include


Log

Author Commit Date CI Message
Sam Lantinga 26823b1b 2014-03-23T23:09:22 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.
David Ludwig b51a3206 2014-03-22T20:48:18 WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT. SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT, however its API changed a few months ago, and SDL/WinRT would crash when trying to use it. It would also occasionally crash when using the older version. This changeset should make SDL/WinRT work with the latest version, as available via MS Open Tech's git repository of it at https://github.com/msopentech/angle Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to MS Open Tech's latest version.
David Ludwig 1496be6e 2014-03-18T12:08:49 Fixed a build error in SDL_platform.h when using Code Blocks and MinGW winapifamily.h, a header file specific to Microsoft's Windows 8 SDK, wasn't getting found, which was leading to a build error.
Sam Lantinga f9a58968 2014-03-13T21:21:26 Added missing copyright notices
Sam Lantinga 7124034b 2014-03-12T23:44:23 Windows XP toolchain fix from Bruce Dawson: Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option. In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
David Ludwig b68b6e23 2014-03-12T11:57:15 Fixed various build and runtime errors when using WinRT with VS2012.
Sam Lantinga e99dc1f1 2014-03-10T19:11:52 Fixed binary compatibility with the new Windows RT support
Sam Lantinga 7d98754a 2014-03-10T19:11:50 Temporarily disabled the D3D11 renderer so we can get a build.
Sam Lantinga 1a35f32b 2014-03-10T01:51:03 Converted David Ludwig's D3D11 renderer to C and optimized it. The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS) This will need tweaking to fix the Windows RT build.
Sam Lantinga e58ee540 2014-03-09T12:08:07 Fixed compiling with mingw64
Sam Lantinga 1367bf87 2014-03-09T11:36:47 Integrated David Ludwig's support for Windows RT
Sam Lantinga 05c23063 2014-03-09T11:06:11 Fixed line endings on WinRT source code
Sam Lantinga c167d1f6 2014-03-09T10:38:30 Updated SDL to version 2.0.3
Ryan C. Gordon 9e67444a 2014-03-03T21:25:16 Mac: Added a hint to opt-out of new Spaces code.
Ryan C. Gordon 51faf449 2014-03-02T12:45:51 Reworked fullscreen policy on Mac OS X. - SDL_WINDOW_FULLSCREEN works as always (change resolution, lock to window). - SDL_WINDOW_FULLSCREEN_DESKTOP now puts the window in its own Space, and hides the menu bar, but you can slide between Spaces and Command-Tab between apps without the window minimizing, etc. - SDL_WINDOW_RESIZABLE windows will get the new 10.7+ "toggle fullscreen" window decoration and menubar item. As far as the app is concerned, this is no different than resizing a window, but it gives the end-user more power. - The hint for putting fullscreen windows into the Spaces system is gone, since Spaces can't enforce the requested resolution. It's a perfect match for FULLSCREEN_DESKTOP, though, so this is all automated now.
Sam Lantinga 63106e47 2014-03-01T12:21:15 Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear.
Sam Lantinga e56bbe3f 2014-02-28T14:23:41 Added a hint to enable the screensaver by default
Sam Lantinga af0ab490 2014-02-22T14:57:12 Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values Alex Szpakowski On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events. The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.) This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.) I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped. I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function: float x = [event deltaX]; to this: float x = -[event deltaX]; I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
Philipp Wiesemann fbeb24e9 2014-02-16T00:04:15 Fixed documentation comments in SDL_hints.h file.
Sam Lantinga baf2dd4c 2014-02-13T11:05:34 Back out changelist 1951976
Sam Lantinga c52c9105 2014-02-13T11:05:30 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
Sam Lantinga 1fa4939a 2014-02-13T11:05:24 Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD) CR: Jorgen
Sam Lantinga ae05f178 2014-02-10T10:02:51 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
Sam Lantinga 9f2509da 2014-02-10T10:02:42 Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout
Sam Lantinga 853334af 2014-02-09T03:09:56 Updated SDL to version 2.0.2
Ryan C. Gordon ba55cbef 2014-02-07T11:55:13 Make non-Clang compilers happy.
Ryan C. Gordon 129456fe 2014-02-07T11:52:35 Tell Clang's static analysis that SDL_assert() is an assertion handler. This lets it know, for example, that when you do this... SDL_assert(ptr != NULL); ...that (ptr) is definitely not NULL at this point in the program, for the sake of static analysis. While a buggy program could definitely trigger this assertion, Clang assumes your assertion check is covering it and won't report possible NULL dereferences after this point. Since SDL_assert might continue if the user clicks "ignore", without this change Clang would notice you checked for NULL (meaning that NULL is a real possibility here) and still wrote code outside of that test branch that dereferences the pointer, and thus would always trigger false positives. Static analysis is fun!
