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acbc321c
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2014-04-23T13:47:42
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Don't try to load d3dcompiler_46.dll on Windows XP
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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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1367bf87
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2014-03-09T11:36:47
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Integrated David Ludwig's support for Windows RT
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58edac3e
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2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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69c5d21d
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2013-10-27T21:26:46
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WinRT: merged with SDL 2.0.1 codebase
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a329c7f1
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2013-10-18T00:13:51
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Fixed bug 2139 - SDL_CreateWindow/WIN_GL_LoadLibrary fails due to external iconv not being able to convert path
J?nis R?cis
Brief history:
We recently ported a game from SDL 1.2 to SDL 2. While doing Windows testing, I soon discovered that the game exits without opening a window with my cross-compiled SDL2.dll, but works great with the SDL2.dll from the MinGW SDK on libsdl.org. It was as simple as swapping out the DLLs to make it work.
Running the game in Wine showed that the game actually does run, up until the call to SDL_CreateWindow, which fails and leads the game to print out an error:
Failure to create window (LoadLibrary("OPENGL32.DLL"): (null))
Which basically says that there was no error, but maybe that's a Wine quirk.
The error string originates in SDL_windowsopengl.c, in WIN_GL_LoadLibrary, which contains this piece of code:
wpath = WIN_UTF8ToString(path);
_this->gl_config.dll_handle = LoadLibrary(wpath);
SDL_free(wpath);
if (!_this->gl_config.dll_handle) {
char message[1024];
SDL_snprintf(message, SDL_arraysize(message), "LoadLibrary(\"%s\")",
path);
return WIN_SetError(message);
}
After some digging, I discovered the culprit: WIN_UTF8ToString returns NULL. Why? Because it calls iconv_open from an iconv.dll that does not support the UCS-2-INTERNAL encoding. Why does the official SDL2.dll work? Because it calls no external iconv functions at all.
It turns out that the Fedora MinGW infrastructure (from which I obtained the conventiently prebuilt iconv.dll) does not provide a DLL from libiconv, but instead provides a DLL from a minimal Windows library called win-iconv. Which knows a good bit, but doesn't know anything about UCS-2-INTERNAL:
http://code.google.com/p/win-iconv/source/browse/trunk/win_iconv.c#155
So there are two problems here:
1) The error message is clearly useless, because LoadLibrary is an innocent bystander. Instead wpath should probably checked for NULL, and a more appropriate error should be set. Ideally something that makes it clear than an external iconv is causing trouble.
2) SDL doomed itself at the ./configure step, by finding an existing iconv and happily using it without confirming support for the mandatory encodings required by SDL.
There are certainly a few easy ways out of the situation (although I didn't yet manage to figure out how to prevent ./configure from looking for external iconv), but this had me completely stomped for a good while, so I figured it's worth writing down if anything.
(Search also found this, which talks a little about using UTF-16LE instead of UCS-2-INTERNAL: https://bugzilla.libsdl.org/show_bug.cgi?id=2075)
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e43ff8fb
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2013-08-20T12:43:06
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Added some FIXMEs for later.
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f7049b93
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2013-08-12T22:29:55
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WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
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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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