Commit Graph

614 Commits

Author SHA1 Message Date
Sam Lantinga
c2c08f68e4 Backed out changeset 9357a2ca3473 2014-03-02 11:10:00 -08:00
Sam Lantinga
2cf453dd3e Make sure we return version 0 if XInput detection fails 2014-03-02 11:08:05 -08:00
Ryan C. Gordon
51faf449bb Reworked fullscreen policy on Mac OS X.
- SDL_WINDOW_FULLSCREEN works as always (change resolution, lock to window).
- SDL_WINDOW_FULLSCREEN_DESKTOP now puts the window in its own Space, and
  hides the menu bar, but you can slide between Spaces and Command-Tab between
  apps without the window minimizing, etc.
- SDL_WINDOW_RESIZABLE windows will get the new 10.7+ "toggle fullscreen"
  window decoration and menubar item. As far as the app is concerned, this is
  no different than resizing a window, but it gives the end-user more power.
- The hint for putting fullscreen windows into the Spaces system is gone,
  since Spaces can't enforce the requested resolution. It's a perfect match
  for FULLSCREEN_DESKTOP, though, so this is all automated now.
2014-03-02 12:45:51 -05:00
Ryan C. Gordon
afc74d9843 Better attempt to detect available X11 XInput2 features.
Fixes Bugzilla #2306.
2014-03-02 02:00:40 -05:00
Ryan C. Gordon
1005c93402 Windows: Fixed crash if quitting without closing an XInput haptic device. 2014-03-02 00:02:56 -05:00
Ryan C. Gordon
754067db7e Added a FIXME. 2014-03-01 22:27:21 -05:00
Ryan C. Gordon
7fa4eece25 Fixed a typo in a comment. 2014-03-01 22:27:13 -05:00
Ryan C. Gordon
bafa4c7ae8 Dynamically load glGetString(), to avoid direct dependency on OpenGL. 2014-03-01 21:33:48 -05:00
Ryan C. Gordon
73936208b0 Added some FIXMEs. 2014-03-01 20:59:43 -05:00
Ryan C. Gordon
99583397e6 Mac OS X: Make OpenGL context selection more robust, avoid software fallback.
Fixes Bugzilla #2197.
2014-03-01 20:46:45 -05:00
Ryan C. Gordon
3e541f306d Force Windows version of SDL_GetPrefPath() to Unicode, create missing dirs.
Fixes Bugzilla #2273.
2014-03-01 20:28:40 -05:00
David Ludwig
6687ece1d5 WinRT: cleaned up some hard-to-read SDL_DisplayMode management code 2014-03-01 16:37:30 -05:00
David Ludwig
f4a5a0fad1 WinRT: fixed a crash in SDL_Quit
SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them.  This change moves WinRT's driverdata content into a SDL_malloc'ed field.
2014-03-01 16:08:16 -05:00
Sam Lantinga
63106e4729 Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear. 2014-03-01 12:21:15 -08:00
Sam Lantinga
54ba385b4e Fixed compiler warning 2014-03-01 11:42:12 -08:00
Sam Lantinga
86655b64ef Fixed compiler warning 2014-03-01 11:40:41 -08:00
Sam Lantinga
c916f388d4 Fixed bug 2368 - Security Software is blocking RegisterRawInputDevices()
Yamagi

A customer of mine had the strange problem, that SDL_SetRelativeMouseMode() was failing for him on Windows 7. Luckily he was willing to provide some debug informations. We could track this problem down to RegisterRawInputDevices() failing due to security software running on his system (Norton Internet Security to be precise, but there are reports of similar problems with other products. For example [1]). Working around this issue with SDL_WarpMouseInWindow() is easy, and while I don't think that SDL2 can provide an internal workaround it would be really nice and helpfull if this could be documentated somewhere.

1: http://forums.codeguru.com/showthread.php?498374-How-to-run-a-very-long-SQL-statement
2014-03-01 09:59:06 -08:00
Sam Lantinga
e663b4eb76 Fixed bug 2423 - timeBeginPeriod & timeEndPeriod mismatch
Coriiander

In src\timer\windows\SDL_systimer.c there is an error with regards to timeBeginPeriod and timeEndPeriod. These functions typically get called when no high resolution timer is available, and GetTickCount is not used.

