src/video


Log

Author Commit Date CI Message
Alex Szpakowski cf2958a8 2014-07-22T16:48:35 Fixed SDL_SetWindowFullscreen on iOS to properly update the view's frame.
Alex Szpakowski e02e3452 2014-07-21T02:46:53 The default implementation of [view layoutSubviews] actually does something in iOS 6+, so we should call [super layoutSubviews] when overriding it.
Alex Szpakowski e234575d 2014-07-17T22:55:59 Disabled the custom iOS splashscreen code - it interferes with the normal rotation and orientation behaviour of SDL windows.
Alex Szpakowski d2e445d7 2014-07-17T18:05:12 Properly send a window resize event in all cases when viewDidLayoutSubviews is triggered.
Alex Szpakowski b55be6e7 2014-07-16T21:06:15 Fixed SDL_HINT_ORIENTATIONS to properly allow disabling custom orientations if the hint is set with no valid orientations.
Alex Szpakowski b21544c1 2014-07-16T20:05:00 The iOS 7 transparent status bar now uses white text rather than black.
Alex Szpakowski b4d15ece 2014-07-16T16:12:20 Fixed SDL_SetWindowFullscreen not properly updating the status bar visibility in iOS 7+
Alex Szpakowski 3672409c 2014-07-14T22:35:48 Changed the way retina resolutions are handled in iOS. Previously, SDL would always expose display modes and window dimensions in terms of pixels, and would add an extra 'fake' display mode on retina screens which would contain the non-retina resolution. Calling SDL_CreateWindow with the dimensions of that fake display mode would not work. Now, SDL only exposes display modes and window dimensions in terms of points rather than pixels. If the SDL_WINDOW_ALLOW_HIGHDPI flag is passed into SDL_CreateWindow, then any OpenGL contexts created from that window will be sized in pixels rather than points (retrievable with SDL_GL_GetDrawableSize.) Window dimensions and mouse coordinates are still in terms of points rather than pixels even with that flag. This matches the behavior of SDL in OS X more closely, and lets users choose whether to make use of retina displays and lets them handle it properly.
Alex Szpakowski 734b5233 2014-07-14T16:50:25 Misc. iOS code improvements. - Use @autoreleasepool instead of NSAutoReleasePool. - Code style fixups.
Ryan C. Gordon f7461cdc 2014-07-09T00:09:57 The Gimp puts out a different bogus color mask for 32-bit .bmp files. :)
Ryan C. Gordon a91f1a1a 2014-07-09T00:01:34 Make SDL_LoadBMP() work with 32-bit bitmaps from ImageMagick.
Sam Lantinga 0c8e3376 2014-07-07T21:21:05 Fixed bug 2628 - invalidate surface->map in SDL_SurfacePalette() Wei Mingzhi surface->map should be invalidated in SDL_SetSurfacePalette(), otherwise the palette would not be effective when blitting to another non-8bit surface which we previously blitted to.
Sam Lantinga fc4e798d 2014-07-07T12:48:25 Fixed bug 2631 - Mac: minor code cleanup Alex Szpakowski Some minor changes to the Mac-specific backend code: - Fixed up some code style issues (mostly brace style inconsistencies). - Fixed a compiler warning in SDL_cocoaevents.m. - Removed some useless code now that the 10.7 SDK is required to build SDL. - Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
Sam Lantinga 7187b74c 2014-07-07T11:00:25 Fixed compiler warnings on iOS
Sam Lantinga d44f3922 2014-07-07T10:33:32 Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context Alex Szpakowski Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context. This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference. I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
Sam Lantinga 1ee96bb9 2014-07-07T10:26:28 Fixed mingw64 build and warnings
Gabriel Jacobo 5a3c553d 2014-07-03T17:36:08 Maybe fixes bug #2291 (red tinted screen on some Samsung Android devices) Then again, maybe not!
