kc3-lang/SDL/src/video

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Log

Author Commit Date CI Message
fed81d12 2013-12-26 13:59:01 WinRT: fixed crash on ARM and x64 during OpenGL window init
27e79b93 2013-12-24 21:08:11 WinRT: bug fix: game-controller/joystick button-down events weren't getting sent
ecfbb3f5 2013-11-28 22:59:21 WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
46740a5a 2013-11-28 22:09:21 WinRT: merged with latest SDL 2.x/HG code SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
da0c0a4a 2013-11-28 21:15:05 WinRT: fixed bug: touch input coordinates weren't normalized [0..1] Thanks to Pierre-Yves for pointing this out and providing a fix!
9fa4da13 2013-11-28 02:31:32 Fixed windows build with conflict resolve
d2511d9e 2013-11-27 10:29:38 Fixed bug 2260 - SDL_SetCursorGrab() is buggy on Windows BurnSpamAddress Steps to reproduce: 1. Grab the cursor with SDL_SetCursorGrab() 2. Alt-tab away from the window 3. Click on the titlebar of the window This will cause the window to disappear underneath the taskbar! This appears to be a general issue with ClipCursor() on windows, i.e. I am getting the same behavior if I call ClipCursor() directly. It is caused by a feedback loop between the ClipCursor function and the modal resize/move event loop that handles mouse-based sizing on Windows.
fa4e4a64 2013-11-27 10:29:32 Fixed large relative mouse motion when iconifying the SDL window. Windows will move the window to -32000,-32000 when it is iconified, so we don't want to send mouse motion for iconic windows.
2bb344d6 2013-11-27 10:29:27 Don't crash when no WM is present. CR: Sam Lantinga.
1ad0d248 2013-11-25 12:28:09 [Android] Fixes #2228, reworked touch code Lets Android take care of which is the primary pointer (the one acting as the mouse in SDL), reorganized the Java side code as well to make it easier to understand.
01acbd38 2013-11-23 18:34:27 Fixed spaces in license comment.
a3bb007e 2013-11-23 02:02:29 Fixed double-free of the window shape path
4abeed93 2013-11-22 14:19:52 Fixes compilation on Mingw.
61959aa6 2013-11-22 13:24:53 OpenGL ES support for Windows
a2187171 2013-11-20 21:17:26 Query version for X11 XInput2 multitouch separately from base XInput2.
9095952a 2013-11-20 12:51:18 Clean up X11 OpenGL ES backend If you really need to switch between OpenGL and GLES context types, just issue a SDL_GL_UnloadLibrary manually.
131a0725 2013-11-19 11:04:05 Find the best EGL config available between those returned by eglChooseConfig This existed in the old Android Java code, it got lost in the migration to the commong EGL code.
9dd923fb 2013-11-16 21:19:16 When the mouse is grabbed it's constrained to the client area, not the window frame.
4e1ee557 2013-11-16 12:02:09 Fixed bug 2231 - Move src/input/evdev into src/core/linux Ryan C. Gordon To keep the directory layout sane, we should probably move this one piece of source to the linux catch-all directory, instead of making it look like this is part of an SDL "input" subsystem.
3b52058f 2013-11-16 11:54:16 Fixed bug 2241 - SSE intrinsic in fillrect MMX path norfanin The MMX path in SDL_fillrect.c uses the SSE intrinsic _mm_stream_pi. The function or symbol provided by the compiler will not be present because the SSE header may not get included. The linker will complain about an undefined reference. Since this is the only intrinsic used here (and someone forgot to create one for MOVQ), I think the MMX path can be removed completely. At least I don't see another way to move 64-bits from an MMX register to memory.
4295a92f 2013-11-14 22:26:49 Fixed bug 2240 - On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register philhassey On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register. Steps to Reproduce: 1. Open a windowed window on OS/X. (With the border on.) 2. e.button.button will give values 1,2,3 depending on which mouse button I click. 3. Call SDL_SetWindowBordered to disable the border. 4. e.button.button will only give values 1,2. 3 (right mouse button) stops coming through. Expected result: I expect all mouse buttons to register.
35915d4f 2013-11-14 20:14:02 Clean up the EGL related video backends (X11, Android, RPi)
e899f0c4 2013-11-14 14:42:20 Haiku: fixed uninitialized variable.
00003e8c 2013-11-14 11:51:24 Renamed things named after BeOS to be named after Haiku instead.
5b8b403e 2013-11-13 11:18:37 [Windows] Fixes bug #1555, handle ALT+F4 on Windows
397f5a85 2013-11-12 02:18:52 Retain the high dpi flag when recreating the window (e.g when creating a renderer context)
12961352 2013-11-12 02:04:12 Fixed build error with SDK < 10.7
253b9ba8 2013-11-12 02:02:12 We still want to generally minimize on focus loss, but not when we're in a fullscreen space on Mac OS X.
