Ryan C. Gordon
17246ba95e
dummy audio: Implemented dummy audio capture support. :)
2016-08-03 02:18:47 -04:00
Ryan C. Gordon
9dd8477a21
bsdaudio: first shot at audio capture support!
...
(untested, uncompiled...for now.)
2016-08-03 01:57:41 -04:00
Ryan C. Gordon
d30a2f5ad8
bsdaudio: this appears to be using the wrong variable...?
...
(We probably never noticed because this is meant to block until it fully
writes a buffer, and would only trigger an issue if we had a short write
that wasn't otherwise an error condition.)
2016-08-03 01:56:58 -04:00
Ryan C. Gordon
ecbd625c4b
arts: Patched to (maybe) compile.
2016-08-03 01:53:59 -04:00
Ryan C. Gordon
a7dddacd99
arts: implemented audio capture support.
...
(completely untested! Not even compiled!!).
2016-08-03 01:01:44 -04:00
Ryan C. Gordon
38f4b68ca7
alsa: capture devices don't need a mixbuf allocated.
2016-08-03 01:00:30 -04:00
Ryan C. Gordon
a9ef240cef
coreaudio: Implemented audio capture for iOS.
2016-08-03 00:30:12 -04:00
Ryan C. Gordon
41e8f9ede4
alsa: Implemented audio capture support!
2016-08-02 15:06:40 -04:00
Ryan C. Gordon
754efd43f4
alsa: Cleaned up the 5.1 swizzle mess a little.
...
Shouldn't this be something ALSA handles for us with channel maps, so we can
just delete this code?
2016-08-02 15:06:05 -04:00
Ryan C. Gordon
6bd1ec6bb0
audio: a little more robustness in the capture device's thread.
2016-08-02 15:04:33 -04:00
Ryan C. Gordon
d662bc04a5
pulseaudio: Implemented audio capture support!
2016-08-02 13:50:58 -04:00
Ryan C. Gordon
0d0f7080a3
audio: implemented higher level infrastructure for running capture devices.
2016-08-02 13:50:21 -04:00
Ryan C. Gordon
6d5c9c1e67
audio: Made some SDL_AudioDevice fields atomic.
...
This makes sure they're properly communicated to the audio threads.
2016-08-02 13:48:52 -04:00
Ryan C. Gordon
67f2538c41
audio: changed some internal ints to be SDL_bools.
2016-08-01 13:32:27 -04:00
Ryan C. Gordon
a94376c72d
nacl: unlock audio thread mutex when done with it.
2016-08-01 11:47:02 -04:00
Ryan C. Gordon
c754662dda
audio: Make SDL_AudioDevice::shutdown an atomic value.
...
Just to make sure this get communicated to the audio thread properly.
2016-08-01 11:45:45 -04:00
Ryan C. Gordon
015dd8dd1d
audio: Implemented capture support for Mac OS X CoreAudio.
...
I don't know what iOS wants yet, so this code might work there, too...?
2016-08-01 00:20:47 -04:00
Ryan C. Gordon
ee09975007
audio: Initial bits to enable audio capture support.
2016-08-01 00:18:56 -04:00
Philipp Wiesemann
4743b55c7a
Linux: Fixed memory leak in haptic implementation (thanks, Martin!).
...
Fixes Bugzilla #3238 .
2016-07-20 21:01:14 +02:00
Philipp Wiesemann
8d6cbdd235
Pandora: Fixed memory leak in video implementation.
2016-07-20 21:00:52 +02:00
Philipp Wiesemann
53ac57128b
Pandora: Fixed compile warnings in video implementation (thanks, Bombo!).
...
Fixes Bugzilla #2734 .
2016-07-20 21:00:36 +02:00
Philipp Wiesemann
427472fe2e
ALSA: Fixed adding wrong status to error message (thanks, romain145!).
...
Fixes Bugzilla #3364 .
2016-07-19 21:02:44 +02:00
Philipp Wiesemann
562926cdda
Pandora: Fixed SDL version in debug output.
2016-07-19 21:02:09 +02:00
Philipp Wiesemann
d478f26ef4
Updated comments in video implementations.
2016-07-18 22:03:47 +02:00
Philipp Wiesemann
c8cd5c559a
Pandora: Fixed compile error in video implementation (thanks, Bombo!).
...
Partially fixes Bugzilla #2734 .
2016-07-18 22:02:17 +02:00
Philipp Wiesemann
58b323f192
Android: Fixed missing export of a JNI function (thanks, Andrii!).
...
Fixes Bugzilla #3393 .
2016-07-17 21:43:12 +02:00
Philipp Wiesemann
6b1d5f4461
Android: Fixed compile warning about a missing prototype (thanks, Sylvain!).
...
Fixes Bugzilla #3351 .
