|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
14329256
|
2018-10-25T16:53:14
|
|
Generalized the XInput user index into a player index
|
|
9987ca69
|
2018-10-25T12:54:42
|
|
Added SDL_JoystickGetXInputUserIndex()
|
|
5febdfce
|
2018-09-24T11:49:25
|
|
Fixed whitespace
|
|
a2add1f6
|
2018-08-15T23:14:45
|
|
Use the HIDAPI driver for Xbox controllers on Windows, and determine the XInput mapping at runtime for extended functionality like rumble and guide button.
|
|
63107524
|
2018-08-15T19:53:34
|
|
Fixed input from the Steam Virtual Gamepad on Mac OS X
|
|
99759bac
|
2018-08-09T16:04:34
|
|
There's no controller that's supported by both XInput and HIDAPI
|
|
888bf1af
|
2018-08-09T16:03:50
|
|
Worked around bug with Sony PS Now PS3 controller where DirectInput polling will continue to return success after the controller is unplugged.
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
|
|
d2042e1e
|
2018-08-09T16:00:17
|
|
Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
|
|
862aa4b4
|
2018-07-22T19:28:27
|
|
windows: Fixed some Visual Studio warnings about shadowed variables.
Fixes Bugzilla #4118.
|
|
a8ac5885
|
2018-03-07T13:30:40
|
|
Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
|
|
6e3d0a13
|
2018-02-21T12:42:30
|
|
Use new XInput mapping for Win10+ (Bugzilla #3960)
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
0ddac338
|
2017-09-08T07:15:47
|
|
keep joystick thread from waking unnecessarily, and from possibly blocking for 300ms at shutdown if a joystick was just plugged in
CR: SamL
|
|
ddeaa601
|
2017-08-13T20:42:41
|
|
Fixed bug 3299 - DirectInput: Incorrect joystick mapping when attaching new joysticks
Jimb Esser
Note: This is using DirectInput, I have to disable XInput as that causes all but the first 4 controllers to be completely ignored by SDL (I can find no way to reconcile XInput devices with DirectInput devices, otherwise I would make a patch that accepts the fifth and later controllers with DirectInput...). XInput does not seem to have the problem below, only DirectInput.
I plug in 3 identical wireless Xbox 360 controllers, call them J1, J2, J3. Direct Input shows them as having GUIDs G1, G2, G3. I unplug J1, then J2 and J3 show up as having GUIDs G1 and G2! Not so "unique"... I start my SDL app when just J2 and J3 are plugged in, and open J2 and J3. Then I plug in a new controller, SDL sees that now G3 exists, assigns that a new SDL joystick instance ID, which I request to be opened, but G3 at this point is J3, which I already had opened! So I end up with two instances of J3 opened, and none of J1. "Re-"opening G1 would get the actual handle to the newly attached controller, but there's no current way to know this. This is clearly a bug or poor design in DirectInput or my wireless receiver drivers, but is a showstopping bug for my 8-20 player games (as soon as any one controller runs out of battery or goes to sleep and gets turned back on, suddenly things are busted requiring a restart (or, at least, a reinitialization of all controllers - the game can't go on)).
The solution I found is to use HID paths instead of GUIDs to uniquely identify joysticks. GUIDs are still needed to open a controller, however I have added code to re-find the GUIDs for all joysticks whenever a new joystick is attached or removed. This does now require opening of all joysticks (instead of just enumerating them), though if your app, like mine, is opening all of them anyway so that any can press a button to join, that doesn't change much (although perhaps they joysticks should be kept open in this case, instead of closed and re-opened). If your app only ever opens one joystick, this will do more work at startup than it did previously.
|
|
c49fa37c
|
2017-08-09T11:59:29
|
|
Added SDL hints to filter the set of game controllers reported by SDL
|
|
871d43a8
|
2017-06-08T22:40:09
|
|
Removed unused hint includes.
|
|
4b47fa38
|
2017-06-04T23:15:47
|
|
Removed duplicate includes.
|
|
8eee82cd
|
2017-02-03T23:30:43
|
|
Windows: Fixed warning about unused variable.
Found by buildbot.
|
|
710ae62a
|
2017-02-02T17:33:40
|
|
Remember XInput controllers that we've already seen, so when the raw device list changes we don't assign the old device to the new XInput userid.