Sam Lantinga 610225b4 2014-06-28T19:51:26 Fixed null terminating the X11 error string
Gabriel Jacobo 765894e3 2014-06-28T13:05:16 Better fix to support EGL_KHR_create_context and not fail to build on Android ...or Raspberry Pi (EGL < 1.4 systems)
Gabriel Jacobo a9bb8898 2014-06-28T12:48:29 Disable desktop OpenGL for EGL under Android
Gabriel Jacobo 1ed1f7f2 2014-06-28T12:36:44 Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain This bug was introduced on this rev: https://hg.libsdl.org/SDL/rev/42f6bd8c8575
Knut Andre Tidemann 02e9f81e 2014-06-28T12:17:29 SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context If the EGL extension EGL_KHR_create_context is available, we can use it to set the core/compatability profile and the minimum OpenGL version. Use this if it is available to get the context requested by the GL attributes.
Ryan C. Gordon 95864f86 2014-06-25T17:24:06 Patched to compile on Windows.
Ryan C. Gordon 84cb2320 2014-06-25T17:13:43 Patched to compile with -Werror=declaration-after-statement
Ryan C. Gordon b29740b8 2014-06-25T17:06:12 Merged Ryan's SDL-gui-backend branch. Adds three APIs, and implements them on X11, Cocoa, and Windows: - SDL_CaptureMouse() - SDL_GetGlobalMouseState() - SDL_SetWindowHitTest()
Ryan C. Gordon 84369567 2014-06-25T16:16:55 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState(). This matches naming conventions in the main repository, between SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
Sam Lantinga 704d9bd3 2014-06-25T02:08:37 Fixed bug 2525 - Keyboard focus crash Todd Seiler Call Stack: #0 0x0000000101c29291 in Cocoa_StartTextInput at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoakeyboard.m:512 #1 0x0000000101c110c5 in SDL_SetKeyboardFocus at /Users/Todd/Desktop/codes/sources/SDL/src/events/SDL_keyboard.c:643 #2 0x0000000101c32be4 in SetupWindowData at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:981 #3 0x0000000101c32d2a in Cocoa_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/video/cocoa/SDL_cocoawindow.m:1092 #4 0x0000000101c99999 in SDL_CreateWindowFrom_REAL at /Users/Todd/Desktop/codes/sources/SDL/src/video/SDL_video.c:1338 #5 0x0000000101ce1484 in SDL_CreateWindowFrom at /Users/Todd/Desktop/codes/sources/SDL/src/dynapi/SDL_dynapi_procs.h:547 #6 0x0000000100018a5e in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:138 #7 0x0000000100017ca5 in SceneRenderer at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/SceneRenderer.cpp:145 #8 0x000000010000cd96 in App::execute(int, char**) at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/App.cpp:28 #9 0x0000000100004402 in main at /Users/Todd/Desktop/codes/sources/tseiler_Todds-MacBook-Pro_3405/AppName/src/main.cpp:8 This issue occurred when using Ogre3D Graphics engine on Mac (cocoa) to create the window. Then handing the window handle off to SDL_CreateWindowFrom(). In Ogre3D application you do the following: window_ = root_->initialise(true, "Ogre Window 2"); loadOgreResources(); Ogre::WindowEventUtilities::addWindowEventListener(window_, this); #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE NSWindow* Data = 0; window_->getCustomAttribute("WINDOW", &Data); sdl_window_ = SDL_CreateWindowFrom((void*)Data); #endif It results in a crash in this function: SDL_cocoakeyboard.m void Cocoa_StartTextInput(_THIS) { SDL_VideoData *data = (SDL_VideoData *) _this->driverdata; NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; SDL_Window *window = SDL_GetKeyboardFocus(); NSWindow *nswindow = nil; if (window) nswindow = ((SDL_WindowData*)window->driverdata)->nswindow; // ... } The crash occurred because "driverdata" was nil. Before this function call, a call to SetupWindowData is called: SDL_cocoawindow.m static int SetupWindowData(_THIS, SDL_Window * window, NSWindow *nswindow, SDL_bool created) { // ... if ([nswindow isKeyWindow]) { window->flags |= SDL_WINDOW_INPUT_FOCUS; SDL_SetKeyboardFocus(data->window); } /* Prevents the window's "window device" from being destroyed when it is * hidden. See http://www.mikeash.com/pyblog/nsopenglcontext-and-one-shot.html */ [nswindow setOneShot:NO]; /* All done! */ [pool release]; window->driverdata = data; return 0; } As you can see: "window->driverdata = data" is performed after the "SDL_SetKeyboardFocus()" call, which eventually leads to "Cocoa_StartTextInput()" where the crash occurs.