75145ea0 2013-11-12 01:52:54 Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X.
5f8a0b18 2013-11-12 00:32:29 Fullscreen space naming cleanup to avoid confusion with normal fullscreen mode
7459b159 2013-11-11 23:42:43 Made sure the window had the correct border when manually being brought back from fullscreen mode.
cb190b82 2013-11-11 22:43:05 Fixed assertion when quickly toggling from fullscreen back to fullscreen: "Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'backgroundWindows not nil in enterFullScreenTransitionWithOptions:animated:activatingIt:'" To reproduce this, run testsprite2, press Alt-Enter once, again while it's animating to fullscreen, and then again while it's animating out of fullscreen.
8f8070db 2013-11-11 21:38:11 Fixed window resizing when entering and leaving fullscreen mode
7cf76ffb 2013-11-11 21:21:18 Fixed assertion failure when minimizing a fullscreen window.
75a23d99 2013-11-11 20:51:19 Fixed bug 2212 - SDL_SetTextInputRect has no effect on iOS philhassey Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect. Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput. Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region. Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.) This patch implements SDL_SetTextInputRect for uikit/iOS. It sets up notification handlers to respond to changes in the display of the keyboard. These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
cb31a80d 2013-11-11 20:42:59 Properly handle toggling fullscreen state when another fullscreen state change is in progress.
819148a8 2013-11-11 19:17:32 [X11] Fix up compilation when EGL headers are not present.
f0692d65 2013-11-11 03:29:11 Fixed compiling with older Mac OS X SDK
2384ad5b 2013-11-11 03:12:50 Fixed compiling with ISO C90
2ceeb74e 2013-11-11 03:02:42 Don't minimize by default when in fullscreen desktop mode. This fixes behavior with the new Mac OS X fullscreen space code, as well as improve behavior on Linux desktops. The default for normal fullscreen mode is still to minimize because we're likely doing a mode switch and don't want to stick around as a borderless window in the background.
4c1322f6 2013-11-11 02:53:00 Added support for new style fullscreen transitions on Mac OS X
6ec3e690 2013-11-11 01:59:40 Fixed whitespace style
893afbaf 2013-11-10 19:19:44 Fixed pool memory leak
b30e396b 2013-11-10 17:56:07 Fixed bug 1965 - Mac: dead code for supporting OS 10.4 Alex Szpakowski The new patch removes all the truly obsolete code I could find. I tested on OS 10.8 and OS 10.5.
5821466c 2013-11-10 17:40:35 Fixed bug 2176 - SDL_CreateWindow(w=INT_MAX, h=INT_MAX) causes program to hang Catch exceptions generated when trying to create a Cocoa window.
15a3bbcb 2013-11-10 20:38:50 [X11] Ignore both NotifyGrab and NotifyUngrab modes in FocusIn/FocusOut events
9228c845 2013-11-10 14:48:44 Fixed issue with dead key press/release events being filtered out.
0d39d090 2013-11-10 14:33:01 Hopefully fixed focus problems when handling a global hotkey on X11. See this thread for details: https://bugzilla.mozilla.org/show_bug.cgi?id=578265
e19f15dd 2013-11-10 14:10:00 Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows Also fixed minimize and maximize state detection for Windows.
aa337980 2013-11-10 14:50:37 Added a new unused key code from Android 4.4 (API 19).
550676d0 2013-11-09 00:56:05 Fixed signed/unsigned warning
976c8769 2013-11-08 14:05:23 Fixed bug 2172 - Window loses maximized state when activated I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues. For now the correct way to raise and/or restore the window is as follows: if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) ) { SDL_RaiseWindow( window ); } if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED ) { SDL_RestoreWindow( window ); } I will investigate the window state change rules more fully in the future. CR: Alfred Reynolds
faebe94c 2013-11-08 14:05:08 Mac: Fix a crash with SDL_MAC_NO_SANDBOX. When we get a kCGEventTapDisabledByTimeout or kCGEventTapDisabledByUserInput, the event tap would perform an invalid memory access. void pointers are so fun. This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.
621c7f8f 2013-11-08 14:04:51 Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX.
493fadd5 2013-11-08 14:04:35 Fixed spot where SDL was assuming that two displays having the same origin means they're the same display. Changed it to check for the same extents instead. (Sam actually wrote this, I'm just reviewing and checking it in.)
