src/events


Log

Author Commit Date CI Message
Ozkan Sezer d2723875 2020-10-14T23:01:06 os2: integrate the port into main tree.
Sam Lantinga bcbaa4ec 2020-05-26T16:34:50 If there isn't a GetGlobalMouseState() implementation, fall back to the normal one.
Ryan C. Gordon fa23e3d0 2020-05-04T02:27:29 locale: Implemented SDL_GetPreferredLocales(). This was something I proposed a long time ago, Sylvain Becker did additional work on it, then back to me. Fixes Bugzilla #2131.
Sam Lantinga d4f1b520 2020-04-08T19:16:31 Added support for press/release hardware keyboard events in iOS 13.4
Sam Lantinga 1f4965c8 2020-03-08T21:24:06 Fixed warnings building with mingw64
Sam Lantinga 997f3e9e 2020-03-02T09:03:55 Fixed build warnings
Sam Lantinga b5849daf 2020-02-01T09:23:04 Fixed build warnings on Android
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga dd7fe0af 2019-11-16T22:45:49 Fixed bug 4814 - Missing scancodes on Linux Michael Roe The mappings for keyboard scancodes on Linux do not include keypad left and right parentheses (used on some Microsoft keyboard), keypad plus/minus, LANG1 and LANG2 (used on Korean keyboards), XK86MenuKB, and F20 (remapped to Audio Mic Mute in the usual X11 config).
Sam Lantinga cf33f1f0 2019-11-13T21:53:01 Added a utility function to simplify the hint handling logic
Sylvain Becker b458d7a2 2019-10-30T15:13:55 Readability: remove redundant cast to the same type
Sam Lantinga 526b9bdf 2019-10-14T22:41:27 Backed out changeset b0241180cdc5 Better commit incoming!
Ryan C. Gordon cd8652d8 2019-10-15T01:13:44 events: SDL_WaitEvent()'s polling loop now sleeps 1ms instead of 10ms. Fixes Bugzilla #4356.
Ryan C. Gordon cf092eca 2019-10-09T13:42:13 mouse: Save initial position yet even if xrel and yrel are 0. The X11 target sets mouse->last_x and last_y in EnterNotify and then calls SDL_SendMouseMotion(), which throws away the new position because it matches the mouse->last_x and last_y we just set, meaning that if the pointer is in the window when it created, SDL_GetMouseState() will report a position of 0,0 until a MotionNotify event (the pointer moves) arrives and corrects the mouse state. Mostly fixes Bugzilla #1612.
Sylvain Becker 70dc8d16 2019-08-30T08:55:20 Android: fix corresponding warnings
Sylvain Becker 2cb26188 2019-08-24T20:40:37 Fixed bug 1663 - SDL_EventState(SDL_DOLLARGESTURE,SDL_IGNORE) etc. has no effect
Sylvain Becker 2937317f 2019-08-22T10:15:33 Fixed bug 4172 - remove logging Gesture error "NumPoints = 0" - not necessary when app isn't recording gesture. - happen when gesture path has less than 2 different points
Alex Szpakowski d5ec735a 2019-08-01T18:22:12 Add a windowID field to SDL_TouchFingerEvent (bug #4331). This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
Sam Lantinga e7c2cf10 2019-07-15T09:36:53 Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows? superfury I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events? My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
Sylvain Becker 66252035 2019-07-09T11:46:42 SDL_Mouse/Touch: discard synthetic events when hints are not set. Those are generated/flagged by platform layer.
Ryan C. Gordon e841b066 2019-07-08T13:41:01 cocoa: Another attempt at mouse vs touch support. This time, we make anything we think is a MacBook trackpad report its touches as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events, and let all mouse input--even if the OS synthesized it from a multitouch trackpad on our behalf--look like physical input. This is backwards from reality, but produces the results most apps will expect. Note that if you have a real touch device that doesn't appear to be the trackpad, it'll produce real touch events with unique device ids, so it's not a total loss here, but also note that the way we decide if it was the trackpad is an imperfect heuristic; it happens to work out right now, but it's not impossible that a real touchscreen could come to the Mac at some point and (incorrectly?) call it a "mouse" input, etc. But for now, good enough. Fixes Bugzilla #4690.
