src/video


Log

Author Commit Date CI Message
Sam Lantinga e8954d5d 2015-06-30T19:30:02 Hack to fix missing window decorations after toggling fullscreen mode in Mac OS X 10.10
Ryan C. Gordon 1e3c28ac 2015-06-30T15:00:48 X11: Added a test for a weird X11 error we get with Xinerama, rarely.
Ryan C. Gordon 20ec1377 2015-06-30T14:41:17 X11: Call XRefreshKeyboardMapping() when we get various MappingNotify events. According to the Xlib docs, you need to do this or Xlib's internal state gets out of sync.
Ryan C. Gordon acdb494f 2015-06-30T14:39:39 X11: Don't ignore keyboard mapping changes. MappingNotify events don't have a window associated with them, so SDL was dropping these before the point where we would have handled them.
Sam Lantinga 3a08b463 2015-06-25T11:49:48 Fixed bug 2834 - Patch to support dead keys on Windows Elise Maurer When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release. Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character. I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input: * r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645. * But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing). * It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff. The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.
Sam Lantinga f1b7a843 2015-06-25T07:17:08 Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined
Alfred Reynolds e4e4e1b8 2015-06-24T10:56:37 SDL - do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`". Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data. CR: SamL
Sam Lantinga 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.
Philipp Wiesemann 8cea1b98 2015-06-21T19:37:37 Windows: Fixed crash if initialization of EGL failed but was tried again later.
Philipp Wiesemann 72590685 2015-06-21T19:36:35 Backed out changeset 4ad56dbf4a6f
Philipp Wiesemann 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().