95c67ed9 2013-11-07 19:15:58 Fixed bug 2219 - BMP loader do not handle big BITMAPINFOHEADER structure Patrice Mandin I encountered a problem trying to load a 8-bit paletted BMP file using SDL. This file was generated using GIMP 2.8. It has a big BITMAPINFOHEADER (0x6c bytes for biSize field), and thus the palette is incorrectly setup.
48e44f7f 2013-11-06 23:59:24 Fixed Windows compile error
3b050fc9 2013-11-06 23:35:08 Horizontal wheel support in windows Lorenzo Pistone this patch adds support for the horizontal wheel in Windows. It is shamelessly copied off the vertical wheel code, but I guess that that is a value added in consistency.
22770a8f 2013-11-06 11:23:24 [Android] Fixes Bug 2041 - can't get SDL_QUIT event... Thanks to Denis Bernard! Also, changed the Android manifest so the app doesn't quit with orientation changes, and made testgles.c exit properly on Android.
749117ac 2013-11-04 19:54:29 WinRT: added experimental OpenGL ES 2.0 support A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base. To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'. From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext. The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL. Only Windows 8/8.1 is supported for now. Shaders may need to be precompiled, in some (all?) cases.
f2224e1f 2013-11-03 09:55:27 Fixed bug 1990 - focus/keyboard events not generated correctly for multiple windows Mai Lavelle I've recently tried to create multiple windows and process key events for them, and found that key events weren't being generated for most of the windows. After some investigating I've observed the following effects. All but the most recently created window experience these effects... - a focus lost event is generated immediately after the focus gained event, even tho window still has focus - key events report window id 0 rather than the id of the window which has focus, SDL thinks no window has focus? - giving focus to a non SDL window and then selecting an SDL window causes events to be generated as expected, but only until focus changes again Focus change events are queued and delayed (200 ticks) before they are dispatched. The problem occurs when a focus out and focus in event are received on the same tick. When these delayed events are dispatched they will be sent in the order determined by the window list rather than the order in which they are received. The focus out dispatch is implemented by calling SDL_SetKeyboardFocus(NULL). This will remove focus from any window, regardless of whether it is the one originally targeted by the X11 event. Since SDL_SetKeyboardFocus() will always dispatch a focus lost event as needed, the easiest solution is simply to only call SDL_SetKeyboardFocus(NULL) when SDL_GetKeyboardFocus() matches the target window.
0f8d9995 2013-11-02 11:42:00 Corrected typo in source comment.
e651ab12 2013-10-31 10:02:21 Fixes Bug #2191,incorrect test for egl_context validity Thanks David Binderman!
d36c7363 2013-10-28 22:43:39 Updated GL version tests for Mac OS X 10.9 ("Mavericks"). They changed the name of their GL 3.2 enum, added the GL 4.1 core profile.
69c5d21d 2013-10-27 21:26:46 WinRT: merged with SDL 2.0.1 codebase
e64e3d8c 2013-10-27 14:31:57 WinRT: fixed two bugs regarding mouse events The first bug had mouse motion events not getting sent out on non-touch devices, if and when a mouse button wasn't pressed. The second bug caused virtual mouse motion events to get sent out-of-order on touch devices: the motion event would get sent after the touch occurred, rather than before.
e0771482 2013-10-23 13:43:17 Fix regression causing crashes when running without a window manager.
298d3d62 2013-10-22 21:54:52 Fixed duplicate const warning
bcf5472d 2013-10-21 02:37:03 Fixed bug 2073 - Mac: window moves unexpectedly when exiting SDL_WINDOW_FULLSCREEN_DESKTOP mode Alex Szpakowski In Mac OS X, when SDL_SetWindowFullscreen(window, 0) is called on a window which was in SDL_WINDOW_FULLSCREEN_DESKTOP mode, its original size is restored but its position is moved to the bottom of the screen. I tracked down the issue to these two lines: http://hg.libsdl.org/SDL/file/fdd5cc9e9f90/src/video/cocoa/SDL_cocoawindow.m#l1034 I believe [nswindow setFrameOrigin:rect.origin] implicitly calls [nswindow constrainFrameRect:rect toScreen:screen], which will attempt to constrain the window to the screen, but at that point the window size is still full-screen rather than the restored window size, so the constrainFrameRect function operates on the wrong window size. https://developer.apple.com/library/mac/documentation/cocoa/reference/applicationkit/classes/NSWindow_Class/Reference/Reference.html#//apple_ref/occ/instm/NSWindow/constrainFrameRect:toScreen: I resolved the issue by swapping the order of the function calls, like so: [nswindow setContentSize:rect.size]; [nswindow setFrameOrigin:rect.origin];
b8b9bfbe 2013-10-21 01:16:16 Fixed some warnings building for 64-bit Windows
80930559 2013-10-21 00:25:43 Fixed bug 2012 - Algorithm logic getting wrong in ComputeOutCode Nitz I was going through the SDL_IntersectRectAndLine function and wondered to see the ComputeOutCode function implementation. The problem in this algo is, x and y axis are getting check with respect to 0, Which is wrong, it should be get checked with respect to rectangle x and y axis.
