|
059d9e46
|
2017-08-12T17:41:59
|
|
Fixed bug 2950 - wrong axes values are set on joystick initialization
Edward Rudd
Device: Logitech Rumble Gamepad F510 in Xinput mode.
Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time.
This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers.
Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect.
Here is my current workaround in the game I'm working on porting..
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_GameController* gamepad = SDL_GameControllerOpen(index);
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
|
|
4a9c6f0a
|
2017-08-12T15:55:54
|
|
Fixed bug 3173 - SDL_GL_GetAttribute overwrites error code from SDL_GL_GetProcAddress
Yann Dirson
When SDL_GL_GetProcAddress returns in error, the cause of the error is overwritten
in GL_GL_GetAttribute, reporting to the user "Failed getting OpenGL glGetString entry point", whereas the original "OpenGL library not loaded" never makes it
to the user.
Pushed a fix to:
https://github.com/O-Computers/SDL/commit/f94cb13708ef4d236f8a2a330135b9b3a47db204
Note that the "OpenGL library not loaded" error looks like no root cause either,
and I'm still puzzled by the code path used: I'm forcing opengles2 renderer on
the x11 video driver on a rpi2, as in https://bugzilla.libsdl.org/3169, and although I now know that I must force the use of the RPI video driver instead
of the x11 one, I suspect even more accurate info can be given to user.
|
|
cc5ceb11
|
2017-08-04T13:06:56
|
|
Temporary hack to fix bug 3725 - Call made to glGetString before context creation
This breaks bugs 2570, 3145
|
|
56363ebf
|
2017-08-02T10:22:48
|
|
Fixed bug 3690 - SDL2 KMS/DRM render context support
Manuel
The attached patch adds support for KMS/DRM context graphics.
It builds with no problem on X86_64 GNU/Linux systems, provided the needed libraries are present, and on ARM GNU/Linux systems that have KMS/DRM support and a GLES2 implementation.
Tested on Raspberry Pi: KMS/DRM is what the Raspberry Pi will use as default in the near future, once the propietary DispmanX API by Broadcom is overtaken by open graphics stack, it's possible to boot current Raspbian system in KMS mode by adding "dtoverlay=vc4-kms-v3d" to config.txt on Raspbian's boot partition.
X86 systems use KMS right away in every current GNU/Linux system.
Simple build instructions:
$./autogen.sh
$./configure --enable-video-kmsdrm
$make
|
|
e10a98d2
|
2017-07-31T12:57:15
|
|
Fixed bug 3720 - SDL_GL_GetAttribute doesn't check for initialized video driver
Simon Hug
SDL_GL_GetAttribute doesn't check if a video driver has been initialized and will access the SDL_VideoDevice pointer, which is NULL at that point.
I think all of the attributes require an initialized driver, so a simple NULL check should fix it. Patch is attached.
|
|
01050d4e
|
2017-07-15T17:41:58
|
|
iOS: Use modern replacements for deprecated functions, when available.
|
|
22241ed0
|
2017-07-01T17:50:47
|
|
Support for QNX 7.0 (thanks, Elad!).
Fixes Bugzilla #3686.
|
|
ccf0566c
|
2017-05-16T06:30:39
|
|
SDL - add SDL_WINDOW_VULKAN and make Android_CreateWindow only create an EGLSurface when SDL_WINDOW_VULKAN is not present. This makes it so the ANativeWindow* can be used with vkCreateAndroidSurfaceKHR, otherwise it will fail because having both an EGLSurface and VkSurfaceKHR attached to a window is not allowed according to the Vulkan spec:
"In particular, only one VkSurfaceKHR can exist at a time for a given window. Similarly, a native window cannot be used by both a VkSurfaceKHR and EGLSurface simultaneously"
CR: SamL
|
|
ce01128a
|
2017-05-12T23:01:04
|
|
Fixed warnings about shadowed global variable.
Found by buildbot.