Ryan C. Gordon 7afbb8c3 2014-02-05T00:34:26 SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!). Fixes Bugzilla #2384.
Ryan C. Gordon c2b5da97 2014-02-04T11:38:40 Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler().
Ryan C. Gordon 89fd0faf 2014-02-03T11:52:54 Hooked up dynamic loading for Mir.
Ryan C. Gordon 6bc29770 2014-02-02T23:53:48 Added some SysWM bits for Mir.
Ryan C. Gordon 19f8c622 2014-02-02T23:41:46 Added Mir video target (thanks, Brandon!).
Philipp Wiesemann 9ee68e8f 2014-02-02T20:55:42 Added additional platform check for __ANDROID__. The macro ANDROID was deprecated with "android-ndk-1.6_r1".
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Sam Lantinga 3bd0e900 2014-02-02T00:33:31 Fixed bug 2376 - no SDL_HasAVX Haneef Mubarak AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable. This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available). Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions): http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
Sam Lantinga d76c2cc1 2014-01-30T12:30:40 Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()). The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows. Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those. The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format. To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom(). When I do this, SDL_CreateWindowFrom() will: 1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering. I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO. CR: SamL Some pseudocode that shows how this is used in Source2: HWND hExternalHwnd; // HWND that was established outside of SDL // Create main window (happens inside platwindow.cpp) SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. ); // Create GL context, happens inside rendersystemgl SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow ); // Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) ); // Create the secondary window. This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd ); // To render to the main window: SDL_GL_MakeCurrent( mainWindow, onlyContext ); // Do some rendering to main window // To render to the secondary window: SDL_GLMakeCurrent( secondaryWindow, onlyContext ); // Do some rendering to secondary window
J?rgen P. Tjern? 338bf9cc 2014-01-29T18:38:13 Add SDL_GL_ResetAttributes.
Gabriel Jacobo 682bc47b 2014-01-28T09:13:46 Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!) Also moved Wayland structures to the bottom of the union for OCD related issues.
David Ludwig abfbed92 2014-01-26T08:06:36 WinRT: simulate keyboard events on Windows Phone 8 back-button presses Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK. By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app. More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1. Setting it to anything else will cause these events to not be marked as 'handled'. Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered. Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
Gabriel Jacobo 272ebb8e 2014-01-09T13:56:21 Dynamic loading support for Wayland
David Ludwig 7eaa3cd8 2014-01-01T16:05:37 WinRT: added a means to display a privacy policy link via the Settings charm This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled. Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm. This is needed to pass Windows Store app-certification. Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app. Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy. Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
Sam Lantinga 27779311 2013-12-27T10:18:11 Bump SDL to build with 10.7 SDK. This also bumps the minimum requirement for building SDL to 10.7, and removes some checking we no longer need. CR: saml
Gabriel Jacobo fce6257c 2013-12-27T09:29:39 Implements touch support on QTWayland. Contributed by Thomas Perl.
Sam Lantinga 7aef2350 2013-12-23T17:37:22 Added a relative mouse mode that uses mouse warping instead of raw input. To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1" When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
Sam Lantinga 74692835 2013-12-23T12:17:52 Added support for double-clicks, through a new "clicks" field in the mouse button event.
David Ludwig d92f0127 2013-12-21T10:08:11 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.
Gabriel Jacobo b5a6c407 2013-12-16T10:03:26 [Android] Define SDL_VIDEO_OPENGL_ES2
Gabriel Jacobo ec1cb49e 2013-12-14T20:18:43 Wayland support Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al. Additional changes in this commit, done by me: * Wayland uses the common EGL framework * EGL can now create a desktop OpenGL context * testgl2 loads GL functions dynamically, no need to link to libGL anymore * Assorted fixes to the Wayland backend Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10, running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
Ryan C. Gordon 090327e7 2013-12-09T16:03:18 Implemented the Dynamic API magic.
Ryan C. Gordon d01ad02b 2013-12-09T15:17:20 Hook up SDL_acos and SDL_asin properly.
Sam Lantinga fc78e982 2013-12-05T09:54:22 Added missing header for file IO
Gabriel Jacobo 5ac18134 2013-12-03T12:01:28 Adds SDL_GameControllerAddMappingsFromRW, updates controllermap SDL_GameControllerAddMappingsFromFile is now a convenience macro. controllermap can now skip bindings by pressing space or clicking/touching the screen.
