src/video/SDL_video.c


Log

Author Commit Date CI Message
Sam Lantinga f16e6bfa 2020-05-25T14:10:51 Fixed creating a metal renderer without specifying a metal window
Ryan C. Gordon 389c8995 2020-04-13T14:44:21 opengl: Allow SDL_GL_MakeCurrent() to accept a NULL window (thanks, Martin!). This allows you to bind surfaceless contexts on a background thread to, for example, load assets in a separate context, for platforms that have different requirements about sharing surfaces, etc. Martin's notes on the matter: "Here's a patch that enables passing NULL windows to SDL_GL_MakeCurrent, if the involved APIs allow it. Currently, this is only the case for EGL, and even then only if some specific extensions are present (which they usually are). If "surfaceless" contexts are not supported, SDL_GL_MakeCurrent continues to generate an error (albeit with a more specific error message than it used to), so this should not break anything that wasn't broken before." (Please see https://bugzilla.libsdl.org/show_bug.cgi?id=3695 for more discussion.) Fixes Bugzilla #3695.
Jay Petacat 8a5ee3fa 2020-04-12T00:55:52 video: NULL out pointer to freed window surface This behavior matches SDL_RecreateWindow and makes it less likely that another piece of code (e.g. a DestroyWindowFramebuffer implementation) will attempt to use or free the stale surface pointer.
Ryan C. Gordon a7916890 2020-04-10T00:37:35 metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!). Caleb Cornett's comments: "A few weeks ago, Alex added a partial Metal API to SDL2: https://hg.libsdl.org/SDL/rev/22c8e7cd8d38 I noticed it was missing a few features that would help Metal become a first-class citizen in SDL, so I went ahead and wrote them! Here are the new APIs: 1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer to specify that they intend to create a window for use with SDL_MetalView. The flag is used to ensure correct usage of the API and to prevent accidentally defaulting to OpenGL on iOS. 2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a pointer to the view's backing CAMetalLayer. This simplifies things considerably, since in the current version of the SDL_Metal API the programmer is required to bridge-cast a SDL_MetalView handle to an NSView or UIView (depending on the platform) and then extract the layer from there. SDL_Metal_GetLayer automatically handles all of that, making the operation simple and cross-platform. 3. SDL_Metal_GetDrawableSize(). This function already exists in the current SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize on Apple platforms) but was not publicly exposed. My patch exposes this function for public use. It works just like you'd expect. Tested on macOS 10.14 and iOS 12.4." Fixes Bugzilla #4796.
Jay Petacat e0a27056 2020-03-22T20:09:14 Do not overwrite window surface created by driver If a driver's implementation of CreateWindowFramebuffer sets the window surface, use that rather than overwriting it. A driver may set the window surface if data cannot be passed via the CreateWindowFramebuffer output parameters (e.g. surface palette colors).
Ryan C. Gordon b4c2e29e 2020-01-27T10:58:30 video: Added a hint to override the display's usable bounds.
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 54748a39 2019-12-08T11:33:06 Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed Aaron Barany Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set. When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation. When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
EXL b44fe0f8 2019-11-12T17:24:37 haiku: Rename BE_* entities to HAIKU_* In favor Bugzilla #2349. Update copyright years to 2019. Partially fixes Bugzilla #4442.
EXL b22fb9e2 2019-11-11T16:44:40 haiku: Implement message box for Haiku Add implementation for functions: SDL_ShowSimpleMessageBox() SDL_ShowMessageBox() Add simple customization support also. Fix build for x86_gcc2. Partially fixes Bugzilla #4442.
