Commit Graph

469 Commits

Author SHA1 Message Date
Philipp Wiesemann
5e5936822f Android: Added to APK expansion file hint documentation in header file. 2015-09-17 22:21:12 +02:00
Philipp Wiesemann
83e94e257b Corrected documentation of the SDL_CreateTexture() functions in header file. 2015-08-21 23:50:59 +02:00
Alex Szpakowski
2d63af8eb1 Updated SDL_egl.h to have the latest EGL version and extension information. 2015-08-21 00:19:36 -03:00
Philipp Wiesemann
2fa0394855 Corrected documentation of SDL_AddTimer() in header file. 2015-08-19 22:29:37 +02:00
andrewb
a702c338f0 Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4. 2015-08-03 11:37:03 -07:00
Philipp Wiesemann
c509e798d7 Fixed documentation of SDL_DropEvent in header file. 2015-07-31 20:16:18 +02:00
Alfred Reynolds
628d8edb95 SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
2015-07-29 17:19:15 -07:00
Alfred Reynolds
61c7415071 Add SDL_GetDisplayDPI routine and implement for Windows. 2015-07-29 17:18:56 -07:00
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
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
Philipp Wiesemann
a955bec49a Fixed spaces in header file. 2015-07-16 21:48:35 +02:00
Philipp Wiesemann
cad94bd502 Fixed typo in test header file comment. 2015-07-15 21:12:04 +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
Eric Wing
7d5147bad3 resync'd overscan patch with SDL mainline. 2015-04-17 21:25:19 -07:00
Alex Szpakowski
c4035654a9 Added framebuffer and colorbuffer members to the uikit portion of the SDL_SysWMinfo struct, removed SDL_iOSGetViewRenderbuffer and SDL_iOSGetViewFramebuffer. 2015-04-09 19:28:00 -03:00
Alex Szpakowski
fcd0f06a88 Renamed SDL_iPhoneGetViewFramebuffer/Renderbuffer to SDL_iOSGetViewFramebuffer/Renderbuffer. Added #defines for SDL_iOSSetAnimationCallback and SDL_iOSSetEventPump, which point to SDL_iPhoneSetAnimationCallback and SDL_iPhoneSetEventPump. 2015-04-08 15:59:29 -03:00
Alex Szpakowski
26c28114ee Merged default into iOS-improvements 2015-04-08 15:35:07 -03:00
Ryan C. Gordon
1339ce71f6 Make SDL_stdinc.h work when compiling with -Wundef (thanks, Ben!).
Fixes Bugzilla #2664.
2015-04-08 01:42:47 -04:00
Ryan C. Gordon
6a126a48df Do the "fix" for asserts with MSVC's /W4 warnings only on MSVC.
Naturally, this way generates a warning on GCC and Clang instead.  :)
2015-04-07 23:40:01 -04:00
Alex Szpakowski
df98b11c47 Merged default into iOS-improvements 2015-04-06 15:26:37 -03:00
Ryan C. Gordon
a0e878aafb Minor input grab clarifications.
Clarify that grabbing the mouse only works with one window at a time; this was
always true at the system level, though SDL could previously get confused
by multiple simultaneous grabs, so now we explicitly break any existing
grab before starting a new one and document it as such.

Also track the window that is currently grabbed, and provide an API to query
for that window. This makes it easy to automate mouse ungrabbing at
breakpoints with gdb7's scripting, since the scripts can now know which window
to ungrab.

In 2.1, we should probably change this API to SDL_GrabInput(win) and
SDL_UngrabInput(void), or something.
2015-03-28 00:48:03 -04:00
Joseba Garc?a Etxebarria
387fa5dcfb * Improve mouse support in Android. These changes require Android API v12 to compile 2015-03-24 20:45:29 +01:00
Ryan C. Gordon
672ccb4f54 Make the signal handler hint more generic. 2015-03-24 14:36:36 -04:00
Ryan C. Gordon
a91a5604cd Added a hint to prevent SDL from installing signal handlers.
Fixes Bugzilla #2431.
2015-03-24 14:29:25 -04:00
Ryan C. Gordon
331a434fa1 Windows: Report window HDC in SDL_SysWMinfo.
Fixes Bugzilla #2668.
2015-03-23 19:47:08 -04:00
Philipp Wiesemann
49f33b41a7 Added missing SDL_DOLLARRECORD event type documentation in header. 2015-03-21 22:42:53 +01:00
Philipp Wiesemann
716ef0d5f2 Fixed confusing audio and touch events because of shared enumeration values. 2015-03-21 08:01:43 +01:00
Ryan C. Gordon
3e9c2e7512 Another attempt to make MSVC's /W4 warning level cooperate with SDL_assert.
Fixes Bugzilla #2733.
2015-04-07 00:39:16 -04:00
Marc Di Luzio
f5d96416ad Allow setting of GL_CONTEXT_RELEASE_BEHAVIOR when creating the GL context when GLX_ARB_context_flush_control is available.
This extension allows the user to specify whether a full flush is performed when making a context not current.
The only way to set this currently is at context creation, so this patch provides that functionality.
Defualt behaviour is set at FLUSH, as per the spec.

This patch does not contain the changes to WGL, appleGL or other platforms as I do not have access to GL 4.5 hardware on those platforms.

