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f1296a86
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2017-04-02T21:33:24
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Emscripten: Simplified option name in build script and README.
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2ce52bf9
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2017-04-01T00:17:15
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README-hg.md: Updated main Mercurial website.
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7122036d
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2017-03-19T22:16:24
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Updated file name in porting README.
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90e302d0
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2017-02-17T10:13:10
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Remove link to emscripten tests
Not updated since early port. Also stopped working when Dropbox
stopped allowing HTML to be parsed.
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8ad131b7
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2017-02-16T13:55:12
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readme: more HTTPS changes.
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330f2911
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2017-01-22T22:15:24
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WinRT: Fixed typo in README.
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a812b4eb
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2017-01-14T21:35:18
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Changed Bugzilla link in README.md to HTTPS like in BUGS.txt.
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53588ff6
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2017-01-08T14:16:19
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README-linux: added notes about libsamplerate.
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6f1f77b2
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2016-10-30T21:01:33
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Fixed outdated info in README.
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54eb9067
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2016-10-19T20:50:33
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Fixed bug 3460 - docs/README-macosx.md: g++fat.sh should be g++-fat.sh in universal build command
Elis?e Maurer
I scratched my head for a while until I realized there's a typo in the command listed in the instructions for universal Mac builds: https://hg.libsdl.org/SDL/file/3a3a88db1fc2/docs/README-macosx.md#l24
It should say `g++-fat.sh` but instead it says `g++fat.sh`, which makes `./configure` fail with a C++ preprocessor error.
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1fd2646c
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2016-10-15T20:01:50
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Android: Split long line in README.
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42f85aa2
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2016-10-08T11:30:07
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Fixed building and using fcitx IME support on Linux
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d3cbc664
|
2016-10-07T17:49:33
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Fixed bug 2983 - Update Android.readme to include Tegra Graphics Debugger compatibility tip
Michael Labb?
NVidia has released some pretty nice Tegra profiling tools for their Android devices. The NVidia Tegra Graphics Debugger works by providing an interposer library that intercepts ES2 and EGL calls. You must link against these libraries.
Unfortunately, this quietly fails with SDL2 because libEGL and libGLES2 are dynamically loaded with dlopen().
NVidia offers a secondary approach to using the Tegra Graphics Debugger: root your device and install a global interposer library. Almost no devs will try this first if they don?t have a rooted device.
I propose an update to the Android readme that explains why the static linking approach recommended by NVidia doesn?t work.
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104c9541
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2016-10-07T17:46:58
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Converted README documentation to DOS text format
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f33c58b0
|
2016-09-29T12:04:07
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Updated Linux notes on building with Mir and Wayland support.
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fc469f6f
|
2016-09-21T23:07:08
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Mac: Fixed markdown formatting in README.
The newlines were lost in doxygen output.
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45690115
|
2016-07-27T20:47:31
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Fixed information in touch README and changed identifiers so doxygen links them.
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696867ee
|
2016-06-25T19:40:02
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Mac: Updated file name in README.
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441359bd
|
2016-05-14T23:29:49
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WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.
A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
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fe4c3b29
|
2016-05-10T21:15:11
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iOS: Added brackets to function names in README so that doxygen links them.
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46851a67
|
2016-04-17T22:56:20
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|
WinRT: another README tweak
|
|
937ae32c
|
2016-04-17T22:54:45
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|
WinRT: README tweaks
|
|
ea86c01a
|
2016-04-14T21:10:57
|
|
Fixed markdown formatting in porting README for doxygen output.
The underscores and the newlines for the list were lost before.
|
|
3555e6e5
|
2016-04-01T21:10:43
|
|
Updated info about required Ubuntu version for Mir support in README.
|
|
4011d991
|
2016-02-24T21:05:19
|
|
Fixed doxygen warnings about markdown formatting.
|
|
5ba1fd9b
|
2016-01-01T17:41:11
|
|
Fixed typo in README for iOS.
|
|
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.
|
|
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
|
|
d79bfa0d
|
2015-07-31T20:15:39
|
|
Added filesystem to list of paths in porting README.
|
|
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.
|
|
9b6f159c
|
2015-06-26T20:11:41
|
|
Emscripten: Corrected build instructions in documentation.
And fixed a typo.
|
|
437a6d9d
|
2015-06-22T21:30:08
|
|
Updated Mac OS X documentation for fatbuilt.sh -> gcc-fat.sh transition.
|
|
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().
|