode changes, update the display resolution
|
|
707fd9f0
|
2014-06-04T10:56:30
|
|
Fixed bug where changing the window border would change the window size on Windows.
|
|
1e00c03f
|
2014-06-04T10:56:17
|
|
Fixed Mac OS X build
|
|
45ed5ee4
|
2014-06-04T10:55:26
|
|
Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal()
|
|
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" );
|
|
0d1f0fed
|
2014-06-04T10:50:32
|
|
Added a hint to disable window frame and title bar interaction when the cursor is hidden
|
|
65133ebc
|
2014-06-04T09:39:08
|
|
Wait for the fullscreen transition to complete before allowing the application to continue.
This fixes Alt-Enter in the Steam streaming client, which sets the window size and position immediately after switching out of fullscreen mode.
|
|
16360b19
|
2014-06-04T01:56:14
|
|
Fixed escape cancelling fullscreen mode now that the SDL window is the first res
ponder.
|
|
c1e11f69
|
2014-06-03T21:13:00
|
|
X11: Provide specific X error when SDL_GL_CreateContext fails.
This makes the X error handler used for GL context creation handle *all* errors
and provide the user with specific error messages when SDL_GL_CreateContext
fails.
CR: icculus@icculus.org
|
|
ece2a9bf
|
2014-06-02T09:20:09
|
|
Hopefully really fixed the Android build
|
|
5186be4a
|
2014-06-02T09:12:51
|
|
Fixed Android build
|
|
a8fcbc46
|
2014-06-02T09:09:40
|
|
Fixed bug 2534 - Mac: black bar at top of screen in SDL_WINDOW_FULLSCREEN mode
Alex Szpakowski
Patch to fix the y component of the position of fullscreen windows in OS X.
In Mac OS X with the latest Mercurial code, when a window is in exclusive-fullscreen the y component of its position is offset by the same amount that is normally taken up by the menubar, resulting in a black bar at the top of the screen.
The recent changes to the internal ConvertNSRect function make it treat the bottom of the menubar as 0 for the y component of window positions, even when the window is fullscreen and 'above' the menubar.
I have attached a patch which fixes the issue by only making the window position relative to the menubar in windowed modes.
|
|
6b90d7f5
|
2014-06-02T09:06:38
|
|
Fixed bug 2550 - [OS X 10.9] Enabling SDL_WINDOW_FULLSCREEN after relative mouse mode leaves cursor visible
Eric Wasylishen
Steps to reproduce:
- Run testwm2 app in the SDLTest Xcode project
- Press Control+R to enable relative mouse mode. The mouse cursor should disappear.
- Press Control+Enter to enter fullscreen.
- Expected: a black screen with no cursor visible. Observed: a black screen, but the mouse cursor is visible in the middle of the screen. It doesn't move when I move the mouse.
Reproduced with latest sdl2 hg (changeset f6010ead184f) on OS X 10.9.2. Can't reproduce the problem on OS X 10.6.8 or 10.7.5.
I'm speculating that this really an Apple bug.. but anyway, the attached workaround seems to fix it for me, and I think it's fairly safe.
A more obvious idea, sticking a call SDL_SetCursor(NULL) at the end of Cocoa_SetWindowFullscreen, didn't work.
|
|
32665131
|
2014-06-02T09:01:26
|
|
Added a way to get the native Android window and EGL context
|
|
3905b910
|
2014-06-02T09:01:10
|
|
Fixed bug 2479 - [OS X] SDL_SetWindowFullscreen fails to switch to windowed
Eric Wasylishen
The problem seems to be the spaces handling code in -setFullscreenSpace: (SDL_cocoawindow.m) is incorrectly reporting that the SDL_WINDOW_FULLSCREEN -> windowed transition has already happened.
i.e. I saw this case was getting hit when trying to leave SDL_WINDOW_FULLSCREEN:
"else if (state == isFullscreenSpace) {
return YES; /* already there. */
}"
With the attached patch, both Control+Enter (SDL_WINDOW_FULLSCREEN toggle) and Option+Enter (SDL_WINDOW_FULLSCREEN_DESKTOP toggle) work in an sdl test app (I tried testwm2). Tested on OS X 10.9.2.
|
|
75c57f8d
|
2014-06-02T08:58:07
|
|
Don't use D3D9Ex by default, since it can change behavior for games which rely on D3D9 classic.
|
|
9d00f75a
|
2014-05-31T14:03:04
|
|
Fixed bug 2520 - Held double-click app startup creates a stuck MOUSEBUTTONDOWN event
snake5creator
When starting application with the usual "double click on file" method on Windows, only holding the last click, an unnecessary MOUSEBUTTONDOWN event is sent before the initial MOUSEMOTION event, and mouse button state is stuck in the sense that it takes a subsequent button release, followed by another press for the system to resume sending events (beginning with the next button release / MOUSEBUTTONUP event).