According to MSDN (link: http://msdn.microsoft.com/en-us/library/windows/desktop/dd757624(v=vs.85).aspx), for every call to timeBeginPeriod a subsequent call to timeEndPeriod is required. While SDL is currently doing this, it fails to call timeEndPeriod when cleaning up/shutting down SDL. Please note that these functions affect things on a system level. Failing to call timeEndPeriod, disables applications for using WINMM-timers after usage&shutdown of SDL, as effectively they the mechanism is now broken.

Solution:
Ensure this code gets called when shutting down the timer subsystem:

#ifndef USE_GETTICKCOUNT
if (!hires_timer_available)
{
    timeSetPeriod(0);
}
#endif
2014-03-01 09:50:52 -08:00
Sam Lantinga
ab9345a896 Null termnate the pUserMappings variable to prevent memory corruption. 2014-02-28 16:24:41 -08:00
Sam Lantinga
e56bbe3f71 Added a hint to enable the screensaver by default 2014-02-28 14:23:41 -08:00
Ryan C. Gordon
ac32352f09 Disable the screensaver by default.
Fixes Bugzilla #2218.
2014-02-27 22:06:41 -05:00
Gabriel Jacobo
f61602b434 Improve window recreation logic in OpenGL* renderers 2014-02-27 20:21:46 -03:00
J?rgen P. Tjern?
0d5957dfee Mac: Forgot return value in last commit. 2014-02-26 16:27:03 -08:00
J?rgen P. Tjern?
dd94c5fa54 Mac: Don't disassociate cursor if window is moving / doesn't have focus.
Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2396
2014-02-26 16:10:52 -08:00
J?rgen P. Tjern?
4850d25988 Mac: Redo cursor warp handling.
This fixes bugs related to getting unnaturally large xrel/yrel for
SDL_MOUSEMOTION after warps and enabling / disabling relative mode.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=1836
2014-02-26 11:35:02 -08:00
J?rgen P. Tjern?
52a63e823f Mac: Improve moving relative mode windows.
This makes it possible to move windows by their title bar, even if they're in
relative mode, if you click the title bar when the window does not have focus.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2396
2014-02-25 17:27:41 -08:00
J?rgen P. Tjern?
98d8737961 Mac: Fix error message for haptic subsystem.
We were calling SDL_Error instead of SDL_SetError when the haptic subsystem
wasn't initialized.
2014-02-25 17:25:49 -08:00
J?rgen P. Tjern?
95f7e242e6 Mac: Immediately update current OpenGL context's shape.
Previously we were postponing our -[NSOpenGLContext update] call to the next
SDL_GL_SwapWindow, even if the context was current on the current thread. This
changes it so that we will do the update immediately if it's the current
context.

If you're rendering on another thread, you need to call SDL_GL_SwapWindow once
after a resize event to ensure your drawable will produce non-garbage data.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2339
2014-02-25 15:28:12 -08:00
Gabriel Jacobo
4c192bc802 Fixes #2308, recreate window if GL requirements for the renderer are not met
If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those
required by the renderer, attempt to recreate the window.
This is needed on platforms where both GL and GLES 1/2 surfaces are supported
by the video backend, requiring that the window be recreated when switching
between context types.
2014-02-25 17:42:34 -03:00
David Ludwig
abfbed92cf WinRT: simulate keyboard events on Windows Phone 8 back-button presses
Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK.

By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app.  More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx

To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1.  Setting it to anything else will cause these events to not be marked as 'handled'.

Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered.  Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
2014-01-26 08:06:36 -05:00
David Ludwig
7eaa3cd81d WinRT: added a means to display a privacy policy link via the Settings charm
This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled.  Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm.  This is needed to pass Windows Store app-certification.

Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app.

Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy.  Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
2014-01-01 16:05:37 -05:00
David Ludwig
44b0e901f0 WinRT: d3d11 blend mode bug fixes
The destination target's alpha wasn't getting set correctly in many cases.  Among other problems, this prevented some alpha-blended textures from displaying correctly in Windows Phone 8's multitasking screen.