Sam Lantinga f3226457 2019-06-19T17:11:20 Fixed bug 4672 - Warnings in SDL_LogEvent()
Sam Lantinga 8ab907ba 2019-06-18T14:24:26 Only warp the mouse to set focus if we're definitely going into relative mode
Alex Szpakowski 9306ef9b 2019-06-16T14:10:30 Fix synthetically generated mouse events getting lost forever after the device orientation changes (or the window is otherwise resized) while a finger is touching the screen.
Ryan C. Gordon d9a2eff2 2019-06-13T21:31:03 cocoa: Another attempt at synthesized mouse/touch events.
Ryan C. Gordon 29457464 2019-06-13T01:57:13 cocoa: Revised synthesized mouse/touch event strategy. I _think_ I understand what Sylvain is working on here now, so hopefully I got this right. Fixes Bugzilla #4576. (I think!)
Sam Lantinga e401b950 2019-05-23T11:32:36 Return an error if both mouse relative mode and mouse warping are unavailable, instead of asserting.
Sam Lantinga 62a57970 2019-05-15T14:01:15 Windows are not in a minimized state when they are shown This fixes https://github.com/ValveSoftware/steam-for-linux/issues/4313 "Exiting game a in Steam Big Picture Mode gets semi-windowed BPM"
Sylvain Becker aae49015 2019-04-10T10:59:53 Fixed bug 4581 - generate synthetic mouse events at window boundaries when real touch events are actually outside the window.
Sylvain Becker cfefe543 2019-04-08T21:27:24 Fixed bug 4581 - mouse events with SDL_TOUCH_MOUSEID make window lost focus Virtual mouse events should never leave the window or change focus for single window applications.
Sylvain Becker eb7affee 2019-04-06T21:52:51 SDL_HINT_MOUSE_TOUCH_EVENTS: move tracking appart in case of 'window' is null
Sylvain Becker a1a9fd50 2019-04-06T21:43:16 Bug 4581: move tracking appart so it doesn't require the window to have focus
Sam Lantinga 9eac91dd 2019-04-05T08:10:12 Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well
Sylvain Becker b470cd9b 2019-04-05T08:36:31 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour
Sylvain Becker e4157618 2019-04-04T16:51:50 Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events controlling whether mouse events should generate synthetic touch events By default SDL will *not* generate touch events for mouse events
Sylvain Becker ab03892d 2019-04-04T15:19:00 Bug 4576: track both FingerId and TrackId
Sylvain Becker e39c0a1f 2019-04-03T10:14:42 Bug 4576: fix wrong scaling
Sylvain Becker b45abbb2 2019-04-02T17:57:27 Bug 4576: fix warning and compile
Sylvain Becker a3f2c446 2019-04-02T16:46:17 Bug 4576: handle mapping of TouchEvents to MouseEvents at higher level
Sam Lantinga b8bd0aa0 2019-03-16T19:07:34 Fixed bug 4450 - SDL_mouse.c fails to compile with CMake generated Visual Studio files if SDL_VIDEO_VULKAN 0/undefined Max Waine SDL_mouse.c, if compiled for Windows, requires GetDoubleClickTime to compile (available from winuser.h). Without Vulkan present this fails to compile as the include chain for winuser.h is the following. SDL_mouse.c -> SDL_sysvideo.h -> SDL_vulkan_internal.h -> SDL_windows.h -> windows.h -> winuser.h. Problem is that SDL_vulkan_internal.h doesn't include SDL_windows.h if Vulkan isn't present, so under MinGW/GCC it will give a -Wimplicit-function-declaration warning for GetDoubleClickTime, and under MSVC fails to compile completely. The solution to this would be to simplify the include chain: including SDL_windows.h under the same condition as GetDoubleClickTime (#ifdef __WIN32__) in SDL_mouse.c (or another file that isn't quite so indirectly included).
Ryan C. Gordon 12c5cda6 2019-03-16T00:08:19 Fix compiler warnings.
Ryan C. Gordon f95ca7bb 2019-03-15T16:13:19 events: Disable all the signal-handling code on platforms without support. So on Windows, for example, this mostly becomes a few empty functions.
Ryan C. Gordon 8a5a05c1 2019-03-15T15:51:05 events: Let arbitrary signals to simulate iOS/Android backgrounding events. This lets you build a custom embedded device that roughly offers the "this process is going to the background NOW" semantics of SDL on a mobile device.