Sylvain Becker 3b0dcaf4 2019-10-12T18:47:56 Fixed bug 4797 - SDL fails to compile with Mesa Master (thanks Michael Olbrich!) fix building with Mesa 19.2 With Mesa 19.2 building fails with: /include/GLES/gl.h:63:25: error: conflicting types for 'GLsizeiptr' The same type is defined in include/SDL_opengl.h for OpenGL and the two headers should not be included at the same time. This was just never noticed because the same header guard '__gl_h_' was used. This was changed in Mesa. The result is this error. Fix this the same way GLES2 already handles this: Don't include the GLES header when the OpenGL header was already included. (https://hg.libsdl.org/SDL/rev/6a3670d6108d)
Brandon Schaefer 68985371 2019-09-24T16:36:48 offscreen: Add new video driver backend Offscreen The Offscreen video driver is intended to be used for headless rendering as well as allows for multiple GPUs to be used for headless rendering Currently only supports EGL (OpenGL / ES) or Framebuffers Adds a hint to specifiy which EGL device to use: SDL_HINT_EGL_DEVICE Adds testoffscreen.c which can be used to test the backend out Disabled by default for now
Alex Szpakowski aebaa316 2019-08-05T12:35:32 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
Sylvain Becker f9a9193e 2019-06-10T21:58:03 Android: add MinimizeWindow function (Bug 4580, 4657) shouldMinimizeOnFocusLoss is un-activated (return false)
Sam Lantinga 48ac92af 2019-06-08T18:40:11 Fixed bug 4041 - Android, SDL_Renderer OpenGLES 1 is loading GLESv2 library Sylvain On Android, if you set no attribute using SDL_GL_SetAttribute(), and try to create a SDL Render OpenGLES 1: - it loads first by default GLESv2 libraries - creates the rendere OpenGLES 1 - recreates the Window to have a context 1.1 ( https://hg.libsdl.org/SDL/file/4db4cfd59470/src/render/opengles/SDL_render_gles.c#l298 ) But it doesn't unload libraries, then reload GLESv1 lib. So the SDL_Renderer OpenGLES 1 is working with GLES 2 libs, which seems inconsistent. If you, at first, set SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); It will correctly load GLES v1 libraries. Here's a small patch to reload egl libs when SDL_RecreateWindow() is called. It fixes the issue, also the case from bug 4042 ( SDL_RecreateWindow() is used by SDL_Renderer gl, gles1, gles2. )
Sam Lantinga ee0a482a 2019-05-19T11:52:25 Fixed bug 4401 - SDL_GetWindowPosition() wrong after SDL_SetWindowPosition() until window is moved on macOS Removed incorrect call to SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y); If the position of the window isn't adjusted in the SetWindowPosition() call, then sending the window event would have no effect because x and y equals the window x and y. If the position of the window is adjusted in the SetWindowPosition() call, then we don't want to clobber it with values that the user passed in.
Sam Lantinga cb18117c 2019-04-22T16:34:42 Added a helper function to tell whether or not a window can be minimized
Sam Lantinga f1b57f37 2019-04-22T16:25:49 Only leave fullscreen mode if we're actually going to minimize
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sylvain Becker 1ed60219 2018-12-15T16:21:24 Fixed bug 4426 - allows re-creation of software renderer Switching between renderers "software -> opengl -> opengles2 -> software" fails. "opengl -> opengles2" calls SDL_RecreateWindow() and frees "window->surface" without marking it as "surface_invalid".
Ryan C. Gordon bc57ac27 2018-11-02T21:34:17 mir: Removed mir client support. Fixes Bugzilla #4288.
Sam Lantinga 5febdfce 2018-09-24T11:49:25 Fixed whitespace
Sam Lantinga 15b3794f 2018-08-26T10:34:23 Only reset the clip rect if it's currently the rect we previously clipped. This prevents us from clearing the clip rect globally when another application has set it. There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects. Also fixed whitespace and SDL coding style
Jeremy Ong a794126d 2018-08-24T09:49:48 vulkan: SDL_Vulkan_GetInstanceExtensions should accept a NULL window. Fixes Bugzilla #4235.