This isn't perfect, but at least we won't report the same device twice.
|
|
f3540242
|
2017-01-18T12:19:57
|
|
Removed unused variable
|
|
b0c5ceef
|
2017-01-18T12:18:50
|
|
Fixed bug 3533 - Enumeration joystick devices omitted during directinput enumeration
white.magic
The logic which decides if a device enumerated via the direct input system in the function EnumJoysticksCallback in SDL_dinputjoystick.c is processed is discarding valid joystick devices due to the assumption that devices of the type DI8DEVTYPE_SUPPLEMENTAL are not valid devices.
This change was added with 2.0.4 with this commit http://hg.libsdl.org/SDL/rev/1b9d40126645 that is linked to this bug report https://bugzilla.libsdl.org/show_bug.cgi?id=2460 which indicates that in that case devices of the type DI8DEVTYPE_SUPPLEMENTAL were not desirable as they caused a singular device to emit multiple "device added" events.
Since then there appear to have been a few fixes to handle devices that fall into various other classes in the following two commits:
http://hg.libsdl.org/SDL/rev/10ffb4787d7a and http://hg.libsdl.org/SDL/rev/6a2bbac05728
Two devices I have reports of failing to be listed when the DI8DEVTYPE_SUPPLEMENTAL type is excluded are ECS Gametric Throttle and Thrustmaster MFD Cougar.
Sam Lantinga
I verified that the OUYA controller shows up as a single device with this change, so I've reverted the change to ignore supplemental devices, leaving framework in place to easily add devices that we want to ignore.
|
|
5cb1ca55
|
2017-01-18T11:57:27
|
|
Fixed building with mingw32
|
|
082132a7
|
2017-01-03T23:39:28
|
|
Fixed binding the D-pad on some Super NES style controllers
Fixed a case where partial trigger pull could be bound to another button
There is a fundamental problem not resolved by this commit:
Some controllers have axes (triggers, pedals, etc.) that don't start at zero, but we're guaranteed that if we get a value that it's correct. For these controllers, the current code works, where we take the first value we get and use that as the zero point and generate axis motion starting from that point on.
Other controllers have digital axes (D-pad) that assume a zero starting point, and the first value we get is the min or max axis value when the D-pad is moved. For these controllers, the current code thinks that the zero point is the axis value after the D-pad motion and this doesn't work.
My hypothesis is that the first class of devices is more common and that we should solve for that, and add an exception to SDL_JoystickAxesCenteredAtZero() as needed for the second class of devices.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
6d7da088
|
2016-12-27T01:39:07
|
|
Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
|
|
3e928451
|
2016-12-23T20:36:24
|
|
Windows: Fixed compile error.
|
|
d6bcec8f
|
2016-12-10T15:23:17
|
|
WinRT: build fixes
These fixes are lumped into two categories:
1. add new file, SDL_dataqueue.c, to UWP/WinRT build-inputs (via MSVC project
files)
2. implement a temporary, hack-fix for a build error in SDL_xinputjoystick.c.
Win32's Raw Input APIs are, unfortunately, not available for use in UWP/WinRT
APIs. There does appear to be a replacement API, available in the
Windows.Devices.HumanInterfaceDevice namespace.
This fix should be sufficient to get SDL compiling again, without affecting
Win32 builds, however using the UWP/WinRT API (in UWP/WinRT builds) would
almost certainly be better (for UWP/WinRT builds).
TODO: research Windows.Devices.HumanInterfaceDevice, and use that if and as
appropriate.
|
|
2f6ba615
|
2016-11-24T12:24:22
|
|
Guess the USB VID/PID of XInput devices
|
|
97aa5775
|
2016-11-16T22:08:51
|
|
Fixed empty parameter list in signatures of internal functions.
|
|
47418f2d
|
2016-11-11T03:35:37
|
|
Updated Windows game controller support
|
|
ac74e16c
|
2016-11-10T17:19:34
|
|
Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
24df68ea
|
2016-10-07T16:32:58
|
|
Fixed bug 2833 - Access Violation on SDL_PollEvent after init, delay and quit of joystick subsystem
Jan Klass
Not sure if this is limited to the joystick subsystem,
but I created a minimal program for reproducibility,
which is attached.
The issue occurs with my gamepad Razer Onza (an xbox-style gamepad) plugged in.
On initialization, the gamepad is being recognized.
After quitting the subsystem, the poll will receive the joystick added event,
which it instantly handles itself, calling SDL_SYS_JoystickDetect again,
which this time calls IDirectInput8_EnumDevices with dinput = NULL (after it was released on quit).