|
|
9ac3bb70
|
2017-05-09T10:10:42
|
|
Added support for mixing Qt and SDL on iOS
You should call SDL_SetMainReady(), and then customize the QIOSApplicationDelegate like this, in your application code:
/* Additional support for applications mixing Qt and SDL */
@interface QIOSApplicationDelegate : UIResponder <UIApplicationDelegate>
@end
extern "C"
{
void SDL_OnApplicationWillResignActive();
void SDL_OnApplicationDidEnterBackground();
void SDL_OnApplicationWillEnterForeground();
void SDL_OnApplicationDidBecomeActive();
}
@interface QIOSApplicationDelegate (SDL)
- (void)applicationWillResignActive:(UIApplication*)application;
- (void)applicationDidEnterBackground:(UIApplication*)application;
- (void)applicationWillEnterForeground:(UIApplication*)application;
- (void)applicationDidBecomeActive:(UIApplication*)application;
@end
@implementation QIOSApplicationDelegate (SDL)
- (void)applicationWillResignActive:(UIApplication*)application
{
SDL_OnApplicationWillResignActive();
}
- (void)applicationDidEnterBackground:(UIApplication*)application
{
SDL_OnApplicationDidEnterBackground();
}
- (void)applicationWillEnterForeground:(UIApplication*)application
{
SDL_OnApplicationWillEnterForeground();
}
- (void)applicationDidBecomeActive:(UIApplication*)application
{
SDL_OnApplicationDidBecomeActive();
}
@end // QIOSApplicationDelegate
|
|
8b7ae353
|
2017-05-09T03:19:58
|
|
Fixed build error on Linux
|
|
6aa17426
|
2017-03-03T16:38:45
|
|
video: Don't compile isAtLeastGL3() if we don't have OpenGL support _at all_.
|
|
94a69443
|
2017-03-01T15:05:54
|
|
mistake: Revert the files that I did not mean to commit
|
|
7bbb13ea
|
2017-03-01T14:50:59
|
|
* Some refactoring and bug fixes. Thanks Micha? Kuchta!
|
|
da30992d
|
2017-02-02T00:41:58
|
|
Fixed bug 3577 - Can't set minimal size (message box appears instead) if maximal size wasn't declared (i.e. unlimited)
|
|
0090a338
|
2017-01-27T21:16:38
|
|
Return an error if trying to set a window minimum size larger than the maximum size, or vice versa
|
|
800a9e84
|
2017-01-21T22:00:56
|
|
Fixed compiler warning about returning a value in a void function.
|
|
a52d48c5
|
2017-01-10T08:54:33
|
|
Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow
The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:
- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
say to use the OpenGL ES driver & EGL rather than the Open GL
driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
driver or the real OpenGL ES driver to take into account the
hint, the requested and supported ES version and whether ES 1.X
is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
the test to the VisualC projects.
With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
|
|
13f2e542
|
2017-01-07T19:55:29
|
|
x11: make the X11 target work on macOS with Xquartz.
|
|
9d042052
|
2017-01-04T09:33:47
|
|
x11: deal with xrandr display size in millimeters being zero.
Xquartz on macOS reports a zero size, which leads to a division by zero here.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
7f2068da
|
2016-12-31T10:30:07
|
|
Fixed bug 3541 - DisplayIndex out of bounds in SDL_SetWindowPosition
Intellectual Kitty
In SDL_video.c, on line #1756, in SDL_SetWindowPosition (from today's distribution, 12-31-2016, https://hg.libsdl.org/SDL/shortlog/bf19e0c84483):
if (displayIndex > _this->num_displays) {
should be:
if (displayIndex >= _this->num_displays) {
|
|
8414c3d4
|
2016-12-11T12:01:44
|
|
Fixed ABI, don't change the return type of SDL_GL_SwapWindow()
|
|
6211668e
|
2016-12-11T12:01:01
|
|
Fixed creating a renderer on the dummy driver on Mac OS X
|
|
cb5a0b0f
|
2016-12-11T11:45:33
|
|
Fixed crash when creating a dummy window on Mac OS X
|
|
524bf3c2
|
2016-12-09T01:47:43
|
|
Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
|
|
fb5fd67c
|
2016-11-24T21:41:09
|
|
Fixed all known static analysis bugs, with checker-279 on macOS.
|
|
57d01d7d
|
2016-11-13T22:57:41
|
|
Patch from Sylvain to fix clang warnings
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
62b9e1c7
|
2016-10-07T18:09:09
|
|
Fixed bug 3061 - Selecting the dummy video driver on Mac OS X results in an error
Darren Kulp
The dummy video driver is not available on Mac OS X if SDL_VIDEO_OPENGL is set at library compilation time.
In src/video/SDL_video.c, there is a compile-time check in SDL_CreateWindow() for (SDL_VIDEO_OPENGL && __MACOSX__). When it succeeds, SDL_WINDOW_OPENGL is always requested. Since the dummy video driver does not supply an OpenGL implementation, the error "No OpenGL support in video driver" is supplied to the user, and SDL_CreateWindow() is exited early.
|
|
4f4c4b62
|
2016-09-29T22:52:41
|
|
Added SDL_SetWindowResizable(). (thanks, Ethan!)
|
|
da1e3d69
|
2016-09-06T13:13:03
|
|
emscripten: special case to make SDL_ShowSimpleMessageBox() work.