Full details on the use of KHR_context_flush_control can be found here:
https://www.opengl.org/registry/specs/KHR/context_flush_control.txt
2015-03-06 16:03:40 +00:00
Ryan C. Gordon
c1091f32fb CMake project files no longer force you to link against Wayland or Mir libs. 2015-03-20 10:35:42 -04:00
Ryan C. Gordon
0e02ce0856 Initial work on audio device hotplug support.
This fills in the core pieces and fully implements it for Mac OS X.

Most other platforms, at the moment, will report a disconnected device if
it fails to write audio, but don't notice if the system's device list changed
at all.
2015-03-16 02:11:39 -04:00
Ryan C. Gordon
483ea8b7b0 Fixed SDL_PRI?64 for 64-bit Linux.
64-bit Linux uses a "long" instead of "long long" for 64-bit ints.

Added a special-case this so SDL_PRI?64 doesn't trigger compiler warnings
when used with SDL's 64-bit datatypes on 64-bit Linux.
2015-03-02 21:36:45 -05:00
Ryan C. Gordon
e4be934f5d Fixed naming conventions in some SDL_assert types, added compat #defines.
Fixes Bugzilla #1997.
2015-02-21 00:33:25 -05:00
Edward Rudd
b88ca1b4a6 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here.  Not 5 or 10 depending on the architecture.

More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
2015-02-10 16:28:56 -05:00
Alex Szpakowski
ea5d1a8a3f Merged default into iOS-improvements 2015-01-15 01:15:24 -04:00
Alex Szpakowski
01bfc2158a Several improvements to the iOS backend:
- Added new custom launch screen code. It uses the launch screen nib when available on iOS 8+, the launch images dictionary if the launch screen nib isn't available, and the old standard image names if the launch image dictionary isn't in the plist.
The launch screen is now hidden during the first call to SDL_PumpEvents rather than SDL_CreateWindow so apps can have the launch screen still visible if they do time-consuming loading after creating their window. It also fades out in roughly the same way as the system launch screen behavior.
It can be disabled by setting the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h to 0.

- A blank UIView is now created and displayed when the window is first created. The old behavior was to defer creating any view until SDL_GL_CreateContext, which prevented rotation, touch events, and other windowing-related things from working until then. This also makes it easier to use SDL_GetWindowWMInfo after creating a window.

- Moved the keyboard and animation callback code from SDL's UIView subclasses to its UIViewController subclass, which lets them work properly in all cases when a SDL window is valid, even before SDL_GL_CreateContext is called and after SDL_GL_DeleteContext is called.

- SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext are more robust.

- Fixed some edge cases where SDL windows weren't rotating properly or their reported sizes were out of sync with their actual sizes.

- Removed all calls to [UIApplication setStatusBarOrientation:]. It doesn't seem to work as expected in all cases in recent iOS versions.

- Some code style cleanup.
2015-01-15 01:06:14 -04:00
Philipp Wiesemann
775a5aa554 Added and fixed doxygen markup in header file. 2015-01-12 23:20:52 +01:00
Ryan C. Gordon
80ba854749 Corrected documentation about triggers values in SDL_GameControllerGetAxis().
Fixes Bugzilla #2319.
2015-02-18 16:25:15 -05:00
Philipp Wiesemann
0781b5f9ee Fix typos in header file documentation comments. 2015-01-30 23:20:15 +01:00
Philipp Wiesemann
b48e54aafe Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla

The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.

I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
2015-01-26 22:00:29 +01:00
Ryan C. Gordon
a823982e02 Clang static analysis builds should use C runtime directly.
This is a little macro magic to use malloc() directly instead of SDL_malloc(),
 etc, so static analysis tests that know about the C runtime can function
 properly, and understand that we are dealing with heap allocations, etc.

This changed our static analysis report from 5 outstanding bugs to 30.

5x as many bugs were hidden by SDL_malloc() not being recognized as malloc()
 by the static analyzer!
2015-01-05 01:41:42 -05:00
Philipp Wiesemann
3cfe0abe7b Fixed copyright date. 2014-12-28 22:10:24 +01:00
David Ludwig
bbaaa77751 WinRT: hiding SDL_WinRTRunApp's XAML functionality, until it's ready for use
SDL_WinRTRunApp() is used on WinRT to launch a main(int, char **)-style
function.  It has optional, and experimental support for launching content
inside a XAML control, backed by a main() function running on a separate thread.
This is provided via it's 2nd parameter, which can be a pointer to a XAML
control.  (If NULL, XAML support will not be used.)

This change renames the experimental feature's parameter (to SDL_WinRTRunApp())
as "reserved", until such time as the functionality is ready for use.  It will
likely be renamed again in the future, when running SDL on top of a XAML control
via a separate thread, becomes reasonably usable.
2014-12-24 11:33:42 -05:00
Philipp Wiesemann
80d19b7ee3 Fixed typo in header file documentation comment. 2014-12-25 22:05:48 +01:00
Ryan C. Gordon
2a75782553 X11: Add Xdbe support to message boxes (thanks, Melker!).
Without this, message boxes with a lot of text will noticibly flicker as
you mouse over buttons.