Sam Lantinga a8955f26 2014-06-25T01:35:17 Made the RLE code (semi) readable again
Sam Lantinga afe14829 2014-06-25T00:43:10 Fixed bug 2556 - add compilation flag -Wshadow Sylvain here's the full patch for Blit + RLE.
Sam Lantinga 67e55655 2014-06-23T10:09:15 Fixed grab interaction with Windows Classic theme Testing: * For each theme in Windows 7, Windows 7 Basic, and Windows 7 Classic: - Ran testsprite2 - Pressed Ctrl-G to grab the mouse - Alt-tabbed away, verified mouse is no longer grabbed - Alt-tabbed back, verified that mouse was grabbed - Alt-tabbed away - Clicked in the window, verified mouse was grabbed - Alt-tabbed away - Grabbed the title bar and dragged the window around successfully, verified that mouse was grabbed when move modal loop completed - Alt-tabbed away - Clicked the minimize button on the title bar, the window was successfully minimized - Clicked on the icon in the task bar, the window was restored and the mouse grabbed again - Alt-tabbed away - Clicked the close button on the title bar, the window was successfully closed
Sam Lantinga 9e2a2639 2014-06-23T10:09:13 Added names for some theme related windows messages
Gabriel Jacobo 620510b3 2014-06-23T09:18:31 Fix compiler warning
Sam Lantinga cff9eac6 2014-06-22T09:48:46 Fixed bug 2579 - SDL fails to compile on Windows when only EGL+OpenGL ES defined callow.mark Compiling with SDL_VIDEO_RENDER_OGL=0, SDL_VIDEO_OPENGL=0, SDL_VIDEO_OPENGL_WGL=0, SDL_VIDEO_RENDER_OGL_ES2=1, SDL_VIDEO_OPENGL_ES2=1 and SDL_VIDEO_OPENGL_EGL=1 set in SDL_config_windows.h fails. A patch is attached. See bug #2570 for reasons you might want to compile this way.
Sam Lantinga d65ac778 2014-06-22T02:48:43 Restore window OpenGL state if creating an OpenGL renderer fails
Sam Lantinga b7b6d8ab 2014-06-22T02:30:36 Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
Sam Lantinga b56b37cd 2014-06-21T17:25:59 Fixed warning when building without ibus
Sam Lantinga d7924c73 2014-06-21T12:43:57 Fixed bug 2563 - Remove obsolete code for supporting iOS < 5 Alex Szpakowski Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
Sam Lantinga 8ef56511 2014-06-21T11:36:00 Fixed compiler warning
Sam Clegg 7e52722d 2014-06-20T11:10:16 Fix compiler warnings in Native Client and Linux builds.
Alex Baines 41a39837 2014-06-18T20:11:39 Add IBus IME Support, move DBus code to its own file. (v3.3 squashed)
Gabriel Jacobo ab238dc6 2014-06-16T09:54:33 Assorted fixes for NaCl. Hat tip to Sylvain Becker
Gabriel Jacobo 9e55ace8 2014-06-16T09:47:23 Fixes #2583, clean up EGL initialization
Sam Lantinga 260549d1 2014-06-15T18:31:30 Fixed bug 2567 - x11: Local dropped files are not URI-decoded Melker Narikka Local files that are dropped onto a window under X11 are not going through a URI decoding step, resulting in the following in my test application: Dropped file /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png Couldn't load /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png Expected result: Dropped file /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png Loaded /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png successfully I've attached a patch that fixes the issue by doing URI decoding in-place on the file string buffer.
Sam Lantinga 6146fe85 2014-06-15T17:18:05 Fixed 2584 - Memory leak in Cocoa_GetDisplayName Diego The Xcode Instruments Leak tool reports a leak from IODisplayCreateInfoDictionary in Cocoa_GetDisplayName. This happened after upgrading to Xcode 5.