Browsers don't have the functionality to fully support the generic
SDL_ShowMessageBox(), but this handles the likely most-common case.
Without this, you'd return immediately with a proper error result and no UI,
but probably no one checks that for SDL_ShowSimpleMessageBox. And if they
did: what would they do to handle this anyhow?
We'd need to lobby for an HTML spec of some sort that allows customizable
message boxes--that block!--to properly support SDL message boxes on
Emscripten, but this is probably Good Enough for now.
|
|
bf7a7615
|
2016-05-10T21:14:36
|
|
Fixed missing error message if SDL_GetDisplayDPI() is unsupported.
|
|
67f9fd2b
|
2016-01-22T13:12:16
|
|
Fixed creating fullscreen windows on Steam Link
|
|
3bdaf4c6
|
2016-01-05T02:46:10
|
|
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
|
2016-01-05T02:29:06
|
|
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
|
2016-01-05T02:28:56
|
|
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.
|
|
f2defe5e
|
2016-01-05T01:30:40
|
|
Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
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
|
2016-01-04T23:52:40
|
|
Added SDL_GetDisplayUsableBounds().
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
c41feca5
|
2015-12-29T19:13:56
|
|
Fixed a crash if creating accelerated renderer after accessing window surface.
Partially fixes Bugzilla #3196.
|
|
0c463d77
|
2015-12-10T20:25:34
|
|
SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried.
|
|
25abce51
|
2015-11-29T19:33:11
|
|
WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates
|
|
623898f7
|
2015-11-26T00:41:39
|
|
WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work). The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
programmatically possible in Win 8.x apps).
|
|
ebfb2ecb
|
2015-11-09T08:55:01
|
|
don't toggle SDL fullscreen state on OSX if we're destroying the window
|
|
eeddb7c5
|
2015-11-09T08:54:56
|
|
more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state
|
|
792354d6
|
2015-11-09T08:54:49
|
|
SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing.
|
|
c5e68d68
|
2015-10-06T00:10:54
|
|
Mac: Reset display if going from fullscreen to a fullscreen Space or vice-versa.
Otherwise, bad things happen.
|
|
e09d95c3
|
2015-07-29T17:19:11
|
|
Fix SDL_GetWindowPosition to be properly monitor-aware and return the monitor x,y when fullscreened.
|
|
61c74150
|
2015-07-29T17:18:56
|
|
Add SDL_GetDisplayDPI routine and implement for Windows.
|
|
b7aa856c
|
2015-06-22T23:36:06
|
|
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.
|
|
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().
|
|
59d34bc3
|
2015-06-15T23:44:08
|
|
Fixed bug 3015 - grab mouse inconsistent state
Martin Gerhardy
Not sure - but I think there might be a logic flaw in SDL_SetWindowGrab.
The problem here is that this modifies the window flags and e.g. sets
SDL_WINDOW_INPUT_GRABBED - but the _this->grabbed_window pointer is not
yet set.
Then in SDL_UpdateWindowGrab the _this->grabbed_window pointer is only
set if the function pointer _this->SetWindowGrab is not NULL. But if
this is NULL, the _this->grabbed_window pointer is never set, but every
future call to any of the grab functions include an assert for:
SDL_assert(!_this->grabbed_window || ((_this->grabbed_window->flags &
SDL_WINDOW_INPUT_GRABBED) != 0));
That means the first call works, the second always fails and triggers
the assert.
|
|
be89fa09
|
2015-05-26T20:49:27
|
|
Reset the keyboard state when launching a message box (thanks, Sean!).
Otherwise, pressed keys get stuck.
Fixes Bugzilla #2776.
|
|
aba4d783
|
2015-05-26T10:25:15
|
|
Don't look for (and fail without) glGetIntegerv() until we need to.
Fixes Bugzilla #2615.
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
ac27b511
|
2015-05-06T12:54:51
|
|
Fixed SDL_GL_GetAttribute queries for framebuffer component sizes in Core Profile OpenGL contexts.
Fixes bugzilla #2060.
|
|
d4aedf99
|
2015-04-21T09:45:58
|
|
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.
|
|
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.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
6ae7a206
|
2015-04-10T21:40:50
|
|
Placate static analysis with an assertion.
|
|
26c28114
|
2015-04-08T15:35:07
|
|
Merged default into iOS-improvements
|
|
6e53bc9b
|
2015-04-08T02:00:14
|
|
SDL_SetWindowTitle() should never set a NULL pointer for the title string.
Various backends reacted differently (or not at all) in the presence of a
NULL pointer. This simplifies things.