Fixes Bugzilla #2343.
2015-05-28 00:30:21 -04:00
Ryan C. Gordon
baea64e642 Stack hint should look for 0, not -1, and not care about environment variables. 2015-05-26 21:19:23 -04:00
Ryan C. Gordon
a8fa7bd1f7 Added a hint to specify new thread stack size (thanks, Gabriel!).
Fixes Bugzilla #2019.

(we'll do a better fix when we break the API in SDL 2.1.)
2015-05-26 21:13:27 -04:00
Ryan C. Gordon
bcdc63a38b Properly report DX headers in the CMake project files (thanks, "MailMr_S"!).
Fixes Bugzilla #2900.
2015-05-26 21:09:48 -04:00
Ryan C. Gordon
a21672c893 Fix fallback define for DECLSPEC for non-Windows platforms.
Looks like it was a copy/paste error?

GCC doesn't support visibility attributes until gcc4, so just make it blank.

Fixes Bugzilla #2720.
2015-05-26 16:25:22 -04:00
Sam Lantinga
2c4a6ea0a2 Updated the copyright year to 2015 2015-05-26 06:27:46 -07:00
Alex Szpakowski
240a3fbffe iOS: Added support for SDL_DisableScreenSaver and SDL_EnableScreenSaver. 2015-05-16 16:55:56 -03:00
Sam Lantinga
1c6ea0f226 Added a userdata parameter to SDL_SetWindowsMessageHook() 2015-05-13 22:39:32 -07:00
Sam Lantinga
7de242e72c Added SDL_SetWindowsMessageHook() to facilitate full IME support on Windows 2015-05-13 22:39:20 -07:00
Philipp Wiesemann
6e4e9ceb44 Fixed SDL_TouchFingerEvent documentation in header file. 2015-05-08 21:53:02 +02:00
Alex Szpakowski
6c20b68257 Fixed a warning when SDL_syswm.h is included in code compiled for iOS with clang. 2015-05-05 16:24:05 -03:00
Ryan C. Gordon
fe40a17224 Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.

This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
2014-12-18 00:19:52 -05:00
Edward Rudd
623b9d6d91 ugh.. stray character 2014-12-03 12:47:39 -05:00
Edward Rudd
06d357fb17 fix SDL_PRIs64 on windows compilers.. (should end in d) 2014-12-03 12:45:04 -05:00
Edward Rudd
73daadb74e switch to use SDL_PRI* macros for long long formatting everywhere. 2014-12-03 12:23:17 -05:00
Eric Wing
313881175d Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.

An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.

This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.

// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
2014-12-03 04:41:26 -08:00
David Ludwig
5fee84f24b WinRT: removed SDL_HINT_WINRT_PREF_PATH_ROOT (introduced post-2.0.3 & pre-2.0.4)
A WinRT app's Roaming folder-path can still be retrieved via calls to
SDL_WinRTGetFSPathUTF8() or SDL_WinRTGetFSPathUNICODE(), if need be.
2014-12-02 21:18:50 -05:00
Alex Szpakowski
cc0631a095 Merged default into iOS-improvements 2014-12-02 02:52:45 -04:00
Andreas Schiffler
52760dcdf1 Fix assert format strings/parameters in testautomation modules; improve output of SDL_CompareSurfaces to aid debugging; update platform_testSetErrorInvalidInput for SDL changes 2014-11-30 20:55:27 -08:00
Sam Lantinga
a5ce9c1113 Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft

"Horizontal" is not very precise, use "Positive phase" instead.
"Positive" because it's actually waveform(2*pi*t + phase) instead of waveform(2*pi*t - phase).
2014-11-29 11:49:58 -08:00
Sam Lantinga
ef8c3d89ce Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft

It's not obvious from the general "haptic direction" description what the SDL direction actually means in terms of force magnitude sign,
currently its meaning is only reflected by the example.
2014-11-29 11:48:43 -08:00
Sam Lantinga
48481c8e55 Improved the pitch variable description 2014-11-29 11:18:49 -08:00
David Ludwig
ce64b4ad3a WinRT: bug and data-integrity fixes for SDL_GetPrefPath()
This change does a few things, all with regards to the WinRT implementation of
SDL_GetPrefPath():

1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it
returned.  On other SDL platforms, SDL_GetPrefPath() will create separate
directories for its 'org' and 'app' folders.  Without this, attempts to create
files in the pref-path would fail, unless those directories were first created
by the app, or by some other library the app used.  This change makes sure
that these directories get created, before SDL_GetPrefPath() returns to its
caller(s).


2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder
on all platforms.  Previously, for Windows Store apps, it would have used a
different, 'Roaming' folder.  Files in Roaming folders can be automatically,
and synchronized across multiple devices by Windows.  This synchronization can
happen while the app runs, with new files being copied into a running app's
pref-path.  Unless an app is specifically designed to handle this scenario,
there is a chance that save-data could be overwritten in unwanted or
unexpected ways.

The default is now to use a Local folder, which does not get synchronized, and
which is arguably a bit safer to use.  Apps that wish to use Roaming folders
can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it
is recommended that one first read Microsoft's documentation for Roaming
files, a link to which is provided in README-winrt.md.