Ryan C. Gordon 39bad809 2014-06-15T11:59:16 Mac: Fixed crash when returning from a fullscreen Space on shutdown.
Ryan C. Gordon 2cce7b2e 2014-06-11T00:40:19 Implemented Cocoa GetAbsoluteMouseState().
Ryan C. Gordon 4676705d 2014-06-11T00:12:19 Implement Windows GetAbsoluteMouseState().
Ryan C. Gordon c8c55a01 2014-06-11T00:12:06 This should probably query async button state.
Philipp Wiesemann d2220917 2014-06-08T13:03:45 Fixed typo in log message.
Gabriel Jacobo 1e352d79 2014-06-06T15:45:59 Chrome's Native Client backend implementation
Ryan C. Gordon c8cf407e 2014-06-05T00:54:43 Wired up Windows resize hit testing.
Ionut Leonte 2d38a71a 2014-06-05T00:45:16 Added SDL_HITTEST_RESIZE_*, and implemented for X11.
Ryan C. Gordon b861efde 2014-06-05T00:03:33 Implemented SDL_GetAbsoluteMouseState(). X11 only for now, but this should be doable on every platform, I think.
Brandon Schaefer d829af78 2014-06-04T12:55:18 Assume all motion events are mouse events unless tool_type states otherwise.
Sam Lantinga 4fd03b95 2014-06-04T10:57:52 Setting the window size changes the fullscreen display mode, unless a window display mode has been set. Testing: * Ran testsprite2 --fullscreen, used Ctrl+ and Ctrl- to change window sizes, verified that the display mode changed as well.
Sam Lantinga da6d9a9f 2014-06-04T10:56:56 Added annotations to help code analysis tools CR: Bruce Dawson
Sam Lantinga 529bcf62 2014-06-04T10:56:43 Fixed bug 2526, but regressed delivering dead key presses
Sam Lantinga 4750fe73 2014-06-04T10:56:37 When the window fullscreen mode changes, update the display resolution
Sam Lantinga 707fd9f0 2014-06-04T10:56:30 Fixed bug where changing the window border would change the window size on Windows.
Sam Lantinga 1e00c03f 2014-06-04T10:56:17 Fixed Mac OS X build
Sam Lantinga 45ed5ee4 2014-06-04T10:55:26 Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal()
Sam Lantinga 3e3b34ad 2014-06-04T10:52:34 Added a hint to disable windows message processing in SDL_PumpEvents() SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
Sam Lantinga 0d1f0fed 2014-06-04T10:50:32 Added a hint to disable window frame and title bar interaction when the cursor is hidden
Sam Lantinga 65133ebc 2014-06-04T09:39:08 Wait for the fullscreen transition to complete before allowing the application to continue. This fixes Alt-Enter in the Steam streaming client, which sets the window size and position immediately after switching out of fullscreen mode.
Sam Lantinga 16360b19 2014-06-04T01:56:14 Fixed escape cancelling fullscreen mode now that the SDL window is the first res ponder.
J?rgen P. Tjern? c1e11f69 2014-06-03T21:13:00 X11: Provide specific X error when SDL_GL_CreateContext fails. This makes the X error handler used for GL context creation handle *all* errors and provide the user with specific error messages when SDL_GL_CreateContext fails. CR: icculus@icculus.org
Sam Lantinga ece2a9bf 2014-06-02T09:20:09 Hopefully really fixed the Android build
Sam Lantinga 5186be4a 2014-06-02T09:12:51 Fixed Android build
Sam Lantinga a8fcbc46 2014-06-02T09:09:40 Fixed bug 2534 - Mac: black bar at top of screen in SDL_WINDOW_FULLSCREEN mode Alex Szpakowski Patch to fix the y component of the position of fullscreen windows in OS X. In Mac OS X with the latest Mercurial code, when a window is in exclusive-fullscreen the y component of its position is offset by the same amount that is normally taken up by the menubar, resulting in a black bar at the top of the screen. The recent changes to the internal ConvertNSRect function make it treat the bottom of the menubar as 0 for the y component of window positions, even when the window is fullscreen and 'above' the menubar. I have attached a patch which fixes the issue by only making the window position relative to the menubar in windowed modes.
