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b29740b8
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2014-06-25T17:06:12
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Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
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84369567
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2014-06-25T16:16:55
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Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
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b861efde
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2014-06-05T00:03:33
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Implemented SDL_GetAbsoluteMouseState().
X11 only for now, but this should be doable on every platform, I think.
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4ef6edda
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2014-05-30T01:48:08
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Make some printf() calls into SDL_Log() so I can see them on Windows. :)
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b7d2c0e9
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2014-05-24T01:30:37
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Implemented SDL_CaptureMouse().
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3dcb451f
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2014-04-09T21:29:19
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Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
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d5c109b2
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2014-04-05T16:25:30
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Fail if we couldn't create the specified renderer
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26823b1b
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2014-03-23T23:09:22
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Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
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e663b4eb
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2014-03-01T09:50:52
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Fixed bug 2423 - timeBeginPeriod & timeEndPeriod mismatch
Coriiander
In src\timer\windows\SDL_systimer.c there is an error with regards to timeBeginPeriod and timeEndPeriod. These functions typically get called when no high resolution timer is available, and GetTickCount is not used.
According to MSDN (link: http://msdn.microsoft.com/en-us/library/windows/desktop/dd757624(v=vs.85).aspx), for every call to timeBeginPeriod a subsequent call to timeEndPeriod is required. While SDL is currently doing this, it fails to call timeEndPeriod when cleaning up/shutting down SDL. Please note that these functions affect things on a system level. Failing to call timeEndPeriod, disables applications for using WINMM-timers after usage&shutdown of SDL, as effectively they the mechanism is now broken.
Solution:
Ensure this code gets called when shutting down the timer subsystem:
#ifndef USE_GETTICKCOUNT
if (!hires_timer_available)
{
timeSetPeriod(0);
}
#endif
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c52c9105
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2014-02-13T11:05:30
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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
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58edac3e
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2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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9e90acdf
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2014-01-18T11:47:03
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Make sure you clean up the associated renderer when destroying a window.
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a442f121
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2014-01-15T11:08:55
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Test: Add Shift-Enter to switch between FS and desktop FS.
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a6a56af9
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2014-01-15T10:40:14
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Tests: Refactor key modifier checking.
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8e0dfef1
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2013-12-23T15:55:47
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Print events with SDL_Log() so they show up in Visual Studio debug output
Added some joystick and controller events to the set that are printed out.
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74692835
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2013-12-23T12:17:52
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Added support for double-clicks, through a new "clicks" field in the mouse button event.
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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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48954ba1
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2013-11-18T20:22:36
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Accidentally committed debug code
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d75498f6
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2013-11-18T20:21:45
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Textures need to be freed before renderers
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48cffe33
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2013-11-18T23:45:46
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Added missing resource release in test source.
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30f7e868
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2013-11-15T22:01:58
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Added space in the common state structure for render targets
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77a0d3fe
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2013-11-11T01:59:20
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Toggling fullscreen now takes fullscreen flags
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804e5799
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2013-10-30T16:39:35
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Fixed common test usage string (was "hidpi", should be "highdpi").
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11d38d69
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2013-10-21T00:30:05
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Fixed bug 2015 - surface getting leak in SDLTest_ScreenShot function
Nitz 2013-08-06 03:53:41 UTC
In function SDLTest_ScreenShot() surface pointer getting leak while return
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12ca3ce3
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2013-10-17T23:02:29
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Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
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89131435
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2013-10-10T00:49:57
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Adds gl_profile_mask to test framework, uses it in testgles
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52966427
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2013-10-05T19:09:03
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Fixed bug 2132 - Tests may use invalid SDL_window pointers when windows are closed
norfanin
Some of the tests keep using the pointers of a destroyed SDL_Window when the common event handling handled the close event. The event handler itself does not NULL the pointer after the destruction.
The attached patch adds a loop in the handler that will assign NULL to the destroyed window. It also adds checks to some of the tests so they skip those windows by checking for NULL.
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b6be1435
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2013-09-28T14:06:20
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Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support.
Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly.
CR: Jorgen
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869a7076
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2013-09-20T13:43:00
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add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
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f79fc33a
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2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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dad42067
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2013-08-12T11:13:50
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Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
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1ad936eb
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2013-08-11T19:56:43
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Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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