Commit Graph

1171 Commits

Author SHA1 Message Date
Alex Szpakowski
6ea942dae3 Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
2015-07-19 19:44:40 -03:00
Ryan C. Gordon
9d3d643742 Patched to compile on Raspberry Pi. 2015-07-18 00:03:34 -04:00
Ryan C. Gordon
e346f14277 SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.

This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
2015-07-17 21:03:58 -04:00
Ryan C. Gordon
27055ea0ad X11: center parentless message boxes on the primary display if possible.
This relies on a successful SDL_Init(SDL_INIT_VIDEO) to work, since it's
silly to reproduce all the Xinerama/XRandR code in the message box parts. If
X11 is available but SDL hasn't been initialized, the message box will center
in the primary screen, which will be positioned weirdly on multi-head setups,
but this should fix the most significant common case.
2015-07-14 23:46:35 -04:00
Ryan C. Gordon
0c19501eeb x11: Patched to compile on systems without the Xutf8LookupString() function. 2015-07-11 00:59:56 -04:00
Sam Lantinga
396b3b8992 Better fix for bug 3048, don't crash if the window title is NULL 2015-07-05 15:45:48 -07:00
David Ludwig
d0ba0c1d8a Fixed bug 3048, "Crashes in Cocoa_SetWindowTitle" 2015-07-04 21:04:49 -04:00
Ryan C. Gordon
65a1a3e7e9 Cocoa: support drag-and-drop of multiple objects. 2015-07-04 14:09:09 -04:00
Sam Lantinga
b5c43a88b4 Fixed style 2015-07-03 09:18:14 -07:00
Sam Lantinga
35c4468f9d commit a7d7af2a419b453188ffe87386455fc26c1306fa
Author: Benoit Pierre <benoit.pierre@gmail.com>
Date:   Fri Jul 3 02:17:10 2015 +0200

    fix 14dd48ae5bc43b61b2a0dd0b3177d22edec707ef regression

    The window manager detection code in X11_HasWindowManager does not work
    with Awesome (http://awesome.naquadah.org/). Remove it, and reuse the
    result of the more correct checks in X11_CheckWindowManager.
2015-07-03 09:17:24 -07:00
Sam Lantinga
e8954d5d8c Hack to fix missing window decorations after toggling fullscreen mode in Mac OS X 10.10 2015-06-30 19:30:02 -07:00
Ryan C. Gordon
1e3c28ac64 X11: Added a test for a weird X11 error we get with Xinerama, rarely. 2015-06-30 15:00:48 -04:00
Ryan C. Gordon
20ec137763 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.
2015-06-30 14:41:17 -04:00
Ryan C. Gordon
acdb494ffd 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.
2015-06-30 14:39:39 -04:00
Sam Lantinga
f1b7a8434f Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined 2015-06-25 07:17:08 -07:00
Sam Lantinga
3a08b46336 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.
2015-06-25 11:49:48 -07:00
Alfred Reynolds
e4e4e1b82a 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
2015-06-24 10:56:37 -07:00
Sam Lantinga
b7aa856c8f 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.
2015-06-22 23:36:06 -07:00
Philipp Wiesemann
8cea1b986e Windows: Fixed crash if initialization of EGL failed but was tried again later. 2015-06-21 19:37:37 +02:00
Philipp Wiesemann
72590685c0 Backed out changeset 4ad56dbf4a6f 2015-06-21 19:36:35 +02:00
Philipp Wiesemann
0e45984fa0 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().
2015-06-21 17:33:46 +02:00