2016-07-17 21:42:53 +02:00
Philipp Wiesemann
de5daaad6a
Fixed compile warnings about evaluating undefined identifiers.
...
Partially fixes Bugzilla #3351 .
2016-07-17 20:32:44 +02:00
Brandon Schaefer
eadb30cd6f
MIR: Fix system cursors. Been broken since custom cursor support was added!
2016-07-13 07:07:08 -07:00
Philipp Wiesemann
495057b04b
Android: Added new key codes from API 24.
2016-07-09 22:06:00 +02:00
Alex Szpakowski
d0bd0e4855
iOS: Fix an OpenGL ES error when rotating the device if MSAA is used (thanks Cole Campbell!)
...
Fixes bug #3378 .
2016-07-02 13:38:31 -03:00
Philipp Wiesemann
6ec5e64056
Fixed freeing strings created by strdup() with SDL_free().
...
This only worked on platforms where SDL_free() wraps free().
2016-06-28 21:08:23 +02:00
Philipp Wiesemann
2f016cf88d
Mac: Fixed crash if SDL_GetDisplayDPI() got NULL pointers for output parameters.
2016-06-26 21:08:57 +02:00
Philipp Wiesemann
f4d33fcbba
Fixed compile warnings in test library about formats strings not being literals.
...
Partially fixes Bugzilla #3375 .
2016-06-25 19:40:44 +02:00
David Ludwig
23af328bb0
Fixed Bug 3147 - Windows: Crash when resizing Window since hg 1f9d57965528
...
Thanks for the fix, Gab!
2016-06-24 22:17:56 -04:00
Brandon Schaefer
4a339a46ec
MIR: Add better error handling for a failed connection
2016-06-08 08:01:21 -07:00
Brandon Schaefer
f0708fc9dd
MIR: Support relative mouse mode
2016-06-07 09:01:23 -07:00
Alex Szpakowski
ea2f5e5930
Windows: Fix other window positions/sizes being changed when exiting exclusive fullscreen (bug #3315 , thanks Simon Hug!)
2016-05-23 15:29:25 -03:00
Alex Szpakowski
0a4085a048
Mac: Fix a crash when SDL is compiled with SDL_MAC_NO_SANDBOX enabled, by increasing the stack size of the mouse tap thread back to OS X' default of 512 KB.
2016-05-21 12:09:23 -03:00
Alex Szpakowski
4a468739f8
Removed Mac OS 10.5 support (bug #3137 ). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127 , thanks Dominik!)
2016-05-21 00:20:52 -03:00
Philipp Wiesemann
d4140ca473
Windows: Fixed missing error message if SDL_GetDisplayDPI() failed.
2016-05-20 22:15:58 +02:00
Philipp Wiesemann
d7b9d321fa
X11: Fixed typos in error messages and source comments.
2016-05-20 22:15:28 +02:00
Philipp Wiesemann
81235118ab
X11: Fixed missing error message if SDL_GetDisplayDPI() failed.
2016-05-20 22:14:40 +02:00
David Ludwig
441359bd5a
WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events
...
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.
A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
2016-05-14 23:29:49 -04:00
Philipp Wiesemann
e964d00f64
X11: Fixed SDL_GL_GetSwapInterval() returning -1 if interval is unknown.
...
It should return 0 as a safe default if the interval can not be determined.
2016-05-11 21:11:12 +02:00
Philipp Wiesemann
748b05289c
EGL: Fixed SDL_GL_GetSwapInterval() returning -1 on error.
...
It should return 0 as a safe default on errors. -1 is returned for late swaps.
2016-05-11 21:10:41 +02:00
Philipp Wiesemann
bf7a76155e
Fixed missing error message if SDL_GetDisplayDPI() is unsupported.
2016-05-10 21:14:36 +02:00
David Ludwig
52fec6aff0
WinRT: allow on-screen keyboard to be shown via SDL APIs, Win10/UWP only
2016-05-07 21:41:59 -04:00
Alex Szpakowski
b15efce277
Cocoa mouse code: Replaced NSPointInRect with NSMouseInRect (thanks Eric Wasylishen!) Fixes bug #3312 .
2016-05-01 21:41:30 -03:00
Alex Szpakowski
d383502657
Mac: replaced a deprecated CGSetLocalEventsSuppressionInterval call that I missed in commit 2f72bdfee9bb
2016-05-01 19:51:10 -03:00
Philipp Wiesemann
31cbb34ec9
Wayland: Removed not needed including and setting of errno.
...
One internal function was setting errno on error but it was not read afterwards.
2016-04-14 21:11:43 +02:00
Philipp Wiesemann
72dc8784b3
PSP: Fixed compile error.
2016-04-14 21:09:45 +02:00
David Ludwig
caf152def7
WinRT: build/link fix
2016-04-13 21:59:50 -04:00
Ryan C. Gordon
c137eb61d7
Patched to compile on Haiku...?