This seems to lead to an access violation within said function, which I have no source for.
|
|
3c8a2698
|
2016-10-01T18:10:50
|
|
WinRT: build fix in joystick code
|
|
7b34f47e
|
2016-10-01T14:50:22
|
|
Fixed windows build
|
|
fa0f4176
|
2016-10-01T14:48:18
|
|
Fixed build warnings and errors
|
|
64180d22
|
2016-10-01T14:05:35
|
|
Fixed bug 3138 - c_dfDIJoystick2 already defined in dinput8.lib
Machiel van Hooren
In SDL_dxjoystick.c line 349 there is a constant c_dfDIJoystick2.
However, this constant is aparently also defined in dinput8.lib.
I encountered a linking error when statically linking to SDL:
SDL2_static.lib(SDL_dxjoystick.obj) : error LNK2005: _c_dfDIJoystick2 already defined in dinput8.lib
My application is also linking to dinput8.lib because we rolled our own joystick input and are not using the joystick functionality from SDL.
|
|
ad1bfea5
|
2016-08-26T12:18:08
|
|
Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
|
|
a21e6af5
|
2016-08-06T15:09:20
|
|
Add Xbox One controller GUIDs to the XInput filter in the DirectInput joystick driver.
The Windows 10 Anniversary Update (1607) breaks the method uses that SDL uses to
detect XInput devices. That is, on Windows 10 Anniversary Update, it is no longer
possible to query RAWINPUT for HID devices, and check for "IG_" in the device name.
Presumably, this will be fixed in the future.
This patch works around the issue by adding the Xbox One controller series to the
well-known device list.
This skips the more expensive RAWINPUT check for those devices, and causes them to
be detected as XInput devices once again.
|
|
9b4db2b8
|
2016-04-12T18:11:36
|
|
Patched to compile on various platforms.
|
|
c61675dc
|
2016-04-12T16:45:10
|
|
threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.
I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
|
|
1c2beb21
|
2016-02-16T13:47:37
|
|
Allow using the game controller API with arcade sticks and other XInput devices
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
dc804c0e
|
2015-11-14T21:29:14
|
|
WinRT: fixed build error in latest XInput code
This change has also been tested as buildable + runnable on Win32 + MSVC 2015,
2013, 2012, and 2010. It may fix similar build errors (in XInput code) that
are appearing in MingW builds (on buildbot).
|
|
a0c4b56f
|
2015-09-30T15:39:30
|
|
SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
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().
|
|
f29de0d3
|
2015-06-11T12:04:57
|
|
Fixed bug 3005 - MOMO steering wheel not detected by SDL
Joe Thompson
This is a regression. The changes to fix #2460 cause the EnumJoysticksCallback() function to return without adding devices (Line 345 in SDL-0a2b6bc7005f\src\joystick\windows\SDL_dinputjoystick.c).
Looking at dinput.h on my system, at least DI8DEVTYPE_DRIVING and DI8DEVTYPE_FLIGHT need to be added to the test.
It might be better to check if (devtype == DI8DEVTYPE_SUPPLEMENTAL) rather than checking if it is NOT EQUAL to a long list of types. Or check if the device is already in the list.
|
|
e90f87ba
|
2015-05-28T01:08:33
|
|
Another attempt to get this to compile.
|
|
4add1694
|
2015-05-28T01:02:03
|
|
Patched to compile on MingW.
(I think!)
|
|
58447b24
|
2015-05-28T00:54:52
|
|
Move tests from SDL_config higher up in Windows joystick/haptic code.
Fixes Bugzilla #2932.
|
|
7f17e0ab
|
2015-05-27T10:29:43
|
|
Fixed detecting PS4 wired controller on Windows
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
|
|
3e1d3629
|
2015-04-15T21:29:55
|
|
Fixed typo in internal joystick documentation comments.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
78026f54
|
2015-04-08T02:24:17
|
|
Patched to compile on Windows.
|
|
785618af
|
2015-04-08T02:14:59
|
|
DirectInput: ignore everything but joysticks and gamepads (thanks, Justin!).
Fixes Bugzilla #2460.
|
|
162ef5ea
|
2015-03-24T13:52:01
|
|
Cleanups in the joystick code.
Removed some redundant state and other confusions.
