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06ccb71b
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2017-02-10T11:21:15
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Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__
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3c90a52a
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2017-01-27T05:59:58
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Added an API to get the type of a connected joystick
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4938c505
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2017-01-04T10:28:07
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Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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85d8a79f
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2016-12-12T09:19:48
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Fixed updated return value for SDL_GL_SwapWindow()
Ozkan Sezer
http://hg.libsdl.org/SDL/rev/464a2676d8ab seems to have
forgotten removing the return from SDL_dynapi_procs.h, and this patch
does that. Without it, MSVC warns:
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value
c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098:
'SDL_GL_SwapWindow' : 'void' function returning a value
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8414c3d4
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2016-12-11T12:01:44
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Fixed ABI, don't change the return type of SDL_GL_SwapWindow()
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524bf3c2
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2016-12-09T01:47:43
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Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
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dd5d85a4
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2016-11-29T06:36:57
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Added an API to iterate over game controller mappings
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35430a73
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2016-11-17T01:15:16
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cpuinfo: first attempt at SDL_HasNEON() implementation.
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ac74e16c
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2016-11-10T17:19:34
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Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
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27d4f099
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2016-10-07T23:40:44
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Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
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d2676c29
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2016-10-07T17:04:58
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Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum
Daniel Gibson
Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface.
Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing.
I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that:
SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value.
Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image) is as easy as
surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
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4f4c4b62
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2016-09-29T22:52:41
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Added SDL_SetWindowResizable(). (thanks, Ethan!)
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73153901
|
2016-08-06T02:47:27
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audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
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5dcf6bcc
|
2016-01-07T14:51:22
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Updated dynamic API table.
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3bdaf4c6
|
2016-01-05T02:46:10
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Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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5696e88e
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2016-01-05T02:29:06
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Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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e497e465
|
2016-01-05T02:28:56
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Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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c3114975
|
2016-01-04T23:52:40
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Added SDL_GetDisplayUsableBounds().
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42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
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|
e6ad29ae
|
2015-11-14T12:35:45
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|
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
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|
e015140a
|
2015-09-30T15:38:18
|
|
SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel
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b0e145b3
|
2015-07-29T17:19:06
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Move GetDisplayDPI to the end of the file.
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61c74150
|
2015-07-29T17:18:56
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Add SDL_GetDisplayDPI routine and implement for Windows.
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b2458630
|
2015-07-18T00:04:49
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|
Fixed dynapi for new SDL_WarpMouseGlobal() function signature.
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e346f142
|
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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0e45984f
|
2015-06-21T17:33:46
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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().
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d4aedf99
|
2015-04-21T09:45:58
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|
Added SDL_SetWindowModalFor().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|