2016-04-12 18:40:44 -04:00
Ryan C. Gordon
9b9ca093c7
windows: created threads' stack sizes should be reserved, not committed.
2016-04-12 18:12:04 -04:00
Ryan C. Gordon
9b4db2b8aa
Patched to compile on various platforms.
2016-04-12 18:11:36 -04:00
Ryan C. Gordon
c61675dc5d
threads: Move SDL's own thread creation to a new internal API.
...
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.
I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
2016-04-12 16:45:10 -04:00
Ryan C. Gordon
7ae2951fca
threads: Handle SDL_HINT_THREAD_STACK_SIZE at top level, implement elsewhere.
2016-04-12 14:38:50 -04:00
David Ludwig
8b65d225e8
WinRT: bug hack-fix - gamepad detection was failing on Xbox One
...
Win10's 'GamepadAdded' event seems to need to have something registered with it
in order for Xinput-based gamepad detection to work. This 'fix' simply causes
a dummy event-handler to be added for this event, in case an app wants to use
gamepads on Xbox One (most likely).
2016-04-11 00:22:39 -04:00
Alex Szpakowski
34f095e098
iOS: Fixed SDL_GL_CreateContext crashing instead of returning null when a GLES3 context is requested on iOS 6 and older.
2016-04-10 22:07:10 -03:00
Ryan C. Gordon
a581346fae
alsa: Make device enumeration robust against weird results with NULL strings.
2016-04-04 22:49:13 -04:00
Alex Szpakowski
6cfa71a10e
iOS: Also do the Dictation crash workaround before executing the animation callback.
2016-04-02 13:21:01 -03:00
Alex Szpakowski
88372277b7
Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X.
...
Fixes bug #3300 .
2016-04-02 11:54:05 -03:00
Alex Szpakowski
5520ed9cc2
iOS: Workaround for a crash after Dictation is used.
2016-04-01 19:18:50 -03:00
Philipp Wiesemann
831597f714
PSP: Fixed returning success from unsupported SDL_RenderReadPixels().
...
This also fixed the missing error message.
2016-04-01 21:13:58 +02:00
Philipp Wiesemann
d1e4814120
PSP: Fixed returning success for unsupported SDL_SetTextureColorMod().
...
Partially fixes Bugzilla #3298 .
2016-04-01 21:12:37 +02:00
Philipp Wiesemann
12c78c5ca5
PSP: Fixed missing error message for unsupported SDL_CreateWindowFrom().
2016-04-01 21:11:31 +02:00
Philipp Wiesemann
a9edc5137e
Wayland: Fixed missing error message if creating a custom cursor failed.
...
SDL_GetError() returned no error message because it was written to stderr only.
2016-03-28 21:03:04 +02:00
Philipp Wiesemann
fd3dd4e515
Fixed comment in gesture source.
2016-03-27 22:22:13 +02:00
Alex Szpakowski
08488e6d34
Mac: avoid calling CGSetLocalEventsSuppressionInterval, it was deprecated in OS X 10.6.
2016-03-20 15:35:34 -03:00
Philipp Wiesemann
35da130828
Wayland: Fixed crash if memory mapping failed while creating a custom cursor.
2016-03-16 22:09:39 +01:00
Philipp Wiesemann
fa77df4e91
Wayland: Fixed storing a theme cursor which is never used in video data.
2016-03-16 22:09:23 +01:00
Sam Lantinga
a29a925d7e
Pick up new display mode information after a mode change (Windows only right now).
2016-03-11 08:33:47 -08:00
Sam Lantinga
5333deab1c
Quick fix for qsort off-by-one error.
2016-03-11 08:30:18 -08:00
Philipp Wiesemann
19f18558ac
Emscripten: Deactivated custom cursor support because it created system cursors.
2016-03-11 22:10:35 +01:00
Philipp Wiesemann
676041aa16
Wayland: Fixed drawing created cursors without transparency.
2016-03-11 22:10:15 +01:00
Philipp Wiesemann
167dd4a1fa
Wayland: Fixed showing created cursors incorrectly before the first redraw.
2016-03-11 22:09:50 +01:00
Philipp Wiesemann
0c923fda0b
WinRT: Removed dead code and fixed memory leak if allocation for driver failed.
2016-03-10 21:00:44 +01:00
Sam Lantinga
6303941ac1
Fixed infinite timeout in SDL_WaitEventTimeout() - thanks ?????????? ????????
2016-03-08 13:55:50 -08:00
Ethan Lee
2a754ca735
Allow mappings to be added before GameControllerInit
2016-03-07 08:22:55 -05:00
Ryan C. Gordon
1e8df9cd60
alsa: Implemented basic device detection.
...
This is kind of nasty, because ALSA reports dozens of "devices" that aren't
really things you'd ever want, or things that should be listed this way, but
the default path still works as before, and it at least allows these devices
to be available to apps.
