include


Log

Author Commit Date CI Message
Sam Lantinga e56bbe3f 2014-02-28T14:23:41 Added a hint to enable the screensaver by default
Sam Lantinga af0ab490 2014-02-22T14:57:12 Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values Alex Szpakowski On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events. The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.) This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.) I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped. I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function: float x = [event deltaX]; to this: float x = -[event deltaX]; I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
Philipp Wiesemann fbeb24e9 2014-02-16T00:04:15 Fixed documentation comments in SDL_hints.h file.
Sam Lantinga baf2dd4c 2014-02-13T11:05:34 Back out changelist 1951976
Sam Lantinga c52c9105 2014-02-13T11:05:30 Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display. CR: SamL
Sam Lantinga 1fa4939a 2014-02-13T11:05:24 Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD) CR: Jorgen
Sam Lantinga ae05f178 2014-02-10T10:02:51 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
Sam Lantinga 9f2509da 2014-02-10T10:02:42 Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout
Sam Lantinga 853334af 2014-02-09T03:09:56 Updated SDL to version 2.0.2
Ryan C. Gordon ba55cbef 2014-02-07T11:55:13 Make non-Clang compilers happy.
Ryan C. Gordon 129456fe 2014-02-07T11:52:35 Tell Clang's static analysis that SDL_assert() is an assertion handler. This lets it know, for example, that when you do this... SDL_assert(ptr != NULL); ...that (ptr) is definitely not NULL at this point in the program, for the sake of static analysis. While a buggy program could definitely trigger this assertion, Clang assumes your assertion check is covering it and won't report possible NULL dereferences after this point. Since SDL_assert might continue if the user clicks "ignore", without this change Clang would notice you checked for NULL (meaning that NULL is a real possibility here) and still wrote code outside of that test branch that dereferences the pointer, and thus would always trigger false positives. Static analysis is fun!
Ryan C. Gordon 7afbb8c3 2014-02-05T00:34:26 SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!). Fixes Bugzilla #2384.
Ryan C. Gordon c2b5da97 2014-02-04T11:38:40 Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler().
Ryan C. Gordon 89fd0faf 2014-02-03T11:52:54 Hooked up dynamic loading for Mir.
Ryan C. Gordon 6bc29770 2014-02-02T23:53:48 Added some SysWM bits for Mir.
Ryan C. Gordon 19f8c622 2014-02-02T23:41:46 Added Mir video target (thanks, Brandon!).
Philipp Wiesemann 9ee68e8f 2014-02-02T20:55:42 Added additional platform check for __ANDROID__. The macro ANDROID was deprecated with "android-ndk-1.6_r1".
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Sam Lantinga 3bd0e900 2014-02-02T00:33:31 Fixed bug 2376 - no SDL_HasAVX Haneef Mubarak AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable. This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available). Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions): http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
Sam Lantinga d76c2cc1 2014-01-30T12:30:40 Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()). The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows. Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those. The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format. To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom(). When I do this, SDL_CreateWindowFrom() will: 1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering. I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO. CR: SamL Some pseudocode that shows how this is used in Source2: HWND hExternalHwnd; // HWND that was established outside of SDL // Create main window (happens inside platwindow.cpp) SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. ); // Create GL context, happens inside rendersystemgl SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow ); // Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) ); // Create the secondary window. This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd ); // To render to the main window: SDL_GL_MakeCurrent( mainWindow, onlyContext ); // Do some rendering to main window // To render to the secondary window: SDL_GLMakeCurrent( secondaryWindow, onlyContext ); // Do some rendering to secondary window
J?rgen P. Tjern? 338bf9cc 2014-01-29T18:38:13 Add SDL_GL_ResetAttributes.
Gabriel Jacobo 682bc47b 2014-01-28T09:13:46 Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!) Also moved Wayland structures to the bottom of the union for OCD related issues.
Gabriel Jacobo 272ebb8e 2014-01-09T13:56:21 Dynamic loading support for Wayland
Sam Lantinga 27779311 2013-12-27T10:18:11 Bump SDL to build with 10.7 SDK. This also bumps the minimum requirement for building SDL to 10.7, and removes some checking we no longer need. CR: saml
Gabriel Jacobo fce6257c 2013-12-27T09:29:39 Implements touch support on QTWayland. Contributed by Thomas Perl.
Sam Lantinga 7aef2350 2013-12-23T17:37:22 Added a relative mouse mode that uses mouse warping instead of raw input. To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1" When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
Sam Lantinga 74692835 2013-12-23T12:17:52 Added support for double-clicks, through a new "clicks" field in the mouse button event.
Gabriel Jacobo b5a6c407 2013-12-16T10:03:26 [Android] Define SDL_VIDEO_OPENGL_ES2
Gabriel Jacobo ec1cb49e 2013-12-14T20:18:43 Wayland support Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al. Additional changes in this commit, done by me: * Wayland uses the common EGL framework * EGL can now create a desktop OpenGL context * testgl2 loads GL functions dynamically, no need to link to libGL anymore * Assorted fixes to the Wayland backend Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10, running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
Ryan C. Gordon 090327e7 2013-12-09T16:03:18 Implemented the Dynamic API magic.
Ryan C. Gordon d01ad02b 2013-12-09T15:17:20 Hook up SDL_acos and SDL_asin properly.
Sam Lantinga fc78e982 2013-12-05T09:54:22 Added missing header for file IO
Gabriel Jacobo 5ac18134 2013-12-03T12:01:28 Adds SDL_GameControllerAddMappingsFromRW, updates controllermap SDL_GameControllerAddMappingsFromFile is now a convenience macro. controllermap can now skip bindings by pressing space or clicking/touching the screen.
Gabriel Jacobo 45ae148a 2013-12-02T19:34:08 Adds SDL_GameControllerAddMappingsFromFile
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 5c383489 2013-11-24T23:36:15 We don't need to check for snprintf() anymore, we don't use it. SDL_snprintf() is built on vsnprintf() where available.
Ryan C. Gordon e7693740 2013-11-24T23:35:38 Added SDL_vsscanf().
Ryan C. Gordon 928b4946 2013-11-24T21:04:51 Moved atomic API implementation out of headers.