Sam Lantinga 6b90d7f5 2014-06-02T09:06:38 Fixed bug 2550 - [OS X 10.9] Enabling SDL_WINDOW_FULLSCREEN after relative mouse mode leaves cursor visible Eric Wasylishen Steps to reproduce: - Run testwm2 app in the SDLTest Xcode project - Press Control+R to enable relative mouse mode. The mouse cursor should disappear. - Press Control+Enter to enter fullscreen. - Expected: a black screen with no cursor visible. Observed: a black screen, but the mouse cursor is visible in the middle of the screen. It doesn't move when I move the mouse. Reproduced with latest sdl2 hg (changeset f6010ead184f) on OS X 10.9.2. Can't reproduce the problem on OS X 10.6.8 or 10.7.5. I'm speculating that this really an Apple bug.. but anyway, the attached workaround seems to fix it for me, and I think it's fairly safe. A more obvious idea, sticking a call SDL_SetCursor(NULL) at the end of Cocoa_SetWindowFullscreen, didn't work.
Sam Lantinga 32665131 2014-06-02T09:01:26 Added a way to get the native Android window and EGL context
Sam Lantinga 3905b910 2014-06-02T09:01:10 Fixed bug 2479 - [OS X] SDL_SetWindowFullscreen fails to switch to windowed Eric Wasylishen The problem seems to be the spaces handling code in -setFullscreenSpace: (SDL_cocoawindow.m) is incorrectly reporting that the SDL_WINDOW_FULLSCREEN -> windowed transition has already happened. i.e. I saw this case was getting hit when trying to leave SDL_WINDOW_FULLSCREEN: "else if (state == isFullscreenSpace) { return YES; /* already there. */ }" With the attached patch, both Control+Enter (SDL_WINDOW_FULLSCREEN toggle) and Option+Enter (SDL_WINDOW_FULLSCREEN_DESKTOP toggle) work in an sdl test app (I tried testwm2). Tested on OS X 10.9.2.
Sam Lantinga 75c57f8d 2014-06-02T08:58:07 Don't use D3D9Ex by default, since it can change behavior for games which rely on D3D9 classic.
Sam Lantinga 9d00f75a 2014-05-31T14:03:04 Fixed bug 2520 - Held double-click app startup creates a stuck MOUSEBUTTONDOWN event snake5creator When starting application with the usual "double click on file" method on Windows, only holding the last click, an unnecessary MOUSEBUTTONDOWN event is sent before the initial MOUSEMOTION event, and mouse button state is stuck in the sense that it takes a subsequent button release, followed by another press for the system to resume sending events (beginning with the next button release / MOUSEBUTTONUP event). Input event log with held double-click startup: http://i.imgur.com/nypGKR2.png Without: http://i.imgur.com/yaIqAvV.png
Sam Lantinga 70df9cd0 2014-05-31T12:21:55 Fullscreen to windowed mode switch From Melesie I noticed that when user switches from fullscreen mode to windowed mode and exits application while in windowed mode, Windows performs an additional change of display settings, even though desktop resolution is the same as current one. This causes short black screen to show up. The only way I know of avoiding this is to explicitly switch to default display settings found in registry. MSDN documentation for ChangeDisplaySettingsEx states: Passing NULL for the lpDevMode parameter and 0 for the dwFlags parameter is the easiest way to return to the default mode after a dynamic mode change.
Sam Lantinga 18c31dec 2014-05-31T11:53:19 Fixed Direct3DCreate9Ex prototype
Sam Lantinga 0c6b99d5 2014-05-31T11:48:52 Fixed cast
Sam Lantinga 49c53fd2 2014-05-31T11:37:12 Use D3D9Ex when available This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
Ryan C. Gordon bb7a27fa 2014-05-30T01:51:13 Fixed up SDL_CaptureMouse() on Windows to work like I expected. This would have been a one-line patch to the documentation (specifying that captures only work as long as the left mouse button is pressed), but I didn't like that, so I got a little crazy about this instead.