The d3d11 renderer now uses the same blending settings found in the d3d9 renderer.
2013-12-30 11:59:04 -05:00
David Ludwig
910c1cd0a0 WinRT: minor error cleanup regarding OpenGL init 2013-12-26 14:21:47 -05:00
David Ludwig
0dfde14d35 WinRT: took out some dead comments from SDL_winrtopengles.cpp 2013-12-26 14:13:20 -05:00
David Ludwig
fed81d121a WinRT: fixed crash on ARM and x64 during OpenGL window init 2013-12-26 13:59:01 -05:00
David Ludwig
0562e53fdf WinRT: minor header file usage cleanup in the d3d11 renderer 2013-12-26 11:04:35 -05:00
David Ludwig
94233675c7 WinRT: simplified the d3d11 vertex shader a bit
The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often.  If this does, however, become a performance problem later on, this change can always be reverted.
2013-12-26 11:03:43 -05:00
David Ludwig
7ef05d266f WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer 2013-12-26 10:18:33 -05:00
David Ludwig
700f82de2b WinRT: corrected a minor error in an end-of-file comment 2013-12-25 23:46:19 -05:00
David Ludwig
8b2694f986 WinRT: minor rotation/orientation code cleanup in the d3d11 renderer 2013-12-25 23:45:07 -05:00
David Ludwig
b93ab1e6a3 WinRT: removed a bit of dead d3d11 code 2013-12-25 23:25:25 -05:00
David Ludwig
f0e406e994 WinRT: d3d11 compiled-shader code cleanup
I'm surprised this code even compiled, before this change.  It did, but regardless, here's a cleanup.
2013-12-25 22:27:58 -05:00
David Ludwig
4d16628f1c WinRT: made sure d3d11 debug mode doesn't get enabled by default
D3D11 debug mode got inadvertently enabled, in all cases, via changeset c0e68f3.  This change reverts that.
2013-12-25 22:05:18 -05:00
David Ludwig
ce8057221a WinRT: compiled the d3d11 renderer's shaders into SDL itself
Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app.  This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
2013-12-25 21:39:48 -05:00
David Ludwig
ca867fc92d WinRT: prevented a potential race condition in the XInput backend
The race condition could've been triggered on device removal.
2013-12-25 14:42:38 -05:00
David Ludwig
8db33416a2 WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer 2013-12-25 14:20:40 -05:00
David Ludwig
187f52e80f WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
This is primarily to keep naming consistent with other shader-bound structs.
2013-12-25 14:17:49 -05:00
David Ludwig
2225493102 WinRT: moved contents of the d3d11 renderer's header file into its implementation file 2013-12-25 13:13:15 -05:00
David Ludwig
d4ae392953 WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget 2013-12-25 13:00:41 -05:00
David Ludwig
b0df915737 WinRT: removed an unnecessary use of std::string in the d3d11 renderer 2013-12-25 12:58:37 -05:00
David Ludwig
10f2de1e69 WinRT: utilized SDL_SetError's return value in the d3d11 renderer 2013-12-25 12:52:16 -05:00
David Ludwig
43e27aa82e WinRT: minor d3d11 code cleanups 2013-12-25 12:48:47 -05:00
David Ludwig
8c8feb83e0 WinRT: made d3d11-spawned error messages trickle down
Some error messages had the potential to be overwritten/obscured.
2013-12-25 12:47:39 -05:00
David Ludwig
5fba7db23c WinRT: made d3d11-spawned error messages include the function name of failed calls 2013-12-25 12:43:26 -05:00
David Ludwig
3f1e3c303e WinRT: moved ill-performing XInput device-detection calls to a separate thread 2013-12-24 21:28:31 -05:00
David Ludwig
27e79b93ec WinRT: bug fix: game-controller/joystick button-down events weren't getting sent 2013-12-24 21:08:11 -05:00
David Ludwig
5e6aba0670 WinRT: better rendering performance via D3D11_USAGE_DYNAMIC 2013-12-22 21:13:35 -05:00
CarniBlood
472068dd97 fixed gles/gles2 renderer creation fail on Android when default major/minor version doesn't match 2013-12-19 06:01:18 +09:00
Sam Lantinga
8db4c5a9d3 Fixed crash if the input data pitch is larger than the locked texture pitch 2014-02-25 10:04:49 -08:00
Sam Lantinga
b420ad0e01 Don't warp the mouse while we're doing a modal interaction 2014-02-24 23:09:35 -08:00
Sam Lantinga
2a6213ad02 Make sure we don't clip the cursor while clicking on the window title bar 2014-02-24 22:49:30 -08:00
Sam Lantinga
973d890b83 Fixed relative mouse mode with multiple windows.
The window cursor clipping will be taken care of when SDL_UpdateWindowGrab() is called.
2014-02-24 22:37:58 -08:00
Sam Lantinga
54debf84e4 Added a bunch of missing windows messages 2014-02-24 22:36:24 -08:00
J?rgen P. Tjern?
d6b1218b46 Mac: Fix inconsistent repeat of SDL_TEXTINPUT events on 10.7+
Due to the new "tap and hold" IME in Mountain Lion and above, we were getting
inconsistent repeat of SDL_TEXTINPUT events. Disabling that functionality (since
you can't see the popover anyway) solves this.

Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2387
2014-02-24 16:42:08 -08:00
Gabriel Jacobo
6ee12d6ccc Fixes #2296 - SDL_GL_UnbindTexture segfaults (thanks Daniel B?nzli) 2014-02-24 18:57:22 -03:00
Gabriel Jacobo
1084421cca Zero out haptic linked list items on creation
(thanks to Turo Lamminen for the report!)
2014-02-24 10:25:02 -03:00
Gabriel Jacobo
2ed47d8369 Fixes #2417, memory leak in SDL_gamecontroller.c (thanks Leonardo!) 2014-02-24 10:00:10 -03:00
Ryan C. Gordon
96f09df730 Free the correct variable. 2014-02-23 01:24:46 -05:00
Ryan C. Gordon
f9f2bc5afb Fixed Mac DualShock 4 gamecontroller db entry again. 2014-02-22 21:21:33 -05:00
Ryan C. Gordon
b67b970db1 Mac joystick: ignore duplicate HID elements.
The DualShock 4 has all elements listed twice: once in the top-level list of
 elements, and once in an "Application Collection" element at the top-level.

Each element has a proper cookie with a unique value, so now we descend into
 each element collections, but before we add an element to the device's list,
 we make sure we don't already have one with that cookie, probably from
 another collection or a buggy device.
2014-02-22 21:15:34 -05:00
Sam Lantinga
9cd5f5ceca Fixed bug 2404 - CPU detection not working with MSVC on x64
Tiemo Jung

All CPU detection functions SDL_Has* will return false, even if it is supported by the CPU, if SDL is compiled with MSVC and the target is x64.

The reason for this is that 'CPU_haveCPUID' will return 0 and macro 'cpuid' in SDL_cpuinfo.c is the fallback implementation, which sets all params to zero.

It is safe to assume that cpuid is supported on a CPU that runs windows x64, so CPU_haveCPUID can just return 1, and the empty macro can be replaced with a small wrap around the __cpuid intrinsic.
2014-02-22 19:10:45 -08:00
Sam Lantinga
fea87cc9cf Fixed bug 2335 - Fails to build on Debian GNU/kFreeBSD
Felix Geyer

Starting from version 2.0.1 libsdl fails to build on Debian GNU/kFreeBSD in SDL_cpuinfo.c.

GNU/kFreeBSD defines __FreeBSD_kernel__ but not __FreeBSD__.
The #ifdef __FreeBSD__ check should be extended for __FreeBSD_kernel__, see the attached patch.

Build log:
libtool: compile:  gcc -g -O2 -fstack-protector --param=ssp-buffer-size=4 -Wformat -Werror=format-security -D_FORTIFY_SOURCE=2 -DUSING_GENERATED_CONFIG_H -Iinclude -I/?BUILDDIR?/libsdl2-2.0.1+dfsg1/include -mmmx -m3dnow -msse -msse2 -fvisibility=hidden -D_REENTRANT -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-kfreebsd-gnu/dbus-1.0/include -DHAVE_USBHID_H -DUSBHID_NEW -D_REENTRANT -Wall -c /?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c  -fPIC -DPIC -o build/.libs/SDL_cpuinfo.o
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c: In function 'SDL_GetSystemRAM':
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: error: 'HW_MEMSIZE' undeclared (first use in this function)
             int mib[2] = {CTL_HW, HW_MEMSIZE};
                                   ^
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: note: each undeclared identifier is reported only once for each function it appears in
make[2]: *** [build/SDL_cpuinfo.lo] Error 1
2014-02-22 18:01:18 -08:00
Sam Lantinga
6bb2f2ef8d Fixed bug 2347 - On OSX, an SDL app prevents system shutdown.
Tim McDaniel