Sam Lantinga f225af0c 2018-08-22T21:48:28 Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes. Documented the values returned by the accelerometer and gyroscope sensors
Ryan C. Gordon e061a92d 2018-08-02T16:03:47 Some drag'and'drop improvements. First: disable d'n'd events by default; most apps don't need these at all, and if an app doesn't explicitly handle these, each drop on the window will cause a memory leak if the events are enabled. This follows the guidelines we have for SDL_TEXTINPUT events already. Second: when events are enabled or disabled, signal the video layer, as it might be able to inform the OS, causing UI changes or optimizations (for example, dropping a file icon on a Cocoa app that isn't accepting drops will cause macOS to show a rejection animation instead of the drop operation just vanishing into the ether, X11 might show a different cursor when dragging onto an accepting window, etc). Third: fill in the drop event details in the test library and enable the events in testwm.c for making sure this all works as expected.
Sam Lantinga 4a4bac95 2018-06-12T13:22:58 Deal with fullscreen limitations under windowed Android environments (Chromebook, DeX, etc.) (Thanks Rachel!)
Sam Lantinga 9d6ac3de 2018-06-05T12:46:09 Fix creating a minimized window in SDL to not cause focus to be stolen (because ShowWindow( hwnd, SW_MINIMIZE ) would be called after creation, thus changing focus to the prior window based on some per-app list in windows, rather than the window being created with WS_MINIMIZED to start with). This means we have to consider SDL_WINDOW_MINIMIZED a window creation flag, but on non-windows platforms we just remove it and let the normal FinishWindowCreation re-apply and do the minimize as I have no idea what is right on them or if anything should change. CR: Phil
Sam Lantinga 386790ef 2018-04-23T22:29:14 Improved error messages when Vulkan isn't configured (thanks Daniel Gibson!)
Sam Lantinga e14278ef 2018-03-24T10:26:40 Fixed bug 3804 - Message box on Windows truncates button ID Simon Hug I just wanted to fix a simple compiler warning in SDL_ShowMessageBox on Windows (which Sam fixed recently) and ended up finding some issues. Attached patch fixes these issues: - Because Windows only reports the lower 16 bits of the control identifier that was pushed, the button IDs used by SDL (C type int, most likely 32 bits) can get cut off. - The documentation states (somewhat ambiguously) that the button ID will be -1 if the dialog was closed, but the current code sets 0. For SDL 2.1, I think this should be a return code of SDL_ShowMessageBox itself. That will free up the button ID and it seems a more appropriate place for signaling this event. - Ampersands in controls will create mnemonics on Windows (underlined letters that, if combined with the Alt key, will push the button). I was thinking of adding a hint or flag to let the users enable it, but that might have unexpected results. - When the size of the text gets calculated, it doesn't use the same parameters as the static control. This can cut off text or wrap it weirdly. - On Windows, the Tab key is used to switch between control groups and sometimes between buttons in dialogs. This didn't seem to work correctly. Attached patch also adds: - Icons. Just the system ones that can be loaded with the ordinals IDI_ERROR, IDI_WARNING and IDI_INFORMATION. - A button limit of 2^16 - 101. - Some more specific error messages, but they never reach the user because how SDL_ShowMessageBox handles them if an implementation returns with an error.
sezero 40b27fd5 2018-02-12T17:00:00 revert the recent typecast assignment changes (see bug #4079) also change the void* typedefs for the two vulkan function pointers added in vulkan_internal.h into generic function pointer typedefs.
Sam Lantinga 90e72bf4 2018-01-30T18:08:34 Fixed ISO C99 compatibility SDL now builds with gcc 7.2 with the following command line options: -Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Conn O'Griofa 547448df 2017-11-04T09:03:20 SDL_video: try to bootstrap KMSDRM before RPI video driver Allow better coexistence between RPI's vendor libraries and VC4 mesa driver.
