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b1a0bd10
|
2014-08-20T17:20:22
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Merged default into iOS-improvements
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38b49c30
|
2014-08-19T21:59:56
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Changed the name of the IME hint to match the naming convention in SDL
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90bc642f
|
2014-08-19T23:31:50
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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.
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f4ddacf4
|
2014-08-19T23:17:28
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|
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.
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6f84f37c
|
2014-08-19T22:28:53
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Take the window border size into account when positioning the IBus candidate list.
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bbab3855
|
2014-08-18T18:16:45
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SDL - fix fullscreen desktop windows not restoring to fullscreen state if focus changes happen due to programtic window changes (and not user alt-tabbing)
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877666e2
|
2014-08-18T11:28:16
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Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
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d1cc47b3
|
2014-08-17T15:07:00
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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.
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5e501804
|
2014-08-17T14:57:52
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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.
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de3d381c
|
2014-08-17T14:44:53
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Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets
Andreas Falkenhahn
SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget().
I am attaching a small program that demonstrates the issue. I get the following result here:
READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000
But it should be:
READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000
Tested with SDL 2.0.3 on Windows 7.
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2e3c778e
|
2014-08-17T14:34:41
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|
Fixed bug where the render target is updated instead of the default output when the window is resized.
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1ea86978
|
2014-08-17T13:11:55
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|
Removed SDL_round() because the license wasn't compatible with zlib
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529ed53b
|
2014-08-16T23:30:44
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Fixed bug 2681 - dereference a NULL pointer dst_fmt in SDL_CreateTextureFromSurface function
Nitz
In SDL_CreateTextureFromSurface:
SDL_PixelFormat *dst_fmt;
/* Set up a destination surface for the texture update */
dst_fmt = SDL_AllocFormat(format);
temp = SDL_ConvertSurface(surface, dst_fmt, 0);
Here is need of NULL check for dst_fmt because there are chances of NULL return from SDL_AllocFormat(format);
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8272ed18
|
2014-08-16T23:25:02
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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)
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4e7db78e
|
2014-08-16T23:23:15
|
|
Added SDL_round(), contributed by Benoit Pierre - thanks!
|
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d673d8c3
|
2014-08-16T23:17:47
|
|
Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
|
|
e2bbc17d
|
2014-08-16T16:49:00
|
|
Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code.
Thanks, Elias!
Partially fixes Bugzilla #2686.
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|
57db2790
|
2014-08-16T16:47:42
|
|
Haptic: Fix the saturation and deadband parameters' available range.
There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.
Thanks, Elias!
Partially fixes Bugzilla #2686.
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a2622ce6
|
2014-08-16T16:42:55
|
|
Haptic: Explicitly avoid floating point arithmetic if it's not needed.
Thanks, Elias!
Partially fixes Bugzilla #2686.
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|
1db581b4
|
2014-08-16T16:41:25
|
|
Haptic: DInput's POLAR direction actually matches Linux's direction.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
3e27013b
|
2014-08-16T16:40:01
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|
Haptic: Don't interpret a direction of polar 35999 as "unsupported type".
(or linux-direction 0xFFFF)
Thanks, Elias!
Partially fixes Bugzilla #2686.
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|
c6a2382c
|
2014-08-14T21:31:50
|
|
Take advantage of GL_ARB_texture_non_power_of_two when it's available
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2c1faa40
|
2014-08-12T23:37:12
|
|
Fixed warnings about unused local variables.
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05d87800
|
2014-08-11T17:25:53
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|
Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath()
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4fe43f40
|
2014-08-11T17:24:54
|
|
Added an entry for the new Steam controller XInput emulation mode
|
|
a9d4a6b8
|
2014-08-11T23:18:35
|
|
Fixed typo in source comment.
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ff5caa17
|
2014-08-10T22:21:21
|
|
WinRT build fix for ARM platforms
The _xgetbv intrinsic was being used in ARM builds of SDL/WinRT, which was
leading to linker errors. This commit limits _xgetbv use to the platforms on
which it is available, x86 and x64.
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|
deceab25
|
2014-08-08T15:14:09
|
|
Added iOS-specific functions to get the window view's current OpenGL Renderbuffer and Framebuffer objects, so they can be more easily rebound when necessary.
|
|
2dac6bf5
|
2014-08-07T00:44:16
|
|
Fixed opengl context share groups on iOS.