Gabriel Jacobo 45ae148a 2013-12-02T19:34:08 Adds SDL_GameControllerAddMappingsFromFile
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
David Ludwig 67925947 2013-11-29T00:21:56 WinRT: removed a now-complete TODO comment regarding Direct3D 11
David Ludwig b6f80d85 2013-11-29T00:19:46 WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
David Ludwig ecfbb3f5 2013-11-28T22:59:21 WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
David Ludwig 46740a5a 2013-11-28T22:09:21 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.
Gabriel Jacobo c343eab6 2013-11-26T11:50:54 Fixes #2271, Add KD detection under CMake by Scott Percival
Ryan C. Gordon 5c383489 2013-11-24T23:36:15 We don't need to check for snprintf() anymore, we don't use it. SDL_snprintf() is built on vsnprintf() where available.
Ryan C. Gordon e7693740 2013-11-24T23:35:38 Added SDL_vsscanf().
Ryan C. Gordon 928b4946 2013-11-24T21:04:51 Moved atomic API implementation out of headers.
Ryan C. Gordon e9af6dcd 2013-11-23T15:52:49 Fixed a few public APIs that we accidentally neglected to mark as SDLCALL. Fixes Bugzilla #2262.
Gabriel Jacobo 61959aa6 2013-11-22T13:24:53 OpenGL ES support for Windows
Sam Lantinga e4146267 2013-11-16T18:56:02 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.
Sam Lantinga 30f7e868 2013-11-15T22:01:58 Added space in the common state structure for render targets
Ryan C. Gordon 00003e8c 2013-11-14T11:51:24 Renamed things named after BeOS to be named after Haiku instead.
Ryan C. Gordon 8d6e03f3 2013-11-14T00:52:39 Added SDL_DetachThread() API.
Ryan C. Gordon 7550ddcc 2013-11-13T22:35:26 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.
Sam Lantinga 75145ea0 2013-11-12T01:52:54 Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X.
Ryan C. Gordon 92b12812 2013-11-10T00:38:37 Added Ben Henning's GSoC2013 work: premake build system.
Sam Lantinga 621c7f8f 2013-11-08T14:04:51 Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX.
Gabriel Jacobo 0b7c69fe 2013-11-05T20:07:39 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.
David Ludwig 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.
Sam Lantinga 2efd4065 2013-11-03T09:42:23 Clarified that SDL_memset4 is a 32-bit assignment and fixed a compiler warning
Philipp Wiesemann cd37485e 2013-11-02T12:07:21 Changed parameter name for gesture template save functions from "src" to "dst".
David Ludwig 3f8f6808 2013-10-27T23:19:35 WinRT: spelling fix in SDL_hints.h
David Ludwig 69c5d21d 2013-10-27T21:26:46 WinRT: merged with SDL 2.0.1 codebase
David Ludwig 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).
Sam Lantinga 30ce2bc7 2013-10-22T21:53:58 SDL 2.0.0 defined __inline__ and some code relies on it now.
Sam Lantinga d08634e2 2013-10-21T02:32:34 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.
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 04e170ce 2013-10-20T20:41:30 Added __WINDOWS__ to reflect both 32 and 64-bit windows platforms
Ryan C. Gordon 0e699eb5 2013-10-20T21:18:05 Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!). Fixes Bugzilla #1985.
Sam Lantinga 8b79cbad 2013-10-17T11:32:56 Added an API to get the amount of system RAM
Sam Lantinga 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.
Sam Lantinga a7e1fddd 2013-10-10T21:50:25 Updated SDL to version 2.0.1
Gabriel Jacobo 89131435 2013-10-10T00:49:57 Adds gl_profile_mask to test framework, uses it in testgles
Gabriel Jacobo b39a4daf 2013-10-03T10:28:10 SDL_TEXTINPUT support for EVDEV
Sam Lantinga 69a4351e 2013-09-30T22:35:32 Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi
Sam Lantinga 058aba08 2013-09-30T21:57:03 Fixed bug 2119 - compiler warnings (-pedantic) SDL_video.h:111:42
Sam Lantinga 202528a4 2013-09-28T14:07:17 Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
Sam Lantinga 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
Sam Lantinga cf5e5a83 2013-09-28T14:07:08 Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
Sam Lantinga 803965bc 2013-09-28T14:07:05 Added platform specific call: SDL_RenderGetD3DDevice()
Sam Lantinga 57bd5147 2013-09-28T14:06:47 Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
Sam Lantinga 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.
Gabriel Jacobo 9ceed73d 2013-09-28T13:28:19 Raspberry Pi support (also unified UDEV and EVDEV support)
Philipp Wiesemann b9a22308 2013-09-28T12:55:32 Fixed doxygen warning.