Sam Lantinga 849c4c14 2017-09-10T12:40:45 Fixed tabs to spaces
Ryan C. Gordon 167398b3 2017-09-02T19:35:32 video: Let video targets optionally decide their default OpenGL configs. This is necessary because the Raspberry Pi is a strange beast, that believes it has OpenGL support (through glX?) but generally has GLES2 support. So when using the raspberry video target, we need to force this to default to a GLES2 context, or by default SDL_CreateWindow() will fail, deep down when it tries to load the proper GL library. Fixes testsprite2 (and basically everything else that wasn't testgles2) when run on a Raspberry Pi without a X server. Please note that other targets might also need this filled in, the Raspberry Pi is just the most prominent and readily-available System-On-A-Chip style thing on my desk. :)
Ryan C. Gordon 507659c6 2017-09-01T13:27:53 x11: Make a sacrificial glX context to check for extensions during init. This is necessary because we need to see if GLES compat extensions exist. All of this code (including ShouldUseTextureFramebuffer()) should be revisited after 2.0.6 ships; ideally we don't make throwaway contexts if we can avoid it...but maybe we can't. I hear Vulkan is pretty cool. Fixes Bugzilla #3725.
Sam Lantinga 2d10a3f2 2017-08-29T22:24:59 The dummy video driver check is now covered by explicitly checking for cocoa above.
Sam Lantinga 50efbda7 2017-08-28T00:43:14 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
Sam Lantinga 0cebef60 2017-08-27T23:39:55 Fixed code style for new Vulkan API functions
Ryan C. Gordon 25e3a1ec 2017-08-27T22:15:57 vulkan: Initial Vulkan support! This work was done by Jacob Lifshay and Mark Callow; I'm just merging it into revision control.
Ryan C. Gordon d8fc70ea 2017-08-24T21:30:53 opengl: add support for GL_KHR_no_error. This is completely untested! Fixes Bugzilla #3721.
Ryan C. Gordon 01e0d8fc 2017-08-19T15:02:03 opengl: Add support for [GLX|WGL]_ARB_create_context_robustness. This patch was originally written by Marc Di Luzio for glX and enhanced by Maximilian Malek for WGL, etc. Thanks to both of you! Fixes Bugzilla #3643. Fixes Bugzilla #3735.
Alex Szpakowski 2e4248ed 2017-08-15T18:29:47 Address a compiler warning.
Sam Lantinga aebe17d3 2017-08-14T16:34:54 Fixed bug 2344 - CHECK_WINDOW_MAGIC should include __FILE__ and __LINE__ Martin Gerhardy just for easier debugging issues in the own code... SDL_CreateRenderer should maybe also use this macro Ryan C. Gordon I'll go one better: it should have an SDL_assert().
Sam Lantinga 059d9e46 2017-08-12T17:41:59 Fixed bug 2950 - wrong axes values are set on joystick initialization Edward Rudd Device: Logitech Rumble Gamepad F510 in Xinput mode. Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time. This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers. Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect. Here is my current workaround in the game I'm working on porting.. SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); SDL_GameController* gamepad = SDL_GameControllerOpen(index); SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
Sam Lantinga 4a9c6f0a 2017-08-12T15:55:54 Fixed bug 3173 - SDL_GL_GetAttribute overwrites error code from SDL_GL_GetProcAddress Yann Dirson When SDL_GL_GetProcAddress returns in error, the cause of the error is overwritten in GL_GL_GetAttribute, reporting to the user "Failed getting OpenGL glGetString entry point", whereas the original "OpenGL library not loaded" never makes it to the user. Pushed a fix to: https://github.com/O-Computers/SDL/commit/f94cb13708ef4d236f8a2a330135b9b3a47db204 Note that the "OpenGL library not loaded" error looks like no root cause either, and I'm still puzzled by the code path used: I'm forcing opengles2 renderer on the x11 video driver on a rpi2, as in https://bugzilla.libsdl.org/3169, and although I now know that I must force the use of the RPI video driver instead of the x11 one, I suspect even more accurate info can be given to user.