Fixes Bugzilla #2738.
|
|
da843f6a
|
2015-03-11T21:14:21
|
|
Updated internal documentation comments.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
|
|
2b53ffc7
|
2015-01-16T23:07:10
|
|
Fixed wrong documentation in joystick implementation source.
|
|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
1b341f58
|
2014-10-15T15:50:35
|
|
WinRT build fix
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
|
|
cd8f63f2
|
2014-07-07T13:21:54
|
|
Hopefully fixed Cygwin build
|
|
a2d5dd02
|
2014-07-07T13:19:53
|
|
Removed useless assert
|
|
1ee96bb9
|
2014-07-07T10:26:28
|
|
Fixed mingw64 build and warnings
|
|
b79e7f32
|
2014-07-03T15:39:55
|
|
Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
|
|
52ec151f
|
2014-06-24T13:31:25
|
|
Fixed bug 2553 - Add support to all XInput devices
This adds support for all XInput devices, exposed through the SDL joystick API.
The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms.
The game controller xinput mapping has been updated so this change is seamless.
There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
|
|
446d19c4
|
2014-06-14T23:31:23
|
|
Removed SDL_SYS_JoystickNeedsPolling().
It was simpler to just have the polling (actually: hotplug detection)
functions return immediately if it's not an appropriate time to poll.
Note that previously, if any joystick/controller was opened, we would poll
every time anyhow, skipping this function.
|
|
da6d9a9f
|
2014-06-04T10:56:56
|
|
Added annotations to help code analysis tools
CR: Bruce Dawson
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
c3c24a33
|
2014-03-31T10:38:26
|
|
Fixed the joystick side of XInput haptic detection on Windows 8
|
|
7eaf8997
|
2014-03-17T19:11:18
|
|
Fixed SDL_HapticOpenFromJoystick() with DirectInput devices.
|
|
754067db
|
2014-03-01T22:27:21
|
|
Added a FIXME.
|
|
7fa4eece
|
2014-03-01T22:27:13
|
|
Fixed a typo in a comment.
|
|
73936208
|
2014-03-01T20:59:43
|
|
Added some FIXMEs.
|
|
e42d46b4
|
2014-02-06T07:37:20
|
|
Wired up haptic hotplugging for Windows DirectInput/XInput code.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
090327e7
|
2013-12-09T16:03:18
|
|
Implemented the Dynamic API magic.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
|
|
5e74299a
|
2013-10-20T15:40:20
|
|
Fix adding of XInput devices (thanks, Mitchell!)
Partially fixes Bugzilla #2126.
|
|
7ad441a3
|
2013-10-17T23:40:13
|
|
Fixed bug 2069 - Device addition/removal queries all USB devices rather than only HID devices.
Andreas Ertelt
SDL_dxjoystick.c is setting the classguid for device (dis)connect events to USB Devices in general:
dbh.dbcc_classguid = GUID_DEVINTERFACE_USB_DEVICE;
Wouldn't it make more sense to have it just subscribe to Hid device events? This would mean less meaningless events reaching the application.
|
|
12ca3ce3
|
2013-10-17T23:02:29
|
|
Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
|
|
f79fc33a
|
2013-08-29T08:29:21
|
|
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
|
|
257cef30
|
2013-08-28T22:09:17
|
|
Change order we enumerate Windows joysticks.
Make it so XInput devices are listed before DirectInput devices, and that the XInput
devices are sorted by userid in ascending numeric order (so device 0 comes first).
|
|
ea4350d8
|
2013-08-28T22:07:54
|
|
Don't corrupt XInput device state during SDL_SYS_JoystickClose().
|
|
aa652114
|
2013-08-28T17:17:21
|
|
Make XInput joystick names match the numbers on the device.
(And how the Haptic code already names them.)
|
|
4b255c63
|
2013-08-28T16:43:47
|
|
Reworked XInput and DirectInput joystick code.
Now multiple XInput controllers map correctly to device indexes instead of grabbing
the first available userid, and are completely separated out from DirectInput.
Also, the hardcoded limitation on number of DirectInput devices is gone. I don't
expect there to really ever be more than eight joysticks plugged into a machine, but
it was a leftover limitation for a static array we didn't actually use anymore.
Fixes Bugzilla #1984. (etc?)
|
|
c89e0469
|
2013-08-28T16:35:32
|
|
Better XInput detection code for DirectInput device enumeration.
This code is way faster than the Wbem code, and less ugly.
|
|
cd27a1ef
|
2013-08-21T12:12:04
|
|
Fixed compiling on old versions of the DirectX SDK
|
|
9faefccd
|
2013-08-21T10:32:04
|
|
SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)
CR: SamL
|
|
05d8c2dc
|
2013-08-21T10:31:44
|
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Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized.
This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
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552b04c5
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2013-08-20T20:34:40
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More non C89 compliant comments
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dad42067
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2013-08-12T11:13:50
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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.
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1ad936eb
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2013-08-11T19:56:43
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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.
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