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d92f0127
|
2013-12-21T10:08:11
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WinRT: enabled OpenGL ES 2 support by default
A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
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67925947
|
2013-11-29T00:21:56
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WinRT: removed a now-complete TODO comment regarding Direct3D 11
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b6f80d85
|
2013-11-29T00:19:46
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WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
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ecfbb3f5
|
2013-11-28T22:59:21
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WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
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46740a5a
|
2013-11-28T22:09:21
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WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
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c343eab6
|
2013-11-26T11:50:54
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Fixes #2271, Add KD detection under CMake by Scott Percival
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e9af6dcd
|
2013-11-23T15:52:49
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|
Fixed a few public APIs that we accidentally neglected to mark as SDLCALL.
Fixes Bugzilla #2262.
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61959aa6
|
2013-11-22T13:24:53
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OpenGL ES support for Windows
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e4146267
|
2013-11-16T18:56:02
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Fixed bug 2245 - add SDL_acos and SDL_asin
Sylvain
Here's some code to add arc cosine, and arc sin functions to SDL_stdlib.c
There are plainly written using SDL_atan.
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30f7e868
|
2013-11-15T22:01:58
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|
Added space in the common state structure for render targets
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|
00003e8c
|
2013-11-14T11:51:24
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|
Renamed things named after BeOS to be named after Haiku instead.
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8d6e03f3
|
2013-11-14T00:52:39
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Added SDL_DetachThread() API.
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7550ddcc
|
2013-11-13T22:35:26
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|
Started BeOS removal: merged BeOS thread and pthread code.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.
BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
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75145ea0
|
2013-11-12T01:52:54
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Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X.
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92b12812
|
2013-11-10T00:38:37
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|
Added Ben Henning's GSoC2013 work: premake build system.
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|
621c7f8f
|
2013-11-08T14:04:51
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|
Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX.
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|
0b7c69fe
|
2013-11-05T20:07:39
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|
Adds Joystick support for Android
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).
Also enables building SDL for armv7 and x86.
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|
749117ac
|
2013-11-04T19:54:29
|
|
WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.
To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'. From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext. The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL. Only Windows 8/8.1 is supported for now. Shaders may need to be precompiled, in some (all?) cases.
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|
2efd4065
|
2013-11-03T09:42:23
|
|
Clarified that SDL_memset4 is a 32-bit assignment and fixed a compiler warning
|
|
cd37485e
|
2013-11-02T12:07:21
|
|
Changed parameter name for gesture template save functions from "src" to "dst".
|
|
3f8f6808
|
2013-10-27T23:19:35
|
|
WinRT: spelling fix in SDL_hints.h
|
|
69c5d21d
|
2013-10-27T21:26:46
|
|
WinRT: merged with SDL 2.0.1 codebase
|
|
62c781ea
|
2013-10-25T20:31:43
|
|
WinRT: made the Direct3D 11.x 'Debug Layer' be enable-able in any app via a hint
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.
The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
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|
30ce2bc7
|
2013-10-22T21:53:58
|
|
SDL 2.0.0 defined __inline__ and some code relies on it now.
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|
d08634e2
|
2013-10-21T02:32:34
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|
Better fix for bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
J?nis R?cis
Reopening as compilation with ANSI C throws lots of unnecessary warnings, both using MinGW and using Linux GCC. (BTW, what happened? MinGW is broken to all hell. sdl2-config does not even link SDLMain anymore?)
I think this may have been lost somewhere, so again: GCC supports inlining via __inline__ in all known versions of GCC, regardless of the C standard in use. Please don't assume that __STRICT_ANSI__ implies no inlining support.
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|
08fa8da7
|
2013-10-20T21:56:15
|
|
Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt
The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)
The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple
warning: always_inline function might not be inlinable [-Wattributes]
as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
|
|
f5fa492e
|
2013-10-20T20:42:55
|
|
Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values.
Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
|
|
04e170ce
|
2013-10-20T20:41:30
|
|
Added __WINDOWS__ to reflect both 32 and 64-bit windows platforms
|
|
0e699eb5
|
2013-10-20T21:18:05
|
|
Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!).
Fixes Bugzilla #1985.
|
|
8b79cbad
|
2013-10-17T11:32:56
|
|
Added an API to get the amount of system RAM
|
|
080c919b
|
2013-10-13T19:51:58
|
|
Fixed function feature test for Visual Studio 2012
norfanin
Fixes the version check for some functions that are only present with the MSVC 2013 CRT libraries.
I did my testing wrong and failed to see that 2012 doesn't have these functions. Microsoft implemented them in their upcoming 2013 version, though. The attached patch changes it to the check for the next version.
I also removed the HAVE_ITOA because that would require linking with oldnames.lib and it's easier to just let the SDL implementation take over.