Sam Lantinga cc5ceb11 2017-08-04T13:06:56 Temporary hack to fix bug 3725 - Call made to glGetString before context creation This breaks bugs 2570, 3145
Sam Lantinga 56363ebf 2017-08-02T10:22:48 Fixed bug 3690 - SDL2 KMS/DRM render context support Manuel The attached patch adds support for KMS/DRM context graphics. It builds with no problem on X86_64 GNU/Linux systems, provided the needed libraries are present, and on ARM GNU/Linux systems that have KMS/DRM support and a GLES2 implementation. Tested on Raspberry Pi: KMS/DRM is what the Raspberry Pi will use as default in the near future, once the propietary DispmanX API by Broadcom is overtaken by open graphics stack, it's possible to boot current Raspbian system in KMS mode by adding "dtoverlay=vc4-kms-v3d" to config.txt on Raspbian's boot partition. X86 systems use KMS right away in every current GNU/Linux system. Simple build instructions: $./autogen.sh $./configure --enable-video-kmsdrm $make
Sam Lantinga e10a98d2 2017-07-31T12:57:15 Fixed bug 3720 - SDL_GL_GetAttribute doesn't check for initialized video driver Simon Hug SDL_GL_GetAttribute doesn't check if a video driver has been initialized and will access the SDL_VideoDevice pointer, which is NULL at that point. I think all of the attributes require an initialized driver, so a simple NULL check should fix it. Patch is attached.
Alex Szpakowski 01050d4e 2017-07-15T17:41:58 iOS: Use modern replacements for deprecated functions, when available.
Ryan C. Gordon 22241ed0 2017-07-01T17:50:47 Support for QNX 7.0 (thanks, Elad!). Fixes Bugzilla #3686.
Sam Lantinga ccf0566c 2017-05-16T06:30:39 SDL - add SDL_WINDOW_VULKAN and make Android_CreateWindow only create an EGLSurface when SDL_WINDOW_VULKAN is not present. This makes it so the ANativeWindow* can be used with vkCreateAndroidSurfaceKHR, otherwise it will fail because having both an EGLSurface and VkSurfaceKHR attached to a window is not allowed according to the Vulkan spec: "In particular, only one VkSurfaceKHR can exist at a time for a given window. Similarly, a native window cannot be used by both a VkSurfaceKHR and EGLSurface simultaneously" CR: SamL
Philipp Wiesemann ce01128a 2017-05-12T23:01:04 Fixed warnings about shadowed global variable. Found by buildbot.
Sam Lantinga 9ac3bb70 2017-05-09T10:10:42 Added support for mixing Qt and SDL on iOS You should call SDL_SetMainReady(), and then customize the QIOSApplicationDelegate like this, in your application code: /* Additional support for applications mixing Qt and SDL */ @interface QIOSApplicationDelegate : UIResponder <UIApplicationDelegate> @end extern "C" { void SDL_OnApplicationWillResignActive(); void SDL_OnApplicationDidEnterBackground(); void SDL_OnApplicationWillEnterForeground(); void SDL_OnApplicationDidBecomeActive(); } @interface QIOSApplicationDelegate (SDL) - (void)applicationWillResignActive:(UIApplication*)application; - (void)applicationDidEnterBackground:(UIApplication*)application; - (void)applicationWillEnterForeground:(UIApplication*)application; - (void)applicationDidBecomeActive:(UIApplication*)application; @end @implementation QIOSApplicationDelegate (SDL) - (void)applicationWillResignActive:(UIApplication*)application { SDL_OnApplicationWillResignActive(); } - (void)applicationDidEnterBackground:(UIApplication*)application { SDL_OnApplicationDidEnterBackground(); } - (void)applicationWillEnterForeground:(UIApplication*)application { SDL_OnApplicationWillEnterForeground(); } - (void)applicationDidBecomeActive:(UIApplication*)application { SDL_OnApplicationDidBecomeActive(); } @end // QIOSApplicationDelegate
Sam Lantinga 8b7ae353 2017-05-09T03:19:58 Fixed build error on Linux
Ryan C. Gordon 6aa17426 2017-03-03T16:38:45 video: Don't compile isAtLeastGL3() if we don't have OpenGL support _at all_.
Brandon Schaefer 94a69443 2017-03-01T15:05:54 mistake: Revert the files that I did not mean to commit
Brandon Schaefer 7bbb13ea 2017-03-01T14:50:59 * Some refactoring and bug fixes. Thanks Micha? Kuchta!