To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as
many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path
in Windows Store apps, and a Local path in Windows Phone, set
SDL_HINT_WINRT_PREF_PATH_ROOT to "old".

Please note that Roaming paths are not supported on Windows Phone 8.0, due to
limitations in the OS itself.  Attempts to use this will fail.
(Windows Phone 8.1 does not have this limitation, however.)


3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when
SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than
silently defaulting to a Local path (then switching to a Roaming path if and
when the user upgraded to Windows Phone 8.1).
2014-11-29 10:09:30 -05:00
Edward Rudd
5b5823eeb5 add in support for passing down the "natural" (or flipped) scrolling direction in the MouseWheelEvent event 2014-11-23 21:09:54 -05:00
David Ludwig
70438be272 WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).

Thanks to Eric Wing for the heads up on this!
2014-12-03 10:55:23 -05:00
Alex Szpakowski
0b02de757d Merged default into iOS-improvements 2014-11-15 22:59:16 -04:00
David Ludwig
ecc014740a WinRT: added SDL_HINT_WINRT_PREF_PATH_ROOT
SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that
SDL_GetPrefPath() returns.  Setting it to "local" uses the app's
OS-defined Local folder, setting it to "roaming" uses the app's OS-defined
Roaming folder.

Roaming folder support is not available in Windows Phone 8.0.  Attempts to
make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored.

Various bits of documentation on this were added to SDL_hints.h, and to
README-winrt.md
2014-11-27 09:55:34 -05:00
Philipp Wiesemann
5bdc9913ac Corrected header file guard comments. 2014-11-25 22:37:12 +01:00
Philipp Wiesemann
43e5c9ee00 Fixed doxygen tags in header file documentation comments. 2014-11-23 20:46:34 +01:00
Philipp Wiesemann
c0165972c3 Fixed typos in header file documentation comments. 2014-11-23 20:40:48 +01:00
Philipp Wiesemann
a690944e44 Fixed typo in header file documentation comment. 2014-11-23 11:26:46 +01:00
Philipp Wiesemann
9c398852e6 Corrected header file documentation comment. 2014-11-22 22:20:40 +01:00
David Ludwig
bbe1df0d51 WinRT: enabled OpenGL ES 2 support on Windows Phone
The "future-dev" branch of MSOpenTech's ANGLE/WinRT repository (at
https://github.com/msopentech/angle) includes support for Windows Phone 8.1.
This change allows it to be used in conjunction with SDL's OpenGL functions.
2014-11-02 10:32:25 -05:00
Alex Szpakowski
fb6d185a8a Merged default into iOS-improvements 2014-10-28 18:36:29 -03:00
Philipp Wiesemann
3d2ca92e6a Fixed two typos in header file comment. 2014-10-27 12:53:47 +01:00
Sam Lantinga
251ca855f7 Expanded the iMX6 video driver into a general Vivante video driver that works across multiple SoCs 2014-10-15 09:18:17 -07:00
David Ludwig
411e0f9dac WinRT: expanded the documentation on SDL_HINT_WINRT_HANDLE_BACK_BUTTON 2014-10-04 14:59:41 -04:00
J?rgen P. Tjern?
498690ffa3 Mac: Fix build with clang from Xcode 6. 2014-09-30 11:20:50 -07:00
Ryan C. Gordon
5f9ea7edeb Haptic: Deal with negative periodic magnitudes (thanks, Elias!).
A negative periodic magnitude doesn't exist in Windows' and MacOS' FF APIs

The periodic magnitude parameter of the SDL Haptic API is based on the Linux
 FF API, so it means they are not directly compatible:
    'dwMagnitude' is a 'DWORD', which is unsigned.

Fixes Bugzilla #2701.
2014-09-17 14:49:36 -04:00
Ryan C. Gordon
266c0023da Fixed haptic documentation typos (thanks, Elias!).
Partially fixes Bugzilla #2701.
2014-09-17 14:47:42 -04:00
Alex Szpakowski
3071128deb Merged default into iOS-improvements 2014-09-10 18:10:37 -03:00
mastermind
50cc4efec8 Freescale i.MX6 video driver
---
 CMakeLists.txt                  |   2 +
 cmake/sdlchecks.cmake           |  20 +++
 configure                       |  51 +++++++
 configure.in                    |  28 ++++
 include/SDL_config.h.cmake      |   1 +
 include/SDL_config.h.in         |   1 +
 src/video/SDL_sysvideo.h        |   3 +
 src/video/SDL_video.c           |   3 +
 src/video/mx6/SDL_mx6events.c   |  45 ++++++
 src/video/mx6/SDL_mx6events_c.h |  31 +++++
 src/video/mx6/SDL_mx6opengles.c | 211 ++++++++++++++++++++++++++++
 src/video/mx6/SDL_mx6opengles.h |  68 +++++++++
 src/video/mx6/SDL_mx6video.c    | 301 ++++++++++++++++++++++++++++++++++++++++
 src/video/mx6/SDL_mx6video.h    |  78 +++++++++++
 14 files changed, 843 insertions(+)
 create mode 100644 src/video/mx6/SDL_mx6events.c
 create mode 100644 src/video/mx6/SDL_mx6events_c.h
 create mode 100644 src/video/mx6/SDL_mx6opengles.c
 create mode 100644 src/video/mx6/SDL_mx6opengles.h
 create mode 100644 src/video/mx6/SDL_mx6video.c
 create mode 100644 src/video/mx6/SDL_mx6video.h
2014-09-10 08:54:01 -07:00
Pierre-Loup A. Griffais
24c86b5501 [X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.

