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d6bcec8f
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2016-12-10T15:23:17
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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.
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2da1ec83
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2016-08-28T13:36:13
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Merge audio capture work back into the mainline.
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5150eb36
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2016-08-20T13:46:45
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WinRT: fixed bug where Win10 GameBar, when shown + hidden, might not restore a cursor's hidden state
The repro steps were this:
1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher
2. hide the cursor, via a call to SDL_ShowCursor(0)
3. make the Win10 game bar appear, by pressing the Windows + G hotkey
4. observe that the mouse cursor appears, in order to interact with the
game bar (this is expected behavior)
5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey
again, or clicking somewhere in the app
EXPECTED RESULT: cursor disappears, as game bar disappears
ACTUAL RESULT: cursor didn't always disappear
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979de761
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2016-08-05T01:44:15
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audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
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0e45984f
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2015-06-21T17:33:46
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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().
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b72938c8
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2015-04-20T12:22:44
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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.
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fe6c797c
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
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2015-02-10T16:28:56
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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
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b48e54aa
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2015-01-26T22:00:29
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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.
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70438be2
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2014-12-03T10:55:23
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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!
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9c398852
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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bbe1df0d
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2014-11-02T10:32:25
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WinRT: enabled OpenGL ES 2 support on Windows Phone
The "future-dev" branch of MSOpenTech's ANGLE/WinRT repository (at
https://github.com/msopentech/angle) includes support for Windows Phone 8.1.
This change allows it to be used in conjunction with SDL's OpenGL functions.
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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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cf4ff728
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2014-07-04T18:20:23
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Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx. The calls
to those were removed by this change, but only when compiling for WinRT.
Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
GetProcAddress calls.
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0ba3a54a
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2014-04-19T12:48:45
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Cleaned up and rearranged WinRT project file structure.
All WinRT projects have been merged into a single directory, "VisualC-WinRT",
with platform-specific variants in subdirectories off of it. This structure
has been applied to a few major SDL satellite libraries as well (SDL_image,
SDL_mixer, and SDL_ttf).
Currently, only Windows 8.0/RT and Windows Phone 8.0 targets are supported.
Windows 8.1/RT/Phone targets are planned.
Projects that use SDL_image/WinRT, and link to it via Visual Studio's
project-to-project reference system, will need to be updated, to reflect the
changes in the project structure. This can be done by:
1. removing the MSVC project(s) for SDL/WinRT
2. re-added the MSVC project(s) for SDL/WinRT
3. right-clicking on the app, or projects that use those libraries, choosing
References, removing the references to any of these projects (they'll likely
be highlighted with an exclamation mark), then re-adding them
To note, the satellite libraries that reference SDL/WinRT have been updated
already. The changes for those libraries will be pushed to hg.libsdl.org
shortly.
TODO:
- add support for Windows 8.1 and Windows Phone 8.1 targets, using
Microsoft's new "Universal" app support, if possible. These will be added to
a new subdirectory, or subdirectories (if more than one sets of projects are
needed, hopefully not), of "VisualC-WinRT".
- investigate NuGet support, which could allow Visual C++ to download
new copies of SDL/WinRT, its satellite libraries, and their dependencies,
from remote servers.
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