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|
6fef39d6
|
2014-08-06T11:34:54
|
|
Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
|
|
02b06c66
|
2014-08-06T13:50:50
|
|
Merged default into iOS-improvements
|
|
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()
|
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f5543f93
|
2014-08-06T03:24:16
|
|
Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
|
|
36289977
|
2014-08-06T00:45:11
|
|
Minor code update for less verbosity
|
|
20965831
|
2014-08-04T15:30:53
|
|
Merged branch default into iOS-improvements
|
|
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.
|
|
bde54b7f
|
2014-07-31T03:14:10
|
|
Merged 'default' into branch 'iOS-improvements'
|
|
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.
|
|
c0f9a57f
|
2014-07-30T14:12:54
|
|
Fixed comment typo.
|
|
c5b21ea6
|
2014-07-30T11:11:48
|
|
SDL_GetQueuedAudioSize() shouldn't grab lock when not set up for queueing.
|
|
e5d49c20
|
2014-07-30T11:08:31
|
|
Added a GetPendingBytes method to the audio backend.
This will (eventually) make SDL_GetQueuedAudioSize() more accurate, and thus
reduce latency. Right now this isn't implemented anywhere, so we assume data
fed to the audio callback is consumed by the hardware and immediately played
to completion.
|
|
db1dd756
|
2014-07-30T09:54:01
|
|
XAudio2: Use XAUDIO2_VOICE_NOSAMPLESPLAYED when possible.
For versions of XAudio2 with an IXAudio2SourceVoice::GetState() that offers a
flags parameter, we can use XAUDIO2_VOICE_NOSAMPLESPLAYED, since we don't
need this information in our current calls. According to MSDN, this makes the
the call about 3x faster.
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|
caad673f
|
2014-07-29T00:36:12
|
|
Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
|
|
31257842
|
2014-07-29T00:05:48
|
|
Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8.
|
|
a0b68e81
|
2014-07-27T17:44:10
|
|
Fixed bug 2537 - _allmul in SDL_lib.c is not working properly
|
|
5c6c8691
|
2014-07-27T17:43:36
|
|
Fixed uninitialized variable in some cases
|
|
2230df55
|
2014-07-27T19:52:52
|
|
Remove dependency on C runtime from Windows SDLmain.
|
|
dfc7535f
|
2014-07-26T16:52:26
|
|
Fixed bug 2657 - Memory leak in GL_CreateTexture function
Nitz
In GL_CreateTexture function:
if (GL_CheckError("glGenTexures()", renderer) < 0) {
SDL_free(data);
return -1;
}
Here only data is getting free but data->pixels getting leak.
So have to free data->pixels before free data.
|
|
0e5df605
|
2014-07-24T22:35:25
|
|
Fixed SDL_SetWindowFullscreen on iOS causing the window's reported dimensions and supported orientations to go out of sync with what they should be, if the device orientation was different from the screen orientation when the function call was made.
|
|
05afbfdf
|
2014-07-23T22:35:14
|
|
Integrated Phil Hassey's patch to fix SDL_IsScreenKeyboardShown on iOS (https://bugzilla.libsdl.org/show_bug.cgi?id=2660)
|
|
029e0193
|
2014-07-23T21:55:42
|
|
Fixed SDL_SetWindowFullscreen on iOS for the last time, hopefully.
Fixed iOS version checking code.
|
|
ef0490a7
|
2014-07-23T03:05:31
|
|
More cleanup of the iOS Objective-C code.
|
|
6d552cae
|
2014-07-23T01:33:59
|
|
90% of iOS users on the App Store run at least iOS 7, so it doesn't make sense to support building using an SDK that doesn't support iOS 7. The minimum supported runtime version is still iOS 5.1.
|
|
967549c9
|
2014-07-23T01:28:24
|
|
Updated the iOS Objective-C code to use NSDictionary/NSArray/NSNumber literals and subscripting, for improved code clarity.
