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c509e798
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2015-07-31T20:16:18
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Fixed documentation of SDL_DropEvent in header file.
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d79bfa0d
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2015-07-31T20:15:39
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Added filesystem to list of paths in porting README.
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682604b2
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2015-07-31T20:15:02
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Android: Changed androidbuild.sh to use path from variable.
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0aa2a6df
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2015-07-31T09:16:21
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SDL
- fix hint check, we want or not and
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e93f90ae
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2015-07-30T10:01:04
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Trivial integer truncation warning fixes.
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628d8edb
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2015-07-29T17:19:15
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SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
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5aaf81c8
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2015-07-29T17:19:13
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Fix up monitor enumeration for Windows 8.1 case.
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e09d95c3
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2015-07-29T17:19:11
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Fix SDL_GetWindowPosition to be properly monitor-aware and return the monitor x,y when fullscreened.
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6ebbf7dd
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2015-07-29T17:19:09
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Turn on debug info generation for release configs.
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b0e145b3
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2015-07-29T17:19:06
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Move GetDisplayDPI to the end of the file.
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dc2e9ba1
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2015-07-29T17:19:04
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Fix build.
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51c72e10
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2015-07-29T17:19:02
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Add X11 implementation of SDL_GetDisplayDPI.
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61c74150
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2015-07-29T17:18:56
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Add SDL_GetDisplayDPI routine and implement for Windows.
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f5cf8676
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2015-07-28T00:12:50
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x11: Catch fatal X errors when calling glXMakeCurrent().
In extremely rare cases, probably due to misconfigured drivers, one might
see this happen, and rather than terminate the process, we try to recover
by reporting an error to the app.
Fixes Bugzilla #3068.
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c344b734
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2015-07-19T19:56:16
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iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported.
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6ea942da
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2015-07-19T19:44:40
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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.
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b2458630
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2015-07-18T00:04:49
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Fixed dynapi for new SDL_WarpMouseGlobal() function signature.
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9d3d6437
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2015-07-18T00:03:34
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Patched to compile on Raspberry Pi.
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e346f142
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2015-07-17T21:03:58
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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.
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a955bec4
|
2015-07-16T21:48:35
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Fixed spaces in header file.
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16e18817
|
2015-07-16T21:31:21
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Windows: Fixed wrong debugger output if logging empty string as info or warning.
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cad94bd5
|
2015-07-15T21:12:04
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Fixed typo in test header file comment.
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29199056
|
2015-07-15T21:11:24
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PSP: Fixed error handling in SDL_SemWaitTimeout().
Signed integers were converted to unsigned before being checked if smaller 0.
Found by Cppcheck.
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8bbded25
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2015-07-15T21:10:38
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Fixed comment in test program.
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27055ea0
|
2015-07-14T23:46:35
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X11: center parentless message boxes on the primary display if possible.
This relies on a successful SDL_Init(SDL_INIT_VIDEO) to work, since it's
silly to reproduce all the Xinerama/XRandR code in the message box parts. If
X11 is available but SDL hasn't been initialized, the message box will center
in the primary screen, which will be positioned weirdly on multi-head setups,
but this should fix the most significant common case.
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b7ecc670
|
2015-07-14T21:28:26
|
|
Added test/testdisplayinfo.c
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0c19501e
|
2015-07-11T00:59:56
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x11: Patched to compile on systems without the Xutf8LookupString() function.
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4679195d
|
2015-07-06T21:02:20
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|
Fixed memory leak in test harness.
Found by Cppcheck.
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396b3b89
|
2015-07-05T15:45:48
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Better fix for bug 3048, don't crash if the window title is NULL
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d0ba0c1d
|
2015-07-04T21:04:49
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Fixed bug 3048, "Crashes in Cocoa_SetWindowTitle"
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65a1a3e7
|
2015-07-04T14:09:09
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Cocoa: support drag-and-drop of multiple objects.
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b5c43a88
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2015-07-03T09:18:14
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|
Fixed style
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35c4468f
|
2015-07-03T09:17:24
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commit a7d7af2a419b453188ffe87386455fc26c1306fa
Author: Benoit Pierre <benoit.pierre@gmail.com>
Date: Fri Jul 3 02:17:10 2015 +0200
fix 14dd48ae5bc43b61b2a0dd0b3177d22edec707ef regression
The window manager detection code in X11_HasWindowManager does not work
with Awesome (http://awesome.naquadah.org/). Remove it, and reuse the
result of the more correct checks in X11_CheckWindowManager.
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f9d8c59a
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2015-07-02T20:11:40
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Added missing file to the release archive.
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26ecab90
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2015-07-01T21:10:54
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Removed redundant variable check when processing gestures.