Sam Lantinga da30992d 2017-02-02T00:41:58 Fixed bug 3577 - Can't set minimal size (message box appears instead) if maximal size wasn't declared (i.e. unlimited)
Sam Lantinga 0090a338 2017-01-27T21:16:38 Return an error if trying to set a window minimum size larger than the maximum size, or vice versa
Philipp Wiesemann 800a9e84 2017-01-21T22:00:56 Fixed compiler warning about returning a value in a void function.
Sam Lantinga a52d48c5 2017-01-10T08:54:33 Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11 Mark Callow The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile: - Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can say to use the OpenGL ES driver & EGL rather than the Open GL driver. (For bug #2570) - Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum OpenGL ES version supported by the OpenGL driver (for bug #3145) - Modifies the test that determines whether to use the OpenGL driver or the real OpenGL ES driver to take into account the hint, the requested and supported ES version and whether ES 1.X is being requested. (For bug #2570 & bug #3145) - Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds the test to the VisualC projects. With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
Ryan C. Gordon 13f2e542 2017-01-07T19:55:29 x11: make the X11 target work on macOS with Xquartz.
Ryan C. Gordon 9d042052 2017-01-04T09:33:47 x11: deal with xrandr display size in millimeters being zero. Xquartz on macOS reports a zero size, which leads to a division by zero here.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 7f2068da 2016-12-31T10:30:07 Fixed bug 3541 - DisplayIndex out of bounds in SDL_SetWindowPosition Intellectual Kitty In SDL_video.c, on line #1756, in SDL_SetWindowPosition (from today's distribution, 12-31-2016, https://hg.libsdl.org/SDL/shortlog/bf19e0c84483): if (displayIndex > _this->num_displays) { should be: if (displayIndex >= _this->num_displays) {
Sam Lantinga 8414c3d4 2016-12-11T12:01:44 Fixed ABI, don't change the return type of SDL_GL_SwapWindow()
Sam Lantinga 6211668e 2016-12-11T12:01:01 Fixed creating a renderer on the dummy driver on Mac OS X
Sam Lantinga cb5a0b0f 2016-12-11T11:45:33 Fixed crash when creating a dummy window on Mac OS X
Sam Lantinga 524bf3c2 2016-12-09T01:47:43 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
Ryan C. Gordon fb5fd67c 2016-11-24T21:41:09 Fixed all known static analysis bugs, with checker-279 on macOS.
Sam Lantinga 57d01d7d 2016-11-13T22:57:41 Patch from Sylvain to fix clang warnings
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Sam Lantinga 62b9e1c7 2016-10-07T18:09:09 Fixed bug 3061 - Selecting the dummy video driver on Mac OS X results in an error Darren Kulp The dummy video driver is not available on Mac OS X if SDL_VIDEO_OPENGL is set at library compilation time. In src/video/SDL_video.c, there is a compile-time check in SDL_CreateWindow() for (SDL_VIDEO_OPENGL && __MACOSX__). When it succeeds, SDL_WINDOW_OPENGL is always requested. Since the dummy video driver does not supply an OpenGL implementation, the error "No OpenGL support in video driver" is supplied to the user, and SDL_CreateWindow() is exited early.
Ryan C. Gordon 4f4c4b62 2016-09-29T22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
Ryan C. Gordon da1e3d69 2016-09-06T13:13:03 emscripten: special case to make SDL_ShowSimpleMessageBox() work. Browsers don't have the functionality to fully support the generic SDL_ShowMessageBox(), but this handles the likely most-common case. Without this, you'd return immediately with a proper error result and no UI, but probably no one checks that for SDL_ShowSimpleMessageBox. And if they did: what would they do to handle this anyhow? We'd need to lobby for an HTML spec of some sort that allows customizable message boxes--that block!--to properly support SDL message boxes on Emscripten, but this is probably Good Enough for now.
Philipp Wiesemann bf7a7615 2016-05-10T21:14:36 Fixed missing error message if SDL_GetDisplayDPI() is unsupported.