This requires at least Xcode 4.5 and the iOS 6 SDK to build, but it doesn't change the minimum supported runtime version (iOS 5.1). Less than 2% of iOS users are running iOS 5, so I hope developers aren't trying to build SDL using an SDK which doesn't support iOS 6/7...
|
|
987c3355
|
2014-07-22T23:12:21
|
|
Clarifying hard-to-understand piece of code.
|
|
f30e120a
|
2014-07-22T21:41:49
|
|
Added audio device buffer queueing API.
|
|
078ca9f0
|
2014-07-22T20:06:13
|
|
Cleaned up iOS OpenGL ES context creation code and added sRGB context support on iOS 7+
|
|
cf2958a8
|
2014-07-22T16:48:35
|
|
Fixed SDL_SetWindowFullscreen on iOS to properly update the view's frame.
|
|
e02e3452
|
2014-07-21T02:46:53
|
|
The default implementation of [view layoutSubviews] actually does something in iOS 6+, so we should call [super layoutSubviews] when overriding it.
|
|
75dacdb9
|
2014-07-18T14:10:45
|
|
Dont redeclare DBusMessage* msg;
|
|
e234575d
|
2014-07-17T22:55:59
|
|
Disabled the custom iOS splashscreen code - it interferes with the normal rotation and orientation behaviour of SDL windows.
|
|
d2e445d7
|
2014-07-17T18:05:12
|
|
Properly send a window resize event in all cases when viewDidLayoutSubviews is triggered.
|
|
b55be6e7
|
2014-07-16T21:06:15
|
|
Fixed SDL_HINT_ORIENTATIONS to properly allow disabling custom orientations if the hint is set with no valid orientations.
|
|
b21544c1
|
2014-07-16T20:05:00
|
|
The iOS 7 transparent status bar now uses white text rather than black.
|
|
b4d15ece
|
2014-07-16T16:12:20
|
|
Fixed SDL_SetWindowFullscreen not properly updating the status bar visibility in iOS 7+
|
|
c81ce5a0
|
2014-07-15T02:04:08
|
|
Minor fix for if SDL_JoystickInit is called more than once without a matching SDL_JoystickQuit.
|
|
1506b3b8
|
2014-07-15T02:01:43
|
|
iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
|
|
3672409c
|
2014-07-14T22:35:48
|
|
Changed the way retina resolutions are handled in iOS.
Previously, SDL would always expose display modes and window dimensions in terms of pixels, and would add an extra 'fake' display mode on retina screens which would contain the non-retina resolution. Calling SDL_CreateWindow with the dimensions of that fake display mode would not work.
Now, SDL only exposes display modes and window dimensions in terms of points rather than pixels. If the SDL_WINDOW_ALLOW_HIGHDPI flag is passed into SDL_CreateWindow, then any OpenGL contexts created from that window will be sized in pixels rather than points (retrievable with SDL_GL_GetDrawableSize.) Window dimensions and mouse coordinates are still in terms of points rather than pixels even with that flag.
This matches the behavior of SDL in OS X more closely, and lets users choose whether to make use of retina displays and lets them handle it properly.
|
|
734b5233
|
2014-07-14T16:50:25
|
|
Misc. iOS code improvements.
- Use @autoreleasepool instead of NSAutoReleasePool.
- Code style fixups.
|
|
96b613ea
|
2014-07-13T09:04:55
|
|
Fixed bug 2640 - Unable to SDL_SetRenderTarget to original surface for software renderer without a window
Damian Kaczmarek
Basically this bug is probably not a common use case. My goal is to allow rendering totally without a window, for example to a screenshot and I need to rely on SDL_SetRenderTarget to properly work for a purely software renderer created by SDL_CreateSoftwareRenderer.
|
|
fd1da994
|
2014-07-12T16:21:56
|
|
Fixed bug 2639 - SDL_BLENDMODE_BLEND not working properly for software renderer, thanks to Melker Narikka
|
|
d1ca658c
|
2014-07-12T13:05:41
|
|
Fixed bug 2638 - (Signed) Can't create signed apps in Android
Pablo Mayobre
When generating a signed app with SDL 2.0.3 an issue comes up, watching at the Error Log points out that the issue lies in the src/main/android/SDL_android_main.c where the process name is defined as "SDL_app", this name turns into an erroneous name so it should be changed to "app_process"
|
|
454c4a01
|
2014-07-11T22:15:34
|
|
Fixed Visual Studio 2010 build
|
|
6a1011ae
|
2014-07-11T22:14:14
|
|
Fixed build for arm platforms
|
|
eb1c6044
|
2014-07-11T22:02:50
|
|
Fixed bug in AVX detection and added AVX2 detection
|
|
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.
