Branch :
| 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 |