On OSX, an SDL app forces a system shutdown to be cancelled.  This happens because [SDLAppDelegate applicationShouldTerminate] returns NSTerminateCancel.  A better approach is to subclass NSApplication and override terminate to do nothing except call SDL_SendQuit.  In response to a system shutdown notification, this allows the normal SDL Quit event processing to occur, and if the app then terminates, system shutdown occurs normally.  Please see the attached patch, based on SDL 2.0.1.
2014-02-22 17:55:58 -08:00
Sam Lantinga
b80f4f9e50 Don't fail initialization if the helper window class already exists. 2014-02-22 17:39:35 -08:00
Sam Lantinga
a5f52ac5a8 Fixed bug 2395 - OSX: App name in the menu bar is not localized.
Tim McDaniel

On OSX, the app name in the menu bar is not localized.  This can be fixed using the following implementation for GetApplicationName in SDL_cocoaevents.m:

static NSString *
GetApplicationName(void)
{
    NSDictionary *dict;
    NSString *appName = 0;

    appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleDisplayName"];
    if (!appName)
        appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleName"];

    if (![appName length])
        appName = [[NSProcessInfo processInfo] processName];

    return appName;
}
2014-02-22 17:32:18 -08:00
James Legg
d3cf7360db Fix audio conversion when channel count changes
- Use the SDL_AUDIO_MASK_DATATYPE bit when selecting an implementation
  where it matters. Previously two existing AUDIO_F32 cases had been
  written, but were unreachable.
- Add AUDIO_F32 case for SDL_ConvertSurround_4.
- Fix incorrect pointer arithmetic causing the 2 to 6 channel
  conversion for 4 byte audio formats to read and write beyond the end
  of the buffer.
2014-02-21 13:57:53 +00:00
Sam Lantinga
5512eac69f Fixed bug 2414 - Execute event watchers in the order they were added
Leonardo

Event watchers are being executed on the inverse order they are added because they are added to the head of the SDL_event_watchers list.

Since watchers are allowed to change events before they are reported (they shouldn't, imo), this breaks code that rely on watcher execution order (such as distributed event handling).

An easy scenario to see this behaving weird to the user is if you add an event watcher to check mouse coordinates and check them again in your event loop. If you add the watcher after renderer's one (which always happens after you have initialized renderer), you get the same event but different coordinates.

The proposed patch adds the event watcher in the tail of the list, not in the beginning, and correctly fixes this problem.
2014-02-22 15:27:11 -08:00
Sam Lantinga
f7de4ae130 Fixed bug 2407 - Support for OpenGL ES 3 contexts on iOS
Alex Szpakowski

Currently the UIKit/EAGL backend for SDL's OpenGL context creation API doesn't support OpenGL ES 3, despite iOS 7+ being capable (on devices with the necessary hardware.)

I have attached a patch to add support. It's also slightly more future-proof, so eventual OpenGL ES 4+ capability on iOS should hopefully work without requiring changes to SDL's UIKit/EAGL backend.
2014-02-22 15:23:09 -08:00
Sam Lantinga
af0ab49003 Fixed bug 2346 - Mac: mousewheel events have flipped horizontal scroll values
Alex Szpakowski

On my Mac OS X system (10.9.1), the SDL_MOUSEWHEEL event reports negative X values when my trackpad scrolls to the right, and positive X values when my trackpad scrolls to the left. This is backwards from what I'd expect, and I don't think it matches the Windows wheel events.

The vertical scroll values are what I'd expect though, and are consistent what gets reported on Windows (positive Y for scrolling up, negative Y for scrolling down.)

This is with "scroll direction: natural" disabled in the OS X trackpad settings (i.e. my scroll direction in non-SDL OS X programs matches what happens in Windows and Linux.)