Ryan C. Gordon 911bf624 2019-03-15T14:08:30 events: Make debug logging of the event queue a hint instead of an #ifdef. This makes it easy to toggle it on when debugging a new platform (or just getting more visibility into an app) without having to rebuild SDL.
Sylvain Becker 28f54ee4 2019-03-11T15:31:46 SDL_MouseQuit(): clear mouse->cur_cursor (Bug 4530)
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sylvain Becker c0c8f2d7 2018-12-16T11:15:21 Gesture: remove warnings when ENABLE_DOLLAR is undefined.
Sam Lantinga 898644d1 2018-12-06T09:09:05 Made it more clear that the values being compared are floats
Sylvain Becker 252dc85e 2018-12-06T09:22:00 Fix warnings detected on Android build
Alex Szpakowski 5029d50e 2018-11-10T16:15:48 Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id). Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates). Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
Cameron Gutman 31ee4d3d 2018-11-03T15:46:42 Reduce delay to 1 ms in SDL_WaitEventTimeout() and SDL_WaitEvent() The 10 ms delay effectively caps input polling at 100 Hz and rendering at 100 FPS if applications use these functions in their event loop. The delay may also lead to dropped frames even at 60 FPS due if they are unlucky enough to hit the delay and rendering takes longer than 6 ms.
Micha? Janiszewski 91820998 2018-10-28T21:36:48 Add and update include guards Include guards in most changed files were missing, I added them keeping the same style as other SDL files. In some cases I moved the include guards around to be the first thing the header has to take advantage of any possible improvements compiler may have for inclusion guards.
Sam Lantinga f8b4cd41 2018-09-30T19:53:26 Re-enable drag-and-drop events by default
Sam Lantinga 6b3e8931 2018-09-14T19:26:26 Added hints SDL_HINT_MOUSE_DOUBLE_CLICK_TIME and SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to allow tuning double-click sensitivity. Also increased the default double-click radius to 32 pixels to be more forgiving for touch interfaces
Sam Lantinga 50d50025 2018-08-23T02:21:17 Fixed build
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
Sam Lantinga 7c3040e0 2018-08-21T12:11:34 First pass on the new SDL sensor API
Ethan Lee de9f5415 2018-08-13T12:52:52 Filter both SIZE_CHANGED and RESIZED on any SIZE_CHANGED
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 a5158535 2018-06-18T13:14:02 Added support for external mouse in Samsung DeX mode relative mode doesn't work, but absolute coordinates are functional
Sam Lantinga 2dedbc72 2018-06-05T12:46:11 Add Android support for relative mouse mode to SDL.
Sam Lantinga 330b19c9 2018-01-30T18:12:25 Fixed building on platforms without __sighandler_t
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
Sam Lantinga ca729766 2017-12-12T16:10:20 Fixed bug 3996 - Corrupted or over-released critical section on SDL_Quit (SDL_event_watchers_lock) Andrew This likely comes down to an additional 'unlock' being called before destroying it, without a matching 'lock'.
Ryan C. Gordon 5cc46f3d 2017-11-06T15:29:24 mouse: remove assert for unimplemented platforms (thanks, tomwardio!). Fixes Bugzilla #3946.
Sam Lantinga a223560a 2017-10-13T19:30:34 Fixed bug 3880 - X Error upon quit since rev. 11607 Ozkan Sezer Since changeset 11607:60cd425a2f14, I am getting the following error upon quit. Running testsprite2, clicking the mouse, and quiting it is enough to trigger it. This is on my old Fedora9 x86-Linux: X Error of failed request: BadCursor (invalid Cursor parameter) Major opcode of failed request: 2 (X_ChangeWindowAttributes) Resource id in failed request: 0xb057340 Serial number of failed request: 905 Current serial number in output stream: 906 Reverting https://hg.libsdl.org/SDL/rev/60cd425a2f14 removes the error.
Sam Lantinga 1887c54c 2017-10-12T13:28:48 Fixed memory leak in Cocoa mouse code The video quit call cleans up the mouse cursor driver data, which happens after mouse quit
Sam Lantinga b53c35df 2017-10-11T13:26:58 Fixed size in realloc
Sam Lantinga 8446d4a0 2017-10-10T20:11:05 Changed overlapping memcpy to memmove
Sam Lantinga eb9e6938 2017-10-10T19:44:33 Fixed potentially calling a callback after it has been removed (and userdata possibly deleted)
Sam Lantinga b647bd06 2017-10-10T17:41:41 The event filter and event watch functions are now thread-safe
Sam Lantinga 50efbda7 2017-08-28T00:43:14 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
Ryan C. Gordon 7a9b9e05 2017-08-17T20:47:16 SDL_mouse.c doesn't need default_cursor.h.