This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.

CR: Sam
2014-09-11 19:24:42 -07:00
Philipp Wiesemann
0b98d0cb8a Fixed example in header file.
Did not compile because of typo in function name and missing argument.
2014-09-06 23:20:14 +02:00
Sam Lantinga
7242e81474 Updated version to 2.0.4 2014-09-02 06:55:47 -07:00
Philipp Wiesemann
7e515963a6 Corrected hint documentation. 2014-08-27 23:27:42 +02:00
Alex Szpakowski
b1a0bd10a2 Merged default into iOS-improvements 2014-08-20 17:20:22 -03:00
Sam Lantinga
2d2f90200d Better check for __has_feature 2014-08-19 22:04:54 -07:00
Sam Lantinga
38b49c30e1 Changed the name of the IME hint to match the naming convention in SDL 2014-08-19 21:59:56 -07:00
Alex Baines
90bc642fa8 Add a SDL_IM_INTERNAL_EDITING event to make IMs like iBus render editing text in its own UI instead of sending TEXTEDITING events.
This is useful for applications that handle TEXTINPUT events but not TEXTEDITING events.
2014-08-19 23:31:50 +01:00
Sam Lantinga
eba65c66a3 Fixed bug 2694 - configure bug __has_feature macro not detected
skaller

using gcc 4.2 (the default) on Mac OSX 10.6.8

 CC     build/SDL_dynapi.lo
In file included from /Users/johnskaller/SDL/src/dynapi/SDL_dynapi.c:31:
include/SDL_syswm.h:211:39: error: missing binary operator before token "("

The fault appears to be here:

#if defined(__OBJC__) && __has_feature(objc_arc)

that the __has_feature macro is not supported by gcc 4.2.

The code works fine with my clang 3.3svn.
2014-08-19 21:17:21 -07:00
Sam Lantinga
5a752c3aa7 Better Mac OS X build fix - actually match the SDK OpenGL headers. 2014-08-18 18:44:08 -07:00
Sam Lantinga
4b8f75381f Fixed Mac OS X build 2014-08-18 18:17:03 -07:00
Ryan C. Gordon
f4d3303c9e Don't use the system OpenGL headers, ever.
(the replacement header is from Mesa, under what the MIT license.)
2014-08-18 14:05:02 -04:00
Sam Lantinga
1ea8697894 Removed SDL_round() because the license wasn't compatible with zlib 2014-08-17 13:11:55 -07:00
Sam Lantinga
984d0fc40b Fixed bug 2683 - Raspberry PI support using CMake
Tobias Himmer

this patch adds a check to the CMake build script to detect whether the VideoCore API is available.
If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers.

Seems to work fine on Raspbian.
2014-08-16 23:28:40 -07:00
Sam Lantinga
4e7db78ed9 Added SDL_round(), contributed by Benoit Pierre - thanks! 2014-08-16 23:23:15 -07:00
Ryan C. Gordon
57db27909b Haptic: Fix the saturation and deadband parameters' available range.
There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.

Thanks, Elias!

Partially fixes Bugzilla #2686.
2014-08-16 16:47:42 -04:00
Ryan C. Gordon
1db581b4ca Haptic: DInput's POLAR direction actually matches Linux's direction.
Thanks, Elias!

Partially fixes Bugzilla #2686.
2014-08-16 16:41:25 -04:00
Philipp Wiesemann
cfaa99bb56 Fixed doxygen warnings and markdown formatting. 2014-08-12 23:28:45 +02:00
Sam Lantinga
05d8780022 Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath() 2014-08-11 17:25:53 -07:00
Philipp Wiesemann
b33d2b7371 Updated README name in header. 2014-08-11 22:53:03 +02:00
Alex Szpakowski
deceab256e Added iOS-specific functions to get the window view's current OpenGL Renderbuffer and Framebuffer objects, so they can be more easily rebound when necessary. 2014-08-08 15:14:09 -03:00
Sam Lantinga
6fef39d6b8 Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers 2014-08-06 11:34:54 -07:00
Alex Szpakowski
292eedffe8 Merged default into iOS-improvements 2014-08-06 03:32:59 -03:00
Alex Szpakowski
f5543f93b3 Updated the iOS backend code to use Objective-C's automatic reference counting (ARC). 2014-08-06 03:24:16 -03:00
Sam Lantinga
2eb7563e35 Haptics aren't available on iOS, but use the dummy implementation instead of failing init if it's requested. 2014-08-05 21:03:02 -07:00
Alex Szpakowski
bde54b7f34 Merged 'default' into branch 'iOS-improvements' 2014-07-31 03:14:10 -03:00
Ryan C. Gordon
5b780063e1 Make SDL_SysWMinfo usable on Mac/iOS with ARC enabled (thanks, Alex!).
Fixes Bugzilla #2641.
2014-07-30 14:14:19 -04:00
Gabriel Jacobo
f982d08784 Rearrange documentation
1) Moves all READMEs to docs/
2) Renames them to *.md, adds some Markdown with the idea to add a lot more
3) Moves the doxyfile config to doc/ and makes it parse the headers at ../include as well as the md files in docs.
4) Skips SDL_opengl*.h headers from the docs
5) Minor fixes to doxyfile
2014-07-29 09:20:12 -03:00
Alex Szpakowski
31257842ec Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8. 2014-07-29 00:05:48 -03:00
Ryan C. Gordon
0c09ce2b34 Changed local var names in SDL assert macro.
Otherwise, if someone added an assert to a function that has a variable
named "state", the compiler might warn about shadowing a local.
2014-07-28 10:54:25 -04:00
Ryan C. Gordon
f30e120aa9 Added audio device buffer queueing API. 2014-07-22 21:41:49 -04:00
Alex Szpakowski
1506b3b8fb iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK. 2014-07-15 02:01:43 -03:00
Alex Szpakowski
734b523302 Misc. iOS code improvements.
- Use @autoreleasepool instead of NSAutoReleasePool.