Sam Lantinga 67f9fd2b 2016-01-22T13:12:16 Fixed creating fullscreen windows on Steam Link
Ryan C. Gordon 3bdaf4c6 2016-01-05T02:46:10 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.
Ryan C. Gordon 5696e88e 2016-01-05T02:29:06 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.
Ryan C. Gordon e497e465 2016-01-05T02:28:56 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.
Ryan C. Gordon f2defe5e 2016-01-05T01:30:40 Added special window type flags. Specifically: always on top, skip taskbar, tooltip, utility, and popup menu. 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.
Ryan C. Gordon c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann c41feca5 2015-12-29T19:13:56 Fixed a crash if creating accelerated renderer after accessing window surface. Partially fixes Bugzilla #3196.
Alex Szpakowski 0c463d77 2015-12-10T20:25:34 SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried.
David Ludwig 25abce51 2015-11-29T19:33:11 WinRT: added Win10/UWP (Universal Windows Platform) support "UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs. This set of changes updates SDL's WinRT backends to support the Win10 flavor of WinRT. It has been tested on Win10 on a desktop. In theory, it should also support Win10 on other devices (phone, Xbox One, etc.), however further patches may be necessary. This adds: - a set of MSVC 2015 project files, for use in creating UWP apps - modifications to various pieces of SDL, in order to compile via MSVC 2015 + the Win10 API set - enables SDL_Window resizing and programmatic-fullscreen toggling, when using the WinRT backend - WinRT README updates
David Ludwig 623898f7 2015-11-26T00:41:39 WinRT: lots of display and windowing related fixes This change-set fixes a lot of windowing related bugs, especially with regards to Windows 8.x apps running on Windows 10 (which was the driver for this work). The primary fixes include: * listed display modes were wrong, especially when launching apps into a non-fullscreen space * reported window flags were often wrong, especially on Windows 10 * fullscreen/windowed mode switches weren't failing (they are not programmatically possible in Win 8.x apps).
Sam Lantinga ebfb2ecb 2015-11-09T08:55:01 don't toggle SDL fullscreen state on OSX if we're destroying the window
Sam Lantinga eeddb7c5 2015-11-09T08:54:56 more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state
Sam Lantinga 792354d6 2015-11-09T08:54:49 SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing.
Ryan C. Gordon c5e68d68 2015-10-06T00:10:54 Mac: Reset display if going from fullscreen to a fullscreen Space or vice-versa. Otherwise, bad things happen.
Alfred Reynolds e09d95c3 2015-07-29T17:19:11 Fix SDL_GetWindowPosition to be properly monitor-aware and return the monitor x,y when fullscreened.
Alfred Reynolds 61c74150 2015-07-29T17:18:56 Add SDL_GetDisplayDPI routine and implement for Windows.
Sam Lantinga b7aa856c 2015-06-22T23:36:06 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.
Philipp Wiesemann 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().
Sam Lantinga 59d34bc3 2015-06-15T23:44:08 Fixed bug 3015 - grab mouse inconsistent state Martin Gerhardy Not sure - but I think there might be a logic flaw in SDL_SetWindowGrab. The problem here is that this modifies the window flags and e.g. sets SDL_WINDOW_INPUT_GRABBED - but the _this->grabbed_window pointer is not yet set. Then in SDL_UpdateWindowGrab the _this->grabbed_window pointer is only set if the function pointer _this->SetWindowGrab is not NULL. But if this is NULL, the _this->grabbed_window pointer is never set, but every future call to any of the grab functions include an assert for: SDL_assert(!_this->grabbed_window || ((_this->grabbed_window->flags & SDL_WINDOW_INPUT_GRABBED) != 0)); That means the first call works, the second always fails and triggers the assert.
Ryan C. Gordon be89fa09 2015-05-26T20:49:27 Reset the keyboard state when launching a message box (thanks, Sean!). Otherwise, pressed keys get stuck. Fixes Bugzilla #2776.
Ryan C. Gordon aba4d783 2015-05-26T10:25:15 Don't look for (and fail without) glGetIntegerv() until we need to. Fixes Bugzilla #2615.