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.
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.
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.
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.
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.
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.