Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 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. | ||
| 2bb344d6 | 2013-11-27 10:29:27 | Don't crash when no WM is present. CR: Sam Lantinga. | ||
| 00003e8c | 2013-11-14 11:51:24 | Renamed things named after BeOS to be named after Haiku instead. | ||
| 397f5a85 | 2013-11-12 02:18:52 | Retain the high dpi flag when recreating the window (e.g when creating a renderer context) | ||
| 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. | ||
| 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. | ||
| 6ec3e690 | 2013-11-11 01:59:40 | Fixed whitespace style | ||
| 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. | ||
| 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. | ||
| 69c5d21d | 2013-10-27 21:26:46 | WinRT: merged with SDL 2.0.1 codebase | ||
| 360c3d85 | 2013-10-21 00:15:24 | Better cleanup if OpenGL initialization fails | ||
| 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. | ||
| 0e699eb5 | 2013-10-20 21:18:05 | Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!). Fixes Bugzilla #1985. | ||
| 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. | ||
| 9ceed73d | 2013-09-28 13:28:19 | Raspberry Pi support (also unified UDEV and EVDEV support) | ||
| 0103bc0b | 2013-09-27 22:09:51 | Default to OpenGL ES 2.0 instead of 1.0 when it's available. | ||
| 869a7076 | 2013-09-20 13:43:00 | add in High DPI support (aka Retina) - based on J?rgen's patch with a few bug fixes | ||
| fae4190d | 2013-09-13 17:42:46 | Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now. CR: Sam | ||
| ace1e98a | 2013-08-29 15:02:32 | Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1 SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES | ||
| e07d7e64 | 2013-08-29 08:30:21 | Christoph Mallon: Replace strlen(x) == 0 (O(n)) by x[0] == '\0' (O(1)). | ||
| 3e2930de | 2013-08-29 08:29:51 | Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x) | ||
| f79fc33a | 2013-08-29 08:29:21 | Christoph Mallon: Remove pointless if (x) before SDL_free(x) | ||
| 64e6eeac | 2013-08-25 11:48:49 | Fixes "error: conflicting types for 'GLintptr'" | ||
| 63fe3a77 | 2013-08-20 19:49:24 | Fixes a few non C89 compliant comments | ||
| 0eeb76d8 | 2013-08-19 16:29:46 | Fixes bug #2037, common EGL code for Android and X11 | ||
| f7049b93 | 2013-08-12 22:29:55 | WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1) | ||
| dad42067 | 2013-08-12 11:13:50 | Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump. | ||
| 1ad936eb | 2013-08-11 19:56:43 | Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen. |