Fixes Bugzilla #2902.
|
|
80115574
|
2015-04-06T18:26:13
|
|
Refuse to make a window that's too large. Some systems (x11) freak out at this.
Fixes Bugzilla #2255.
|
|
df98b11c
|
2015-04-06T15:26:37
|
|
Merged default into iOS-improvements
|
|
a0e878aa
|
2015-03-28T00:48:03
|
|
Minor input grab clarifications.
Clarify that grabbing the mouse only works with one window at a time; this was
always true at the system level, though SDL could previously get confused
by multiple simultaneous grabs, so now we explicitly break any existing
grab before starting a new one and document it as such.
Also track the window that is currently grabbed, and provide an API to query
for that window. This makes it easy to automate mouse ungrabbing at
breakpoints with gdb7's scripting, since the scripts can now know which window
to ungrab.
In 2.1, we should probably change this API to SDL_GrabInput(win) and
SDL_UngrabInput(void), or something.
|
|
eb49f8ca
|
2015-03-21T00:09:22
|
|
Patched to compile on OpenGL ES-based platforms.
|
|
f5d96416
|
2015-03-06T16:03:40
|
|
Allow setting of GL_CONTEXT_RELEASE_BEHAVIOR when creating the GL context when GLX_ARB_context_flush_control is available.
This extension allows the user to specify whether a full flush is performed when making a context not current.
The only way to set this currently is at context creation, so this patch provides that functionality.
Defualt behaviour is set at FLUSH, as per the spec.
This patch does not contain the changes to WGL, appleGL or other platforms as I do not have access to GL 4.5 hardware on those platforms.
Full details on the use of KHR_context_flush_control can be found here:
https://www.opengl.org/registry/specs/KHR/context_flush_control.txt
|
|
635a369c
|
2015-02-19T19:40:58
|
|
SDL_SetWindowPosition respects display num for SDL_WINDOWPOS_CENTERED_DISPLAY.
This allows for this kind of code in an application:
int monitorID = 1; // the second monitor!
SDL_SetWindowPosition(sdlWin,
SDL_WINDOWPOS_CENTERED_DISPLAY(monitorID),
SDL_WINDOWPOS_CENTERED_DISPLAY(monitorID));
Fixes Bugzilla #2849.
|
|
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.
|
|
ea5d1a8a
|
2015-01-15T01:15:24
|
|
Merged default into iOS-improvements
|
|
01bfc215
|
2015-01-15T01:06:14
|
|
Several improvements to the iOS backend:
- Added new custom launch screen code. It uses the launch screen nib when available on iOS 8+, the launch images dictionary if the launch screen nib isn't available, and the old standard image names if the launch image dictionary isn't in the plist.
The launch screen is now hidden during the first call to SDL_PumpEvents rather than SDL_CreateWindow so apps can have the launch screen still visible if they do time-consuming loading after creating their window. It also fades out in roughly the same way as the system launch screen behavior.
It can be disabled by setting the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h to 0.
- A blank UIView is now created and displayed when the window is first created. The old behavior was to defer creating any view until SDL_GL_CreateContext, which prevented rotation, touch events, and other windowing-related things from working until then. This also makes it easier to use SDL_GetWindowWMInfo after creating a window.
- Moved the keyboard and animation callback code from SDL's UIView subclasses to its UIViewController subclass, which lets them work properly in all cases when a SDL window is valid, even before SDL_GL_CreateContext is called and after SDL_GL_DeleteContext is called.
- SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext are more robust.
- Fixed some edge cases where SDL windows weren't rotating properly or their reported sizes were out of sync with their actual sizes.
- Removed all calls to [UIApplication setStatusBarOrientation:]. It doesn't seem to work as expected in all cases in recent iOS versions.
- Some code style cleanup.
|
|
fe40a172
|
2014-12-18T00:19:52
|
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
|
|
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.
|
|
251ca855
|
2014-10-15T09:18:17
|
|
Expanded the iMX6 video driver into a general Vivante video driver that works across multiple SoCs
|
|
f7abb7c4
|
2014-10-15T09:14:09
|
|
Better error reporting for video drivers with less than full functionality.
|
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5f39ea89
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2014-09-13T02:15:18
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Fixed bug 2415 - Message Boxes aren't implemented on Android
Philipp Wiesemann
I attached a patch for an incomplete implementation of the messagebox parts.
It was not tested on lots of devices yet and features a very fragile workaround to block the calling SDL thread while the dialog is handled on Android's UI thread. Although it works for testmessage.c I assume there are lot of situations were it may fail (standby, device rotation and other changes). Also not all flags and colors are implemented.
On the other hand most uses of the messagebox are to show an error on start and fragility (or working at all) may not matter there.