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e8954d5d
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2015-06-30T19:30:02
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Hack to fix missing window decorations after toggling fullscreen mode in Mac OS X 10.10
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1e3c28ac
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2015-06-30T15:00:48
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X11: Added a test for a weird X11 error we get with Xinerama, rarely.
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20ec1377
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2015-06-30T14:41:17
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X11: Call XRefreshKeyboardMapping() when we get various MappingNotify events.
According to the Xlib docs, you need to do this or Xlib's internal state gets
out of sync.
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acdb494f
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2015-06-30T14:39:39
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X11: Don't ignore keyboard mapping changes.
MappingNotify events don't have a window associated with them, so SDL was
dropping these before the point where we would have handled them.
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4986563d
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2015-06-30T13:46:06
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Fixed assertion failure in diskaudio target caused by new hotplugging support.
Fixes Bugzilla #3032.
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bf9bd59c
|
2015-06-29T22:24:00
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Fixed bug 2464 - Configure a sdl2-config.cmake.in together with sdl2.pc.in
Leonardo
Despite having a CMakeLists.txt file, SDL2 seems to be mainly built using the autotools system by package-managers. It is nice to have it but it is only useful if you are building SDL2 by yourself.
People that want to use CMake to find their already-installed SDL2 are using a FindSDL2.cmake module based on the old FindSDL.cmake. This is not deprecated but it is discouraged by the CMake devs (see http://www.cmake.org/Bug/view.php?id=14826), as these modules needs maintainers to be included in the official CMake installation.
To fix that, SDL and its accompanying libraries could configure a simple sdl2-config.cmake file, much like it does with sdl2.pc.in. We don't need to configure a full sdl2-config.cmake as in this post, http://forums.libsdl.org/viewtopic.php?t=10068&sid=ccf8abbf0d73fb03ae9cded991e60959 (because it depends on it being built with CMake). Using something as simple as http://www.cmake.org/Wiki/CMake/Tutorials/Packaging#Package_Configuration_Files is deemed enough. Here is another: http://quickgit.kde.org/?p=prison.git&a=blob&f=lib%2Fprison%2FPrisonConfig.cmake.in
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c5857ab4
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2015-06-26T20:12:10
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Mac OS X: Fixed typo in build script comment.
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9b6f159c
|
2015-06-26T20:11:41
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Emscripten: Corrected build instructions in documentation.
And fixed a typo.
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3a08b463
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2015-06-25T11:49:48
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Fixed bug 2834 - Patch to support dead keys on Windows
Elise Maurer
When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release.
Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character.
I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input:
* r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645.
* But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing).
* It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff.
The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.
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f1b7a843
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2015-06-25T07:17:08
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Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined
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82eec4b6
|
2015-06-24T17:55:38
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Fixed whitespace in SDL_evdev.c
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9f50d63d
|
2015-06-24T17:54:39
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Fixed an issue with mouse/keyboard removal
Sometimes, on removal SDL_EVDEV_udev_callback() gets called with zero udev_class. This in turn seems to be caused the SDL_udev.c:guess_device_class() failing to find the attributes of the parent device.
Apparently this is normal, attributes are not guaranteed to be in place during removal, depending on timing. This lack of attributes causes guess_device_class() to return zero.
This fix mimics the code in linux/SDL_sysjoystick.c:joystick_udev_callback() which effectively has the same fix already in place.
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cbbdd27a
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2015-06-24T10:56:51
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SDL
- disable compiling in XAudio2 support. We both need the DX SDK to make this code plus we need to work out the runtime dependency problem this code bring in on windows (needing the DX runtime installed).
CR: SamL
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e4e4e1b8
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2015-06-24T10:56:37
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SDL
- do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`". Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data.
CR: SamL
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b7aa856c
|
2015-06-22T23:36:06
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|
Fixed bug 3030 - SDL_RecreateWindow fails to restore title, icon, etc.
Adam M.
It loses the title and icon when window recreation fails. For instance, this may happen when trying to create an OpenGL ES window on a system that doesn't support it. But at that point, the title and icon have already been lost.
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ded3a16e
|
2015-06-23T01:44:44
|
|
Fixed compiler warning about shadowed local variables.
|
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437a6d9d
|
2015-06-22T21:30:08
|
|
Updated Mac OS X documentation for fatbuilt.sh -> gcc-fat.sh transition.
|
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8cea1b98
|
2015-06-21T19:37:37
|
|
Windows: Fixed crash if initialization of EGL failed but was tried again later.
|
|
72590685
|
2015-06-21T19:36:35
|
|
Backed out changeset 4ad56dbf4a6f
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|
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().
|