Sam Lantinga a4cfa936 2017-08-14T21:28:04 Fixed bug 2293 - Precise scrolling events Martijn Courteaux I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT. The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields. I believe this is pretty solid way of doing it, although I'm not the expert here. There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
Sam Lantinga 96e15fa7 2017-08-14T16:09:44 Fixed Windows build due to an implicit memcpy generated by the optimizer
Sam Lantinga 64dd829b 2017-08-14T13:48:13 Fixed bug 2418 - Structure SDL_gestureTouch leaking Leonardo Structure SDL_gestureTouch gets reallocated for every new added gesture but its never freed. Proposed patch add the function SDL_GestureQuit() that takes care of doing that and gets called when TouchQuit is called. Gabriel Jacobo Thanks for the patch. I think it needs a bit of extra work though, looking at the code in SDL_gesture.c , I see that SDL_numGestureTouches only goes up, I think the right fix here involves adding SDL_GestureDelTouch (hooked into SDL_DelTouch) as well as SDL_GestureQuit (as you posted in your patch).
Sam Lantinga de91b124 2017-08-14T06:28:21 Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks Patches contributed by Ozkan Sezer
Sam Lantinga ca5c3048 2017-08-13T21:06:52 Fixed bug 3744 - missing SDLCALL in several functions Ozkan Sezer The attached patch adds missing SDLCALL to several functions, so that they properly match the headers as intended.
Sam Lantinga bfd5a134 2017-08-12T20:25:49 Fixed bug 2931 - Large relative mouse motion jumps when using touch input
Sam Lantinga 3b837a26 2017-08-12T15:41:03 Fixed bug 3188 - AZERTY keyboard support broken and inconsistent Daniel Gibson AZERTY keyboard layouts (which are the default layouts in France and Belgium) don't have the number keys (1, 2, ..., 9, 0) in the first row of keys, but ?, &, ?", ', (, -, ?_, ??), = (with small differences between the France and Belgian variants). Numbers are reached via shift. On Linux and OSX, SDL seems to use the corresponding ISO 8859-1 codes (231 for ?232 for ?tc) as SDL_Keycode (but no SDK_* constants exists for those values!), while on Windows SDL seems to map those keys to SDLK_1, SDLK_2 etc, like you'd get on QWERTY. I don't know how other platforms behave. So we have two problems: 1. At least on Linux and OSX invalid/undefined SDL_Keycodes are returned 2. Different platforms behave differently (Windows vs Linux/OSX) It's unclear what behavior is desired: Should SDL_* constants for those keys be introduced (and Windows behavior changed accordingly)? Or should all platforms behave like Windows here and use the existing SDLK_1, ..., SDLK_0 keycodes? This bug on the mailing list: https://forums.libsdl.org/viewtopic.php?t=11555 (my post about Linux/Windows) https://forums.libsdl.org/viewtopic.php?t=11573 (Tim Walters discovered the same problem on OSX about 1.5 weeks later).
Sam Lantinga 195b8bd8 2017-08-12T12:34:09 Fixed bug 3249 - keysym.mod is incorrect when mod keys are pressed for SDL_KEYDOWN events Adam M. The keysym.mod field does not reflect the state of the modified keys when processing key down events for the modifier keys themselves. The documentation says that it returns the current key modifiers, but they are not current for key down events involving modifier keys. I interpret "current" to mean "equal to SDL_GetModState() at the instant the event is processed/enqueued". For example, if you depress the Shift key you get a key down event with .mod == 0. However, .mod should not be 0 because a shift key is down. If you then release the Shift key, you get a key up event with .mod == 0. Neither event reports the modifier key. If you press Shift and then A, .mod is incorrect (== 0) when Shift is pressed, but is correct later when A is pressed (== KMOD_LSHIFT). You might say this behavior is deliberate, i.e. keysym.mod is the value /before/ the event, not the current value as documented, but that explanation is incorrect because only key down events behave that way. Key up events correctly give the current value, not the value before the event. Not only is it inconsistent with itself, I think it makes keyboard processing harder. The problem is near line 740 in SDL_keyboard.c: if (SDL_KEYDOWN == type) { modstate = keyboard->modstate; // SHOULD THIS BE MOVED DOWN? switch (keycode) { case SDLK_NUMLOCKCLEAR: keyboard->modstate ^= KMOD_NUM; break; case SDLK_CAPSLOCK: keyboard->modstate ^= KMOD_CAPS; break; default: keyboard->modstate |= modifier; break; } } else { keyboard->modstate &= ~modifier; modstate = keyboard->modstate; } In the key down path, modstate (and thus keysym.mod) ends up being the modifier state /before/ the event, but in the key up path modstate ends up being the modifier state /after/ the event. Personally I think the "modstate = keyboard->modstate" line should just be moved after the entire if/else statement, so that keysym.mod always reflects the current state.