Ryan C. Gordon bcc2cc87 2014-05-30T01:49:26 Fixed hit-testing on Windows. Needed to convert from screen to client coords.
Ryan C. Gordon 89ad7934 2014-05-29T13:39:02 First shot (not even compiled) at Windows hit-testing support.
Ryan C. Gordon 98c03f39 2014-05-28T01:22:47 Changed drag area API to a hit-testing API. There were several good arguments for this: it's how Windows works with WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more control over the regions (how do you use rects to cleanly surround a circular button?), the callback can be more optimized than a iterating a list of rects, and you don't have to send an updated list of rects whenever the window resizes or layout changes.
Ryan C. Gordon 7a4ddcd8 2014-05-27T15:47:25 Don't hardcode an 8 here.
Ryan C. Gordon 20ac4bae 2014-05-27T15:40:03 Some updates for the X11 drag areas work.
Damian Kaczmarek 2744c019 2014-05-27T14:41:16 Initial work on X11 implementation of SDL_SetWindowDragAreas().
Ryan C. Gordon 3cbc83ef 2014-05-27T01:27:42 First shot at SDL_SetWindowDragAreas(). Only Cocoa implemented right now.
Ryan C. Gordon dd5277d6 2014-05-24T21:06:40 Fixed stack overflow in X11_CreateWindow() (thanks, rapha and Brad!). This should be a "long" which on a 64-bit system is likely to be > 32-bits, causing XGetICValues() to write past the end of the variable (and stack). Fixes Bugzilla #2513.
Ryan C. Gordon ded970f7 2014-05-24T18:23:56 Flip this around to do the simpler condition first.
Ryan C. Gordon 668025c2 2014-05-24T18:23:39 Implement SDL_CaptureMouse() for Mac OS X.
Ryan C. Gordon b7d2c0e9 2014-05-24T01:30:37 Implemented SDL_CaptureMouse().
Ryan C. Gordon 846a3e07 2014-05-24T01:27:19 Added some FIXMEs.
Ryan C. Gordon f0e0f4ca 2014-05-24T01:25:27 Fixed whitespace.
Philipp Wiesemann 9bc47465 2014-05-18T21:11:30 Changed C++ style comments.
David Ludwig 49cef77e 2014-05-10T23:39:54 WinRT: fixed the max-button count for WinPhone 8.1 message boxes Doh. The max button count on WinPhone 8.1 was set to three, not two. Any more than two leads to a crash.
David Ludwig ea99e0c0 2014-05-10T23:28:53 Added limited message-box support for Windows Phone 8.1 The Windows Phone 8.1 'MessageDialog' API only seems to support two buttons, despite the documentation for such mentioning support for three. Trying to use three or more buttons leads to an exception being thrown. As such, any attempt to use more than two buttons via SDL_ShowMessageBox (on Windows Phone 8.1) will lead to no message box getting shown, and the call returning an error. The Win32 MessageBox and dialog APIs are not available in WinRT apps, to note. More extensive message dialog support might be available at some point, if and when XAML support is more fully fleshed-out. I'm not certain of this, though.
Gabriel Jacobo de0d349e 2014-05-10T16:50:05 Fixes #2512, handle configuration change messages sent by Wayland. Patch by Bryan Cain.
Gabriel Jacobo 536dd013 2014-05-10T16:13:22 Fixes #2519, clear error if using the default library path for EGL succeeds.
David Ludwig 164e5b89 2014-05-09T21:28:52 WinRT: display-information code cleanups
David Ludwig d4f1d225 2014-05-09T20:32:06 Fixed bug: touch input on WinPhone 8.0 was wrong, in some cases When a Windows Phone 8.0 app was rotated to anything but Portrait mode, touch input coordinates, as well as virtual mouse coordinates, were usually getting reported as coming from the wrong part of the screen.
David Ludwig 0a879d63 2014-05-09T20:16:21 Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated If a Windows Phone 8.1 device was rotated to anything but Portrait mode, the Direct3D 11 renderer's output wouldn't get aligned correctly with the screen.