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c52c9105
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2014-02-13T11:05:30
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Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display.
CR: SamL
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1fa4939a
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2014-02-13T11:05:24
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Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD)
CR: Jorgen
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ae05f178
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2014-02-10T10:02:51
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Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
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9f2509da
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2014-02-10T10:02:42
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Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout
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853334af
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2014-02-09T03:09:56
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Updated SDL to version 2.0.2
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ba55cbef
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2014-02-07T11:55:13
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Make non-Clang compilers happy.
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129456fe
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2014-02-07T11:52:35
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Tell Clang's static analysis that SDL_assert() is an assertion handler.
This lets it know, for example, that when you do this...
SDL_assert(ptr != NULL);
...that (ptr) is definitely not NULL at this point in the program, for the
sake of static analysis. While a buggy program could definitely trigger this
assertion, Clang assumes your assertion check is covering it and won't
report possible NULL dereferences after this point.
Since SDL_assert might continue if the user clicks "ignore", without this
change Clang would notice you checked for NULL (meaning that NULL is a real
possibility here) and still wrote code outside of that test branch that
dereferences the pointer, and thus would always trigger false positives.
Static analysis is fun!
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7afbb8c3
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2014-02-05T00:34:26
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SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!).
Fixes Bugzilla #2384.
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c2b5da97
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2014-02-04T11:38:40
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Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler().
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89fd0faf
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2014-02-03T11:52:54
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Hooked up dynamic loading for Mir.
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6bc29770
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2014-02-02T23:53:48
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Added some SysWM bits for Mir.
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19f8c622
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2014-02-02T23:41:46
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Added Mir video target (thanks, Brandon!).
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9ee68e8f
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2014-02-02T20:55:42
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Added additional platform check for __ANDROID__.
The macro ANDROID was deprecated with "android-ndk-1.6_r1".
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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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3bd0e900
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2014-02-02T00:33:31
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Fixed bug 2376 - no SDL_HasAVX
Haneef Mubarak
AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.
This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).
Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):
http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
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d76c2cc1
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2014-01-30T12:30:40
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Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()).
The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows. Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those. The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format. To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom(). When I do this, SDL_CreateWindowFrom() will:
1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint
2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.
I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO.
CR: SamL
Some pseudocode that shows how this is used in Source2:
HWND hExternalHwnd; // HWND that was established outside of SDL
// Create main window (happens inside platwindow.cpp)
SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. );
// Create GL context, happens inside rendersystemgl
SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow );
// Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint
SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) );
// Create the secondary window. This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint
SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd );
// To render to the main window:
SDL_GL_MakeCurrent( mainWindow, onlyContext );
// Do some rendering to main window
// To render to the secondary window:
SDL_GLMakeCurrent( secondaryWindow, onlyContext );
// Do some rendering to secondary window
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338bf9cc
|
2014-01-29T18:38:13
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Add SDL_GL_ResetAttributes.
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682bc47b
|
2014-01-28T09:13:46
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|
Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!)
Also moved Wayland structures to the bottom of the union for OCD related issues.
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272ebb8e
|
2014-01-09T13:56:21
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Dynamic loading support for Wayland
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27779311
|
2013-12-27T10:18:11
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Bump SDL to build with 10.7 SDK.
This also bumps the minimum requirement for building SDL to 10.7, and
removes some checking we no longer need.
CR: saml
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fce6257c
|
2013-12-27T09:29:39
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Implements touch support on QTWayland. Contributed by Thomas Perl.
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7aef2350
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2013-12-23T17:37:22
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Added a relative mouse mode that uses mouse warping instead of raw input.
To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1"
When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
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74692835
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2013-12-23T12:17:52
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Added support for double-clicks, through a new "clicks" field in the mouse button event.
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b5a6c407
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2013-12-16T10:03:26
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[Android] Define SDL_VIDEO_OPENGL_ES2
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ec1cb49e
|
2013-12-14T20:18:43
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Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.
Additional changes in this commit, done by me:
* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend
Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
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090327e7
|
2013-12-09T16:03:18
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Implemented the Dynamic API magic.
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d01ad02b
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2013-12-09T15:17:20
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Hook up SDL_acos and SDL_asin properly.
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fc78e982
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2013-12-05T09:54:22
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Added missing header for file IO
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5ac18134
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2013-12-03T12:01:28
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Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.
controllermap can now skip bindings by pressing space or clicking/touching the
screen.
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45ae148a
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2013-12-02T19:34:08
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Adds SDL_GameControllerAddMappingsFromFile
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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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5c383489
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2013-11-24T23:36:15
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We don't need to check for snprintf() anymore, we don't use it.
SDL_snprintf() is built on vsnprintf() where available.
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e7693740
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2013-11-24T23:35:38
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Added SDL_vsscanf().
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928b4946
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2013-11-24T21:04:51
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Moved atomic API implementation out of headers.
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