kc3-lang/SDL/src/dynapi

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Log

Author Commit Date CI Message
85d8a79f 2016-12-12 09:19:48 Fixed updated return value for SDL_GL_SwapWindow() Ozkan Sezer http://hg.libsdl.org/SDL/rev/464a2676d8ab seems to have forgotten removing the return from SDL_dynapi_procs.h, and this patch does that. Without it, MSVC warns: c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098: 'SDL_GL_SwapWindow_DEFAULT' : 'void' function returning a value c:\sdl2\src\dynapi\SDL_dynapi_procs.h(598) : warning C4098: 'SDL_GL_SwapWindow' : 'void' function returning a value
8414c3d4 2016-12-11 12:01:44 Fixed ABI, don't change the return type of SDL_GL_SwapWindow()
524bf3c2 2016-12-09 01:47:43 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
dd5d85a4 2016-11-29 06:36:57 Added an API to iterate over game controller mappings
36156335 2016-11-20 21:34:54 Renaming of guard header names to quiet -Wreserved-id-macro Patch contributed by Sylvain
35430a73 2016-11-17 01:15:16 cpuinfo: first attempt at SDL_HasNEON() implementation.
ac74e16c 2016-11-10 17:19:34 Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
9a8642bd 2016-11-01 10:30:46 Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on Kai Sterker SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings. As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
27d4f099 2016-10-07 23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
d2676c29 2016-10-07 17:04:58 Fixed bug 2924 - SDL_CreateRGBSurface[From] versions that take SDL_PIXELFORMAT enum Daniel Gibson Currently, SDL_CreateRGBSurface() and SDL_CreateRGBSurfaceFrom() take Uint32 masks for RGBA to "describe" the Pixelformat of the surface. Internally those value are only used to map to one of the SDL_PIXELFORMAT_* enum values that are used for further processing. I think it would be both handy and more efficient to be able to specify SDL_PIXELFORMAT_* yourself without using SDL_PixelFormatEnumToMasks() to create masks first, so I implemented functions that do that: SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() which are like the versions without "WithFormat" but instead of taking 4 Uint32s for R/G/B/A masks, they take one for a SDL_PIXELFORMAT_* enum value. Together with https://bugzilla.libsdl.org/show_bug.cgi?id=2923 creating a SDL_Surface* from RGBA data (e.g. from stb_image) is as easy as surf = SDL_SDL_CreateRGBSurfaceWithFormat(0, w, h, bppToUse*8, SDL_PIXELFORMAT_RGBA32);
4f4c4b62 2016-09-29 22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
73153901 2016-08-06 02:47:27 audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
de5daaad 2016-07-17 20:32:44 Fixed compile warnings about evaluating undefined identifiers. Partially fixes Bugzilla #3351.
37a54167 2016-02-13 17:35:38 PSP: Deactivated dynamic API. Thanks to Bugzilla #3240 for pointing this out.
5dcf6bcc 2016-01-07 14:51:22 Updated dynamic API table.
3bdaf4c6 2016-01-05 02:46:10 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.
5696e88e 2016-01-05 02:29:06 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.
e497e465 2016-01-05 02:28:56 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.
c3114975 2016-01-04 23:52:40 Added SDL_GetDisplayUsableBounds().
fa8c83c1 2016-01-03 06:50:50 Remove almost all instances of "volatile" keyword. As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety: https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/ Some of these volatiles didn't need to be, some were otherwise protected by spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc. Fixes Bugzilla #3220.
42065e78 2016-01-02 10:10:34 Updated copyright to 2016
e6ad29ae 2015-11-14 12:35:45 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
e015140a 2015-09-30 15:38:18 SDL - add dynapi entry points for SDL_JoystickCurrentPowerLevel
b0e145b3 2015-07-29 17:19:06 Move GetDisplayDPI to the end of the file.
61c74150 2015-07-29 17:18:56 Add SDL_GetDisplayDPI routine and implement for Windows.
b2458630 2015-07-18 00:04:49 Fixed dynapi for new SDL_WarpMouseGlobal() function signature.
e346f142 2015-07-17 21:03:58 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.
0e45984f 2015-06-21 17:33:46 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().
d4aedf99 2015-04-21 09:45:58 Added SDL_SetWindowModalFor(). 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.