360c3d85 2013-10-21 00:15:24 Better cleanup if OpenGL initialization fails
f8c11bb9 2013-10-20 23:05:53 Fixed the status bar visibility in iOS 7
08fa8da7 2013-10-20 21:56:15 Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings Andreas Ertelt The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121) The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple warning: always_inline function might not be inlinable [-Wattributes] as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
f5fa492e 2013-10-20 20:42:55 Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values. Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
0e699eb5 2013-10-20 21:18:05 Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!). Fixes Bugzilla #1985.
d1bde399 2013-10-20 20:24:00 Backed out changeset 737771c47c6f, done testing Buildbot changes.
df368084 2013-10-20 20:02:02 Intentionally breaking Windows and Raspberry Pi builds to test Buildbot change.
a25b5192 2013-10-20 09:58:37 Fixed compiling with the new X11 symbol wrapping
6a3478c2 2013-10-20 17:23:43 Fix bug 1300 by querying current border size in ConfigureNotify, and adjusting window coordinates accordingly.
b4a00144 2013-10-18 10:56:45 Fixed the XInput2 X11 symbols.
379c0054 2013-10-18 00:47:22 Fixed bug 2123 - SDL_BlitScaled crashes in src/video/SDL_blit_N.c:2145 We need to reset the blit function when switching between scaled and unscaled blits.
888d807a 2013-10-17 23:05:40 Removed redundant #ifdef
12ca3ce3 2013-10-17 23:02:29 Fixed building using MinGW Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
a2bd8970 2013-10-18 01:36:41 Don't supply duplicate X11 symbols inside SDL. Fixes static linking when something else also uses X11.
14e13e13 2013-10-17 17:38:55 Fixed compiler warning if dynamic X11 loading isn't enabled.
7db31223 2013-10-17 17:37:23 Fixed using the wrong variable when reporting a missing SDL scancode mapping.
6435a82d 2013-10-14 09:12:30 Backed out revision fb5ab0e91c56, the platform specific messagebox functions don't have the right prototype since they're designed to be used standalone.
4b603abf 2013-10-14 08:56:55 For some reason, trying to raise the window programmatically while it's alt-tabbed away will minimize it. Added a workaround for this.
fea2699c 2013-10-14 08:56:50 Fixed the windows message debug output so it works without HAVE_LIBC
8ec3ba38 2013-10-13 19:59:40 Fixed accumulating mouse wheel motion for the Microsoft Wireless Mouse 5000
074a1c4c 2013-10-12 16:29:34 Fixes X11 video backend compilation when no GL is available For example, in our Raspberry Pi sysroot.
f7e0a9b2 2013-10-10 02:21:41 Patched to compile in C90 mode.
d0fddfab 2013-10-10 00:30:03 Fixes Bug 2134 - [Android] Black screen after resume (sometimes)
2568a367 2013-10-07 16:01:40 Mac: Better handling when someone else is the app delegate.
c455f729 2013-10-07 14:16:38 Fix SDL_SetWindowPosition on fullscreen windows. This reverts http://hg.libsdl.org/SDL/rev/7cdeb64faa72 and fixes it in the correct way. If you call SDL_SetWindowPosition on a fullscreen window, it would update the x & y variables for the window, but not actually move the window (since it was fullscreen). That would make the internal state of the SDL_Window incorrect, causing SDL_WarpMouseInWindow to offset incorrectly. This makes it so SDL_SetWindowPosition updates the `windowed' x & y coordinates, which take effect when you revert from fullscreen.
11c45c4e 2013-10-06 13:50:36 Removed unused variables (thanks Joseph!)
0db36f51 2013-10-05 17:08:19 Added detection of touch devices before first touch events happen on Android. On Android available touch devices are now added with video initialization (like the keyboard). This fixes SDL_GetNumTouchDevices() returning 0 before any touch events happened although there is a touch screen available. The adding of touch devices after a touch event was received is still active to allow connecting devices later (if this is possible) and to provide a fallback if the new init did not work somehow. For the implementation JNI was used and API level 9 is required. There seems to be nothing in the Android NDK's input header (input.h) to implement everything on C side without communication with Java side.
5607cc45 2013-10-05 00:29:57 Avoid redundant state changes in the GLES2 renderer.
9c489c7c 2013-10-04 08:23:37 Fix EGL/OpenGL ES paths