|
|
19d878d7
|
2014-07-08T00:42:14
|
|
Skip JUNK chunks in wave files
|
|
d23d9c88
|
2014-07-07T23:26:34
|
|
Fixed bug 2421 - SDL_RenderCopyEx off by one when rotating by 90 and -90
chasesan
When using SDL_RenderCopyEx, I get a problem on some platforms where the output is offset by +/-1 on other platforms and not on others. I tried it with a center of both 0,0 (and offsetting by width/height) and NULL (for centered).
The rotation involved is 90, and/or -90 rotation. The rotation was a constant, no arithmetic was involved when inputting it into SDL_RenderCopyEx.
This occurred with 32x32, 24x24, and 16x16 texture sizes. I apologize that I don't have more precise information, as I received the information as a bug report myself. But I have tracked the problem down to here.
My program requires pixel perfect alignment on several different platforms, so this is something of a showstopper for me.
--
Sylvain
It appears the RenderCopyEx is done as expected,
this is the red rectangle which is not correctly positionned !
So, here's patch with a 0.5 float increment, like for opengles2, for DrawLines, and also Draw Points.
|
|
8077bf3d
|
2014-07-07T21:27:42
|
|
Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader
Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).
Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:
6585 # 218
6586 if (!tls_errbuf && !tls_being_created) {
6587 SDL_AtomicLock_REAL ( & tls_lock );
6588 if (!tls_errbuf) {
6589 SDL_TLSID slot;
6590 tls_being_created = SDL_TRUE;
6591 slot = SDL_TLSCreate_REAL ( );
6592 tls_being_created = SDL_FALSE;
6593 { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594 tls_errbuf = slot;
6595 }
6596 SDL_AtomicUnlock_REAL ( & tls_lock );
6597 }
Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae __nanosleep+0x23 [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
204 was_error = nanosleep(&tv, &elapsed);
(dbx) where
[1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
[2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
[4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
[5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
[6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
[7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
[8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
[9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
[10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"
As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.
Different Solaris Studio compiler versions seem to make no difference.
I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.
This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
|
|
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.
|
|
cd8f63f2
|
2014-07-07T13:21:54
|
|
Hopefully fixed Cygwin build
|
|
a2d5dd02
|
2014-07-07T13:19:53
|
|
Removed useless assert
|
|
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.
|
|
febc4797
|
2014-07-07T11:44:14
|
|
SDL_SYS_IsXInputGamepad_DeviceIndex() is only available if SDL_JOYSTICK_XINPUT is true.
|
|
7187b74c
|
2014-07-07T11:00:25
|
|
Fixed compiler warnings on iOS
|
|
73cb234b
|
2014-07-07T10:38:10
|
|
Fixed compiler warning on Mac OS X
|
|
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
|
|
ac112e5f
|
2014-07-06T20:41:39
|
|
Fix option for forced run of disabled tests in test harness
|
|
1c6cd678
|
2014-07-06T22:15:31
|
|
Call dbus_shutdown to make valgrind happy.
|
|
c5812c55
|
2014-07-05T16:11:23
|
|
2620 solaris port missing atomics if not using gcc
|
|
9b1b74e6
|
2014-07-04T17:20:22
|
|
Fixed haptic refcount bug (thanks David Ludwig!)
|
|
cf4ff728
|
2014-07-04T18:20:23
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Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx. The calls
to those were removed by this change, but only when compiling for WinRT.
Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
GetProcAddress calls.
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b79e7f32
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2014-07-03T15:39:55
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Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
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5a3c553d
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2014-07-03T17:36:08
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Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices)
Then again, maybe not!
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2748e282
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2014-07-03T10:22:12
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The YUV offset is 16 / 255, not 16 / 256
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610225b4
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2014-06-28T19:51:26
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Fixed null terminating the X11 error string
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765894e3
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2014-06-28T13:05:16
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Better fix to support EGL_KHR_create_context and not fail to build on Android
...or Raspberry Pi (EGL < 1.4 systems)
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9dc2614e
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2014-06-28T12:50:17
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Another fix to prevent dereferencing a null window pointer in SDL_mouse.c
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