Input event log with held double-click startup: http://i.imgur.com/nypGKR2.png
Without: http://i.imgur.com/yaIqAvV.png
|
|
70df9cd0
|
2014-05-31T12:21:55
|
|
Fullscreen to windowed mode switch
From Melesie
I noticed that when user switches from fullscreen mode to windowed mode and exits application while in windowed mode, Windows performs an additional change of display settings, even though desktop resolution is the same as current one. This causes short black screen to show up. The only way I know of avoiding this is to explicitly switch to default display settings found in registry. MSDN documentation for ChangeDisplaySettingsEx states:
Passing NULL for the lpDevMode parameter and 0 for the dwFlags parameter is the easiest way to return to the default mode after a dynamic mode change.
|
|
18c31dec
|
2014-05-31T11:53:19
|
|
Fixed Direct3DCreate9Ex prototype
|
|
0c6b99d5
|
2014-05-31T11:48:52
|
|
Fixed cast
|
|
49c53fd2
|
2014-05-31T11:37:12
|
|
Use D3D9Ex when available
This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
|
|
bb7a27fa
|
2014-05-30T01:51:13
|
|
Fixed up SDL_CaptureMouse() on Windows to work like I expected.
This would have been a one-line patch to the documentation (specifying that
captures only work as long as the left mouse button is pressed), but I didn't
like that, so I got a little crazy about this instead.
|
|
bcc2cc87
|
2014-05-30T01:49:26
|
|
Fixed hit-testing on Windows.
Needed to convert from screen to client coords.
|
|
89ad7934
|
2014-05-29T13:39:02
|
|
First shot (not even compiled) at Windows hit-testing support.
|
|
98c03f39
|
2014-05-28T01:22:47
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Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
control over the regions (how do you use rects to cleanly surround a circular
button?), the callback can be more optimized than a iterating a list of
rects, and you don't have to send an updated list of rects whenever the
window resizes or layout changes.
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7a4ddcd8
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2014-05-27T15:47:25
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Don't hardcode an 8 here.
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20ac4bae
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2014-05-27T15:40:03
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Some updates for the X11 drag areas work.
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2744c019
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2014-05-27T14:41:16
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Initial work on X11 implementation of SDL_SetWindowDragAreas().
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3cbc83ef
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2014-05-27T01:27:42
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First shot at SDL_SetWindowDragAreas().
Only Cocoa implemented right now.
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dd5277d6
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2014-05-24T21:06:40
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Fixed stack overflow in X11_CreateWindow() (thanks, rapha and Brad!).
This should be a "long" which on a 64-bit system is likely to be > 32-bits,
causing XGetICValues() to write past the end of the variable (and stack).
Fixes Bugzilla #2513.
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ded970f7
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2014-05-24T18:23:56
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Flip this around to do the simpler condition first.
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668025c2
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2014-05-24T18:23:39
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Implement SDL_CaptureMouse() for Mac OS X.
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b7d2c0e9
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2014-05-24T01:30:37
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Implemented SDL_CaptureMouse().
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846a3e07
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2014-05-24T01:27:19
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Added some FIXMEs.
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f0e0f4ca
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2014-05-24T01:25:27
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Fixed whitespace.
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9bc47465
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2014-05-18T21:11:30
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Changed C++ style comments.
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49cef77e
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2014-05-10T23:39:54
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WinRT: fixed the max-button count for WinPhone 8.1 message boxes
Doh.
The max button count on WinPhone 8.1 was set to three, not two. Any more than
two leads to a crash.
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ea99e0c0
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2014-05-10T23:28:53
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Added limited message-box support for Windows Phone 8.1
The Windows Phone 8.1 'MessageDialog' API only seems to support two buttons,
despite the documentation for such mentioning support for three. Trying to use
three or more buttons leads to an exception being thrown. As such, any attempt
to use more than two buttons via SDL_ShowMessageBox (on Windows Phone 8.1) will
lead to no message box getting shown, and the call returning an error.
The Win32 MessageBox and dialog APIs are not available in WinRT apps, to note.
More extensive message dialog support might be available at some point, if and
when XAML support is more fully fleshed-out. I'm not certain of this, though.
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de0d349e
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2014-05-10T16:50:05
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Fixes #2512, handle configuration change messages sent by Wayland. Patch by Bryan Cain.
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536dd013
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2014-05-10T16:13:22
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Fixes #2519, clear error if using the default library path for EGL succeeds.
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164e5b89
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2014-05-09T21:28:52
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WinRT: display-information code cleanups
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d4f1d225
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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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