- Code style fixups.
2014-07-14 16:50:25 -03:00
Sam Lantinga
eb1c6044b2 Fixed bug in AVX detection and added AVX2 detection 2014-07-11 22:02:50 -07:00
Sam Lantinga
f1ca7bd167 Clarified the documentation for SDL_FlushEvents() so people know it only affects currently queued events. 2014-07-09 01:34:40 -07:00
Ryan C. Gordon
0e9c0855f5 Comment update: SDL_INIT_NOPARACHUTE doesn't do anything as of 2.0.0. 2014-07-08 16:17:06 -04:00
Sam Lantinga
8077bf3d10 Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader

Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).

Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:

6585 # 218
6586     if (!tls_errbuf && !tls_being_created) {
6587          SDL_AtomicLock_REAL ( & tls_lock );
6588         if (!tls_errbuf) {
6589             SDL_TLSID slot;
6590             tls_being_created = SDL_TRUE;
6591             slot =  SDL_TLSCreate_REAL ( );
6592             tls_being_created = SDL_FALSE;
6593              { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594             tls_errbuf = slot;
6595         }
6596          SDL_AtomicUnlock_REAL ( & tls_lock );
6597     }


Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae      __nanosleep+0x23   [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
  204           was_error = nanosleep(&tv, &elapsed);
(dbx) where
  [1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
  [2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
  [4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
  [5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
  [6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
  [7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
  [8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
  [9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
  [10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"

As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.

Different Solaris Studio compiler versions seem to make no difference.

I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.

This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
2014-07-07 21:27:42 -07:00
Shawn Walker
c5812c5511 2620 solaris port missing atomics if not using gcc 2014-07-05 16:11:23 -07:00
David Ludwig
cf4ff728a0 Made the latest XInput + Haptic changes compile and run on WinRT
Notes:
- Support for the 'Guide' button does not seem to be possible, as
  XInputGetStateEx is not available on WinRT.
- Haptic support appears to be working on WinRT now!
- SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx.  The calls
  to those were removed by this change, but only when compiling for WinRT.
  Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and
  GetProcAddress calls.
2014-07-04 18:20:23 -04:00
Sam Lantinga
b79e7f32cc Split the XInput and DirectInput code so Windows RT can use the existing XInput support. 2014-07-03 15:39:55 -07:00
Alfred Reynolds
321af03ff9 add a comment to SDL_InitSubSystem explaining its refcounting behavior 2014-07-03 10:22:26 -07:00
J?rgen P. Tjern?
744d4f02e6 Apply WIN32_LEAN_AND_MEAN redefine fix to SDL_syswm.h too.
This is related to 36ffc47b6033, which fixes bug 2508.
2014-06-30 17:22:08 -07:00
Knut Andre Tidemann
02e9f81ebe SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
If the EGL extension EGL_KHR_create_context is available, we can use it to
set the core/compatability profile and the minimum OpenGL version.

Use this if it is available to get the context requested by the GL attributes.
2014-06-28 12:17:29 -03:00
Ryan C. Gordon
b29740b88f Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:

- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
2014-06-25 17:06:12 -04:00
Ryan C. Gordon
8436956711 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
This matches naming conventions in the main repository, between
 SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
2014-06-25 16:16:55 -04:00
Sam Lantinga
6a632eb23c Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer
Alex Szpakowski

SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.

The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5.

I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
2014-06-25 00:20:21 -07:00
Sam Lantinga
52ec151fb0 Fixed bug 2553 - Add support to all XInput devices
This adds support for all XInput devices, exposed through the SDL joystick API.
The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms.
The game controller xinput mapping has been updated so this change is seamless.
There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
2014-06-24 13:31:25 -07:00
Sam Lantinga
3344db40ff Don't redefine standard macros, use SDL specific macros instead to avoid compiler warnings 2014-06-23 11:06:50 -07:00
Sam Lantinga
e8d84fbfaa Merged changes from Alexey Petruchik to support Android obb files
http://developer.android.com/google/play/expansion-files.html
2014-06-21 20:35:36 -07:00
Sam Lantinga
d7924c73d6 Fixed bug 2563 - Remove obsolete code for supporting iOS < 5
Alex Szpakowski

Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
2014-06-21 12:43:57 -07:00
Alex Baines
41a39837ca Add IBus IME Support, move DBus code to its own file. (v3.3 squashed) 2014-06-18 20:11:39 +01:00
Sam Lantinga
ce84813a80 commit 9e211e646f9d51dc1372c9f3c8f47a78caf4f2a5
Author: Sam Clegg <sbc@chromium.org>
Date:   Fri Jun 20 12:52:11 2014

    Fix win32 build which was failing due to missing PRIs64.