Sam Lantinga 56cab6d4 2017-08-03T09:48:44 Added a hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether touch events generate synthetic mouse events.
Sam Lantinga 2008d866 2017-07-20T10:46:38 Fixed bug 3703 - Missing media keys support on Amazon Fire TV remote control Holger Schemel Summary: This patch adds support for key events for the "rewind" and "fast forward" media keys on the Amazon Fire TV remote control. How to reproduce the problem: Run Android build of SDL2 application on the Amazon Fire TV (tested with "stick" version) and log key events. Expected behaviour: Every key pressed on the Fire TV remote control should result in a corresponding key event (pressed/released). Observed behaviour: Of the bottom row of buttons on the Fire TV remote control, only the "play/pause" (middle) button generates a key event, while the "rewind" (left) and "fast forward" (right) buttons to not generate any event at all. The attached patch adds support for these two missing buttons/keys. Note 1: Some missing definitions were added for the already existing key codes SDL_SCANCODE_APP1 and SDL_SCANCODE_APP2 (to keep up the correct order of enumerations / array positions when adding the two new key codes). Note 2: Definitions in "scancodes_linux.h" and "scancodes_xfree86.h" (to also add support for these keys on other platforms) were added without testing. However, I was unable to find corresponding definitions for these two media keys for Windows and Mac OS X. Note 3: I have also updated the (broken) link to the USB usage page standard PDF document (comment in "include/SDL_scancode.h").
Philipp Wiesemann 44246cda 2017-07-09T23:00:25 Fixed compiler warning about redundant declaration. SDL_RecordGesture() is already in the gesture header with additional specifiers.
Philipp Wiesemann 266816b4 2017-03-26T21:00:19 Removed newlines from error messages.
Ryan C. Gordon ca0bf151 2017-03-03T16:38:17 Fix some more compiler warnings on armcc.
Sam Lantinga cf31ea14 2017-02-11T11:14:48 Fixed bug 3583 - X11 touch device can be permanently lost Volumetric In X11 the SDL error "Unknown touch device" can occur after which the application stops recognizing touch events. For a kiosk-type application this results in a hang as far as the user is concerned. This is reproducible on HP Z220/Z230/Z240 workstations by swapping USB cables for a while and it also occurs with no physical changes, probably due to USB device power management. A workaround is to make SDL re-enumerate the touch devices like it does at startup. A patch is attached.
Sam Lantinga 6d6edcb8 2017-01-09T11:30:29 Fixed spacing
Ryan C. Gordon 61a3ba30 2017-01-07T17:09:14 Replaced a few single-line "//" comments.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 54188c8b 2016-12-03T09:59:43 Fixed crash at startup
Sam Lantinga 16074e67 2016-12-02T22:18:05 Fixed compile warning on Visual Studio
Sam Lantinga 4eda58ba 2016-12-02T21:01:13 Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse. This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
Sam Lantinga 36156335 2016-11-20T21:34:54 Renaming of guard header names to quiet -Wreserved-id-macro Patch contributed by Sylvain
Sam Lantinga 57d01d7d 2016-11-13T22:57:41 Patch from Sylvain to fix clang warnings
Philipp Wiesemann 062ca2b2 2016-11-05T21:22:39 Removed empty statement.
Ryan C. Gordon 0f83ae0f 2016-11-03T01:29:56 Added some debug logging to print out every event added to the SDL queue.
Philipp Wiesemann ba051ae7 2016-10-16T22:47:49 Linux: Added missing scancodes.
Philipp Wiesemann f9b15a94 2016-10-09T20:31:04 Linux: Fixed mixed up scancodes.