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|
a7e1fddd
|
2013-10-10T21:50:25
|
|
Updated SDL to version 2.0.1
|
|
89131435
|
2013-10-10T00:49:57
|
|
Adds gl_profile_mask to test framework, uses it in testgles
|
|
b39a4daf
|
2013-10-03T10:28:10
|
|
SDL_TEXTINPUT support for EVDEV
|
|
69a4351e
|
2013-09-30T22:35:32
|
|
Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi
|
|
058aba08
|
2013-09-30T21:57:03
|
|
Fixed bug 2119 - compiler warnings (-pedantic) SDL_video.h:111:42
|
|
202528a4
|
2013-09-28T14:07:17
|
|
Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
|
|
25f607a3
|
2013-09-28T14:07:14
|
|
Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
|
|
cf5e5a83
|
2013-09-28T14:07:08
|
|
Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
|
|
803965bc
|
2013-09-28T14:07:05
|
|
Added platform specific call: SDL_RenderGetD3DDevice()
|
|
57bd5147
|
2013-09-28T14:06:47
|
|
Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
|
|
99789c71
|
2013-09-28T10:30:51
|
|
Fixed bug 1820 - building SDL as a static library with static runtime doesn't compile/link with visual studio
norfanin
Adds a condition so only the MSVC 2012 compiler defines the macros for the functions of its version.
Attaching a patch that adds a condition so that the HAVE_X supported by MSVC 2012 only get defined with that compiler. MSVC 2008 and 2010 will then build without any modification to the SDL source code.
Also moved HAVE_M_PI to a separate check. The Microsoft headers require _USE_MATH_DEFINES to be defined before they define the constants.
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|
9ceed73d
|
2013-09-28T13:28:19
|
|
Raspberry Pi support (also unified UDEV and EVDEV support)
|
|
b9a22308
|
2013-09-28T12:55:32
|
|
Fixed doxygen warning.
|
|
3ef5a977
|
2013-09-27T23:19:22
|
|
Fixed the name of the environment variable to match the name of the hint.
|
|
58dd0864
|
2013-09-22T12:26:53
|
|
WinRT: unified the two, public, app-init functions
This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.
|
|
869a7076
|
2013-09-20T13:43:00
|
|
add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
|
|
0022dbf2
|
2013-09-16T11:02:18
|
|
WinRT: made SDL_GetWindowWMInfo return window data in a slightly easier-to-use format
Having the window pointer available as a WinRT IInspectable should make it a bit easier to use in conjunction with WRL-based weak references.
|
|
fae4190d
|
2013-09-13T17:42:46
|
|
Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now.
CR: Sam
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|
5081b5d3
|
2013-09-07T13:57:20
|
|
Workaround for compiling with /W4 warnings on Visual C++.
|
|
2afbd773
|
2013-09-05T07:02:27
|
|
Fixed bug 2081 - Add name to SDL_Point structure
Dmitry Marakasov
Unlike SDL_Rect (typedef struct SDL_Rect {} SDL_Rect), SDL_Point (typedef struct {} SDL_Point) structure is unnamed. This feels inconsistent and makes it impossible to use forward declaration for SDL_Point, having to include whole SDL_rect.h instead.
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|
b63d11ce
|
2013-09-04T23:40:11
|
|
The SDL_PixelFormat* passed to SDL_ConvertSurface() should be const.
|
|
f3bd9175
|
2013-09-04T19:55:45
|
|
WinRT: more renaming of "windowsrt" to "winrt"
|
|
2cafee9d
|
2013-08-27T21:21:09
|
|
WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary. Bugs do exist. You've been warned.
XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
|
|
1e78c4a5
|
2013-08-27T12:20:35
|
|
WinRT: more "Windows RT" to "WinRT" renaming
|
|
7be2ad71
|
2013-08-27T11:44:43
|
|
WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name. (WinRT is an API, Windows RT is a product name)
|
|
5f45f422
|
2013-08-24T09:43:14
|
|
make the examples in the doc comments match the actual output of the SDL_GetPrefPath function
|
|
1c6d5576
|
2013-08-22T14:56:07
|
|
Separate EGL / GL ES detection in CMake
|
|
f77c2372
|
2013-08-22T13:00:05
|
|
Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!).
|
|
1e49b1ed
|
2013-08-21T09:47:10
|
|
OCD fixes: Adds a space after /* (glory to regular expressions!)
|
|
695344d1
|
2013-08-21T09:43:09
|
|
OCD fixes: Adds a space before */
|
|
2dd7091e
|
2013-08-20T19:57:11
|
|
Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
|
|
552b04c5
|
2013-08-20T20:34:40
|
|
More non C89 compliant comments
|
|
abbaa90d
|
2013-08-20T14:21:35
|
|
Added SDL_DEPRECATED #define.
|
|
094a72b8
|
2013-08-20T14:17:48
|
|
Added SDL_assert_always (never disabled).
|
|
0eeb76d8
|
2013-08-19T16:29:46
|
|
Fixes bug #2037, common EGL code for Android and X11
|
|
0ca50661
|
2013-08-18T23:18:11
|
|
Fixed warnings building with gcc 2 and gcc 4 on Haiku
|
|
a46437f7
|
2013-08-18T11:15:30
|
|
Replaced introduction in header file with more recent version from README.txt.
|
|
ad608e2d
|
2013-08-18T11:12:46
|
|
Corrected file names in header file comments.
|
|
8cf73055
|
2013-08-18T11:08:52
|
|
Changed some documentation comments in header files to be used by doxygen.
|
|
3dde6e1e
|
2013-08-13T20:28:10
|
|
WinRT: made sure SDL_main gets used in the latest SDL 2.0.0 based code
|
|
d41fdc94
|
2013-08-13T20:09:52
|
|
WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0
|
|
f7049b93
|
2013-08-12T22:29:55
|
|
WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
|
|
dad42067
|
2013-08-12T11:13:50
|
|
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.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
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.
|