    This change adds definitions for the C99 PRIs16 and PRIu64
    which are missing from <stdint.h> on at last win32 and
    possibly other platforms.

    These already existed in testgesture.c so I removed them
    from there also.
2014-06-21 11:24:06 -07:00
Sam Clegg
7e52722dfd Fix compiler warnings in Native Client and Linux builds. 2014-06-20 11:10:16 -03:00
Gabriel Jacobo
553cc07e9d Initialize nacl_io, removes SDL_NaClMount/Umount
It's just easier to use nacl_io's mount/umount directly.
2014-06-20 10:59:51 -03:00
Sam Lantinga
175b343ee6 Fixed bug 2568 - NO_SDL_GLEXT should prevent OS glext.h as well
J?rgen Tjern?

If you #define NO_SDL_GLEXT before including SDL_opengl.h, it still includes the platform-provided glext.h. The comments indicate that this define is intended to be used when you provide your own glext.h (quote from SDL_opengl.h: "Define this if you have your own version of glext.h and want to disable the version included in SDL_opengl.h.")

This is a problem because glext.h depends on the contents of gl.h, and it's practical to let SDL_opengl.h pick the right #include for gl.h for our platform.
2014-06-15 17:37:35 -07:00
Gabriel Jacobo
efa2d0581d Fixes audio for Native Client, and other fixes...
- SDL_NaClMount, SDL_NaClUmount
- Default mounting of https at / in SDL's main function
- More documentation in README-nacl.txt
2014-06-08 18:18:13 -03:00
Sam Lantinga
5ae12b46b5 The NaCL mount/unmount functions need to be in SDL_system.h and specific to NaCL 2014-06-08 12:05:17 -07:00
Philipp Wiesemann
2b95c4c40b Fixed doxygen comment in header. 2014-06-08 13:01:04 +02:00
Philipp Wiesemann
0ad1dc1875 Fixed typo in source comment. 2014-06-08 12:51:02 +02:00
Sam Lantinga
6101e4b20e Added SDL_sqrtf(), SDL_tan(), SDL_tanf() 2014-06-07 18:20:01 -07:00
Gabriel Jacobo
1e352d7929 Chrome's Native Client backend implementation 2014-06-06 15:45:59 -03:00
Philipp Wiesemann
034933d712 Fixed typos in header file documentation comments. 2015-04-22 21:43:22 +02:00
Philipp Wiesemann
71c65b1569 Fixed SDL_GameControllerOpen() and SDL_JoystickOpen() documentation in header. 2015-04-20 20:03:40 +02:00
Philipp Wiesemann
83c088a04a Fixed unsupported doxygen tag in header file. 2015-04-20 20:03:26 +02:00
Ryan C. Gordon
b72938c861 Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.

Fixes Bugzilla #2944.
2015-04-20 12:22:44 -04:00
Ionut Leonte
2d38a71a1f Added SDL_HITTEST_RESIZE_*, and implemented for X11. 2014-06-05 00:45:16 -04:00
Ryan C. Gordon
b861efde14 Implemented SDL_GetAbsoluteMouseState().
X11 only for now, but this should be doable on every platform, I think.
2014-06-05 00:03:33 -04:00
Sam Lantinga
1188c174d7 Fixed Mac OS X build 2014-06-04 16:35:07 -07:00
Sam Lantinga
da6d9a9f2a Added annotations to help code analysis tools
CR: Bruce Dawson
2014-06-04 10:56:56 -07:00
Sam Lantinga
45ed5ee494 Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal() 2014-06-04 10:55:26 -07:00
Sam Lantinga
3e3b34adc9 Added a hint to disable windows message processing in SDL_PumpEvents()
SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
2014-06-04 10:52:34 -07:00
Sam Lantinga
0d1f0fed71 Added a hint to disable window frame and title bar interaction when the cursor is hidden 2014-06-04 10:50:32 -07:00
J?rgen P. Tjern?
d34184461f SDL_opengl: Fix Mac build for SDK 10.9 too. 2014-06-04 10:33:23 -07:00
J?rgen P. Tjern?
d623c0b443 SDL_opengl: Fix Mac build with new glext.h 2014-06-04 09:59:10 -07:00
J?rgen P. Tjern?
a2085da216 SDL_opengles2: Update to latest Khronos headers.
This updates to the latest Khronos headers, which gives the latest
headers for MSVC.

