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da6f2221
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2015-08-13T17:37:09
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X11: isConfigureNotify() isn't used at the moment, comment it out.
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8a1fd982
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2015-08-13T14:56:16
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X11: don't block on a ConfigureNotify event during SDL_SetWindowBordered().
Unity's window manager is (legitimately, since it moves the client window's
position) sending one, and SDL was incorrectly trying to mask it out. Other
window managers (KWin, apparently) don't move the window and would hang here
indefinitely.
Fixes Bugzilla #3052.
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c67213f3
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2015-08-07T01:02:35
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X11: Fixed XRandR display detection.
Previously this only worked on X11 when Xinerama was carrying the weight.
Fixes Bugzilla #3062.
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ca468042
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2015-08-07T00:59:31
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X11: Fixed a memory leak when adding duplicate display modes.
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a702c338
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2015-08-03T11:37:03
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Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4.
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5a3cc7f5
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2015-08-01T15:16:57
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EGL: Added support for sRGB system framebuffers, when the required EGL extension is present.
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c57f409f
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2015-07-31T20:16:58
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Mac: Fixed check for SDL_HINT_MAC_BACKGROUND_APP.
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0aa2a6df
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2015-07-31T09:16:21
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SDL
- fix hint check, we want or not and
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e93f90ae
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2015-07-30T10:01:04
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Trivial integer truncation warning fixes.
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628d8edb
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2015-07-29T17:19:15
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SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
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5aaf81c8
|
2015-07-29T17:19:13
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Fix up monitor enumeration for Windows 8.1 case.
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e09d95c3
|
2015-07-29T17:19:11
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Fix SDL_GetWindowPosition to be properly monitor-aware and return the monitor x,y when fullscreened.
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dc2e9ba1
|
2015-07-29T17:19:04
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Fix build.
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51c72e10
|
2015-07-29T17:19:02
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Add X11 implementation of SDL_GetDisplayDPI.
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61c74150
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2015-07-29T17:18:56
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Add SDL_GetDisplayDPI routine and implement for Windows.
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f5cf8676
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2015-07-28T00:12:50
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x11: Catch fatal X errors when calling glXMakeCurrent().
In extremely rare cases, probably due to misconfigured drivers, one might
see this happen, and rather than terminate the process, we try to recover
by reporting an error to the app.
Fixes Bugzilla #3068.
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c344b734
|
2015-07-19T19:56:16
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iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported.
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|
6ea942da
|
2015-07-19T19:44:40
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|
Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
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9d3d6437
|
2015-07-18T00:03:34
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Patched to compile on Raspberry Pi.
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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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27055ea0
|
2015-07-14T23:46:35
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X11: center parentless message boxes on the primary display if possible.
This relies on a successful SDL_Init(SDL_INIT_VIDEO) to work, since it's
silly to reproduce all the Xinerama/XRandR code in the message box parts. If
X11 is available but SDL hasn't been initialized, the message box will center
in the primary screen, which will be positioned weirdly on multi-head setups,
but this should fix the most significant common case.
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0c19501e
|
2015-07-11T00:59:56
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x11: Patched to compile on systems without the Xutf8LookupString() function.
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396b3b89
|
2015-07-05T15:45:48
|
|
Better fix for bug 3048, don't crash if the window title is NULL
|
|
d0ba0c1d
|
2015-07-04T21:04:49
|
|
Fixed bug 3048, "Crashes in Cocoa_SetWindowTitle"
|
|
65a1a3e7
|
2015-07-04T14:09:09
|
|
Cocoa: support drag-and-drop of multiple objects.
|
|
b5c43a88
|
2015-07-03T09:18:14
|
|
Fixed style
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35c4468f
|
2015-07-03T09:17:24
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commit a7d7af2a419b453188ffe87386455fc26c1306fa
Author: Benoit Pierre <benoit.pierre@gmail.com>
Date: Fri Jul 3 02:17:10 2015 +0200
fix 14dd48ae5bc43b61b2a0dd0b3177d22edec707ef regression
The window manager detection code in X11_HasWindowManager does not work
with Awesome (http://awesome.naquadah.org/). Remove it, and reuse the
result of the more correct checks in X11_CheckWindowManager.
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e8954d5d
|
2015-06-30T19:30:02
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Hack to fix missing window decorations after toggling fullscreen mode in Mac OS X 10.10
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1e3c28ac
|
2015-06-30T15:00:48
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X11: Added a test for a weird X11 error we get with Xinerama, rarely.
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20ec1377
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2015-06-30T14:41:17
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X11: Call XRefreshKeyboardMapping() when we get various MappingNotify events.
According to the Xlib docs, you need to do this or Xlib's internal state gets
out of sync.
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acdb494f
|
2015-06-30T14:39:39
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|
X11: Don't ignore keyboard mapping changes.
MappingNotify events don't have a window associated with them, so SDL was
dropping these before the point where we would have handled them.
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3a08b463
|
2015-06-25T11:49:48
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Fixed bug 2834 - Patch to support dead keys on Windows
Elise Maurer
When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release.
Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character.
I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input:
* r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645.
* But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing).
* It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff.
The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.
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f1b7a843
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2015-06-25T07:17:08
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Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined
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e4e4e1b8
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2015-06-24T10:56:37
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SDL
- do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`". Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data.
CR: SamL
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b7aa856c
|
2015-06-22T23:36:06
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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.
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8cea1b98
|
2015-06-21T19:37:37
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Windows: Fixed crash if initialization of EGL failed but was tried again later.
|
|
72590685
|
2015-06-21T19:36:35
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|
Backed out changeset 4ad56dbf4a6f
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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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