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24c86b55
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2014-09-11T19:24:42
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[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
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50cc4efe
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2014-09-10T08:54:01
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Freescale i.MX6 video driver
---
CMakeLists.txt | 2 +
cmake/sdlchecks.cmake | 20 +++
configure | 51 +++++++
configure.in | 28 ++++
include/SDL_config.h.cmake | 1 +
include/SDL_config.h.in | 1 +
src/video/SDL_sysvideo.h | 3 +
src/video/SDL_video.c | 3 +
src/video/mx6/SDL_mx6events.c | 45 ++++++
src/video/mx6/SDL_mx6events_c.h | 31 +++++
src/video/mx6/SDL_mx6opengles.c | 211 ++++++++++++++++++++++++++++
src/video/mx6/SDL_mx6opengles.h | 68 +++++++++
src/video/mx6/SDL_mx6video.c | 301 ++++++++++++++++++++++++++++++++++++++++
src/video/mx6/SDL_mx6video.h | 78 +++++++++++
14 files changed, 843 insertions(+)
create mode 100644 src/video/mx6/SDL_mx6events.c
create mode 100644 src/video/mx6/SDL_mx6events_c.h
create mode 100644 src/video/mx6/SDL_mx6opengles.c
create mode 100644 src/video/mx6/SDL_mx6opengles.h
create mode 100644 src/video/mx6/SDL_mx6video.c
create mode 100644 src/video/mx6/SDL_mx6video.h
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75529476
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2014-07-30T17:45:52
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SDL - fix re-entrancy into SDL_UpdateFullscreenMode under OSX. During HideWindow we get a RESTORED event which then turns fullscreen back on causing a hang in Cocoa_SetWindowFullscreenSpace waiting for the fullscreen transition to finish.
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b29740b8
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2014-06-25T17:06:12
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Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
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afe14829
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2014-06-25T00:43:10
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Fixed bug 2556 - add compilation flag -Wshadow
Sylvain
here's the full patch for Blit + RLE.
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d65ac778
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2014-06-22T02:48:43
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Restore window OpenGL state if creating an OpenGL renderer fails
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b7b6d8ab
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2014-06-22T02:30:36
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Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
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7e52722d
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2014-06-20T11:10:16
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Fix compiler warnings in Native Client and Linux builds.
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1e352d79
|
2014-06-06T15:45:59
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Chrome's Native Client backend implementation
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4fd03b95
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2014-06-04T10:57:52
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Setting the window size changes the fullscreen display mode, unless a window display mode has been set.
Testing:
* Ran testsprite2 --fullscreen, used Ctrl+ and Ctrl- to change window sizes, verified that the display mode changed as well.
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da6d9a9f
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2014-06-04T10:56:56
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Added annotations to help code analysis tools
CR: Bruce Dawson
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4750fe73
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2014-06-04T10:56:37
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When the window fullscreen mode changes, update the display resolution
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98c03f39
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2014-05-28T01:22:47
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Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
control over the regions (how do you use rects to cleanly surround a circular
button?), the callback can be more optimized than a iterating a list of
rects, and you don't have to send an updated list of rects whenever the
window resizes or layout changes.
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3cbc83ef
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2014-05-27T01:27:42
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First shot at SDL_SetWindowDragAreas().
Only Cocoa implemented right now.
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b7d2c0e9
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2014-05-24T01:30:37
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Implemented SDL_CaptureMouse().
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846a3e07
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2014-05-24T01:27:19
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Added some FIXMEs.
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5439f9dd
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2014-04-17T20:15:44
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Fixed window losing the SDL_WINDOW_FOREIGN flag if something tries to recreate it.
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3dcb451f
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2014-04-09T21:29:19
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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.
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17a8d293
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2014-03-26T16:19:52
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Changed a C++ single-line comment to /* */ style.
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833cfe53
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2014-03-26T12:54:51
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Remove the RaiseWindow call from OnWindowRestored for now.
It seems like a net improvement in all the scenarios Sam and I could
think of, and looking at hg history it was added for fullscreen
window management specifically. Much of that code has changed since
then, but maybe it needs to stay there for that and simply be moved
to a fullscreen condition check.
It would solve this issue:
https://bugzilla.libsdl.org/show_bug.cgi?id=2439
As well as cases where on SteamOS, we hide/show specific Steam
overlay windows while expecting them to stay in the background, since
changing the window stacking order really angers the NVIDIA driver.
CR: Sam.
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119dff55
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2014-03-23T22:07:01
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WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts
This change does not include message box support for Windows Phone 8, which does
not offer the same message box APIs that Windows 8.x/RT does.
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