The following files were retrieved on 2014-06-04:

http://www.khronos.org/registry/gles/api/GLES2/gl2.h
http://www.khronos.org/registry/gles/api/GLES2/gl2ext.h
http://www.khronos.org/registry/gles/api/GLES2/gl2platform.h
http://www.khronos.org/registry/egl/api/KHR/khrplatform.h

And they were modified to not include each other themselves.
2014-06-04 01:35:36 -07:00
J?rgen P. Tjern?
0887f5184c SDL_opengl: Update to glext.h from Khronos dated 2014-05-21.
This updates to the latest glext.h from Khorons that includes the OpenGL
4.4 specification. It was retrieved from
http://www.opengl.org/registry/api/GL/glext.h at 2014-06-04.
2014-06-04 01:32:52 -07:00
J?rgen P. Tjern?
f45a2fd05d SDL_opengles2: Separate out GLES2 headers. 2014-06-04 01:27:13 -07:00
J?rgen P. Tjern?
8793657db7 SDL_opengl: Move glext.h to a separate file. 2014-06-04 01:21:00 -07:00
Sam Lantinga
32665131f6 Added a way to get the native Android window and EGL context 2014-06-02 09:01:26 -07:00
Ryan C. Gordon
7153c2dad1 Fixed using SDL_PointInRect() from C++. 2014-05-30 09:50:47 -04:00
Ryan C. Gordon
661548c8f3 Tweaked hit-testing documentation. 2014-05-29 13:38:39 -04:00
Ryan C. Gordon
98c03f391d Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
 WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
 control over the regions (how do you use rects to cleanly surround a circular
 button?), the callback can be more optimized than a iterating a list of
 rects, and you don't have to send an updated list of rects whenever the
 window resizes or layout changes.
2014-05-28 01:22:47 -04:00
Ryan C. Gordon
3cbc83ef11 First shot at SDL_SetWindowDragAreas().
Only Cocoa implemented right now.
2014-05-27 01:27:42 -04:00
Ryan C. Gordon
b7f90442df Added SDL_PointInRect(). 2014-05-27 00:26:47 -04:00
Ryan C. Gordon
b7d2c0e9d6 Implemented SDL_CaptureMouse(). 2014-05-24 01:30:37 -04:00
stopiccot
3cdae42d65 Fixing issues discovered by Philipp Wiesemann 2014-04-23 03:42:32 +03:00
stopiccot
612f4a69db inital apk extension support 2014-04-07 21:20:39 +03:00
Philipp Wiesemann
a24745f48d Fixed names of four hint environment variables. 2014-04-05 23:32:41 +02:00
Philipp Wiesemann
aeebdc501a Fixed typos in header comments. 2014-04-05 23:22:21 +02:00
Philipp Wiesemann
02045dcb3a Fixed doxygen comment in header. 2014-04-04 23:52:23 +02:00
Sam Lantinga
26823b1bb4 Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated. 2014-03-23 23:09:22 -07:00
David Ludwig
b51a3206c8 WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT.
SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT,
however its API changed a few months ago, and SDL/WinRT would crash when trying
to use it.  It would also occasionally crash when using the older version.

This changeset should make SDL/WinRT work with the latest version, as
available via MS Open Tech's git repository of it at
https://github.com/msopentech/angle

Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject
or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to
MS Open Tech's latest version.
2014-03-22 20:48:18 -04:00
David Ludwig
1496be6e4b Fixed a build error in SDL_platform.h when using Code Blocks and MinGW
winapifamily.h, a header file specific to Microsoft's Windows 8 SDK, wasn't
getting found, which was leading to a build error.
2014-03-18 12:08:49 -04:00
Sam Lantinga
f9a5896819 Added missing copyright notices 2014-03-13 21:21:26 -07:00
Sam Lantinga
7124034ba9 Windows XP toolchain fix from Bruce Dawson:
Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option.

In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
2014-03-12 23:44:23 -07:00
David Ludwig
b68b6e23d1 Fixed various build and runtime errors when using WinRT with VS2012. 2014-03-12 11:57:15 -04:00
Sam Lantinga
e99dc1f1bd Fixed binary compatibility with the new Windows RT support 2014-03-10 19:11:52 -07:00
Sam Lantinga
7d98754a72 Temporarily disabled the D3D11 renderer so we can get a build. 2014-03-10 19:11:50 -07:00
Sam Lantinga
1a35f32b68 Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
2014-03-10 01:51:03 -07:00
Sam Lantinga
e58ee5403b Fixed compiling with mingw64 2014-03-09 12:08:07 -07:00
Sam Lantinga
1367bf8748 Integrated David Ludwig's support for Windows RT 2014-03-09 11:36:47 -07:00
Sam Lantinga
05c23063bb Fixed line endings on WinRT source code 2014-03-09 11:06:11 -07:00
Sam Lantinga
c167d1f6a8 Updated SDL to version 2.0.3 2014-03-09 10:38:30 -07:00
Ryan C. Gordon
9e67444a36 Mac: Added a hint to opt-out of new Spaces code. 2014-03-03 21:25:16 -05:00
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
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
e56bbe3f71 Added a hint to enable the screensaver by default 2014-02-28 14:23:41 -08:00
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
d92f0127d0 WinRT: enabled OpenGL ES 2 support by default
A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
2013-12-21 10:08:11 -05:00
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
Philipp Wiesemann
fbeb24e96e Fixed documentation comments in SDL_hints.h file. 2014-02-16 00:04:15 +01:00
Sam Lantinga
baf2dd4c7e Back out changelist 1951976 2014-02-13 11:05:34 -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