I also tested with the horizontal scroll on a real mouse (Logitech G500 without custom drivers), and the horizontal scroll values in SDL are still flipped.

I "solved" the issue for myself by changing this line in the Cocoa_HandleMouseWheel function:

    float x = [event deltaX];

to this:

    float x = -[event deltaX];

I believe it should work fine with that change - I found something similar in another codebase while looking online for my issue - but I haven't tested on anything below Mac OS 10.8.
2014-02-22 14:57:12 -08:00
Sam Lantinga
7c33f23361 Thou shalt not use more than 4k local variables in this code. 2014-02-22 10:40:12 -08:00
Ryan C. Gordon
0deb54c024 Reworked Mac OS X joystick code to use the 10.5+ HID Manager API.
Besides being a little more simple to use than the earlier IOKit HID API, and
 less likely to be deprecated, it also has the added benefit of working with
 the Sony DualShock 4 controller in Bluetooth mode out of the box, whereas
 the previous API has a bug that makes it report bad data for the
 controller.

Cleaned up several other things in this code, having gone over every line of
 it. The remaining deprecated calls are also gone.
2014-02-22 00:55:28 -05:00
Gabriel Jacobo
abe2ac2cb4 Fixes #2326, clean up the X11 backend a bit 2014-02-21 08:37:57 -03:00
Sam Lantinga
22e3217e59 Fixed infinite recursion in D3D_Reset() 2014-02-20 21:07:56 -08:00
Sam Lantinga
6b33f2e8ca Fixed resetting the current render target if the D3D device is reset while using a non-default render target. 2014-02-17 22:20:33 -08:00
Ryan C. Gordon
ccce6fb302 s/iPhoneOS/iOS 2014-02-17 11:47:54 -05:00
Ryan C. Gordon
245e125e0f Corrected battery percentage on iOS (thanks, Felix!).
Fixes Bugzilla #2397.
2014-02-17 11:46:23 -05:00
Sam Lantinga
5c5770ad44 Make sure we don't stay in the windows event loop forever if there are lots of events coming in quickly. 2014-02-14 11:39:58 -08:00
Sam Lantinga
441f7d8d63 Fixed Mac PS4 controller entry, added Linux OUYA controller entry 2014-02-14 11:38:59 -08:00
Sam Lantinga
268071d16f Added the new function at the end so we don't break the ABI 2014-02-13 11:08:12 -08:00
Sam Lantinga
baf2dd4c7e Back out changelist 1951976 2014-02-13 11:05:34 -08:00
Sam Lantinga
f5d1559b51 Back out changelist 2026006 2014-02-13 11:05:32 -08:00
Sam Lantinga
c52c91056b Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display.
CR: SamL
2014-02-13 11:05:30 -08:00
Sam Lantinga
e34da6801f Fixed lost mouse button when in relative mouse warp mode and you click on the title bar, entering a modal move/resize loop.
Testing:
* Set the SDL_HINT_MOUSE_RELATIVE_MODE_WARP hint true, run testsprite2, press Ctrl-R to enter relative mode, alt tab away from the window, then click on the title bar of the window. Didn't get the mouse button release before, and we do now.

CR: Yahn + Alfred
2014-02-13 11:05:28 -08:00
Sam Lantinga
567b5ba8e9 As part of Jorgen's code review of this function I added a call to LoadLibrary so the refcounts would be consistent between Windows and Posix. Then I forgot to include the check that the thing was actually loaded and caused it to be loaded all the time. Oops.
CR: AaronL
2014-02-13 11:05:26 -08:00
Sam Lantinga
1fa4939a38 Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD)
CR: Jorgen
2014-02-13 11:05:24 -08:00
Sam Lantinga
076a14b263 Fixed crash if render target textures are used while the device is lost 2014-02-10 13:40:02 -08:00
Sam Lantinga
ae05f178c2 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens. 2014-02-10 10:02:51 -08:00
Sam Lantinga
9f2509da79 Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout 2014-02-10 10:02:42 -08:00
Sam Lantinga
a396841f8d Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible.
This is the case with the Steam In-Home Streaming client.
2014-02-10 10:02:18 -08:00
Ryan C. Gordon
f38c1f05f5 Fixed DualShock 4 controller config on Mac OS X. 2014-02-10 12:47:26 -05:00