This does not handle hotplugging yet. You get a device list at init time
and that's it.
2016-03-05 23:25:23 -05:00
Ryan C. Gordon
f647dfe874
x11: Fix a few more XMoveWindow() calls to adjust for border size.
...
Also, fix my inability to do basic math ('+' should have been '-').
2016-03-04 19:41:16 -05:00
Ryan C. Gordon
02f49fdb53
x11: Deal with window borders better.
...
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).
- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.
- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
2016-03-04 18:47:19 -05:00
Philipp Wiesemann
05b6ca3c35
Raspberry: Fixed crash if memory allocation for cursor failed.
2016-03-03 20:12:51 +01:00
Philipp Wiesemann
be34036ed7
Wayland: Fixed fault in event handling which might have caused a crash someday.
...
Found by Cppcheck.
2016-03-02 20:25:23 +01:00
Philipp Wiesemann
ab8be04310
Wayland: Fixed crash if allocating memory for cursor failed.
...
Also added missing error message if first allocation failed.
2016-03-02 20:25:09 +01:00
Jonas ?dahl
3a22321d55
wayland: Add wl_proxy_marshal_constructor_versioned sym
...
wl_proxy_marshal_constructor_versioned was introduce in wayland-client 1.10.
2016-02-17 15:14:20 +08:00
Brandon Schaefer
90ef601d8c
Mir: Do not use opengl to find the valid pixel format if we dont use opengl
2016-02-25 10:06:33 -08:00
Philipp Wiesemann
966aa3721b
Mir: Replaced memcpy() with SDL_memcpy().
2016-02-24 21:07:19 +01:00
Philipp Wiesemann
b4b36122a4
Mir: Fixed comment at conditional compilation macro.
2016-02-24 21:06:46 +01:00
Philipp Wiesemann
92209c260d
Mir: Fixed crash if allocating memory for cursor failed.
2016-02-22 19:00:22 +01:00
bschaefer
3607d3b756
Fix API/ABI breakage in Mir 0.13/0.14.
2016-02-21 15:19:35 -08:00
Ryan C. Gordon
481a21b025
Windows: Just use WaitForSingleObjectEx() everywhere.
...
(It's supported on WinXP, no reason to have an #ifdef here...I think.)
2016-02-21 17:21:29 -05:00
Ryan C. Gordon
9fd4d4dd39
Windows: let threads be named in the debugger.
...
We now only raise the magic exception that names the thread when
IsDebuggerPresent() returns true. In such a case, Visual Studio will
catch the exception, set the thread name, and let the debugged process
continue normally. If the debugger isn't running, we don't raise an exception
at all.
Setting the name is a debugger trick; if the debugger isn't running, the name
won't be set if attached later in any case, so this doesn't lose functionality.
This lets this code work without assembly code, on win32 and win64, and
across various compilers.
The only "gotcha" is that if you have something attached that looks like a
debugger but doesn't respect this magic exception trick, the process will
likely crash, but that's probably a deficiency of the attached program.
Fixes Bugzilla #2089 .
2016-02-21 17:05:25 -05:00
Ryan C. Gordon
32c70cc546
stdlib: Restored previous qsort() implementation; the licensing is resolved.
...
Thanks to Gareth McCaughan for changing his code to the zlib license on
our behalf!
2016-02-21 13:07:14 -05:00
Ryan C. Gordon
2436ca200d
x11: better fix for the previous commit's fullscreen vs maximized issue.
2016-02-20 01:03:39 -05:00
Ryan C. Gordon
a4627c5eda
x11: Don't mess with fullscreen vs maximized window state on unmapped windows.
2016-02-20 00:44:42 -05:00
Ryan C. Gordon
dddd6a5a9a
Android: Restored Philipp's joystick change, lost in the previous merge.
...
This patch, specifically: https://hg.libsdl.org/SDL/rev/c0976de9c332
2016-02-19 00:28:53 -05:00
Ryan C. Gordon
03f9711797
Merge Android C89 fixes from Eric Wing.
2016-02-19 00:24:00 -05:00
Ryan C. Gordon
df4be2f200
x11/wayland/mir: Make the dynamic loading macro salsa a little less messy.
2016-02-18 23:27:58 -05:00
Sam Lantinga
d6699d5541
Added support for the Mad Catz FightStick TE S+ PS3
2016-02-17 14:15:37 -08:00
Sam Lantinga
5c59da2e8f
Added support for the Mad Catz FightStick TE S+ PS4
2016-02-16 13:51:24 -08:00
Sam Lantinga
0682857783
Added support for the Akishop Customs PS360+ v1.66 and MadCatz PC USB Wired Stick 8818
2016-02-16 13:51:15 -08:00
Sam Lantinga
a38d5b480d
Added support for several Mad Catz arcade sticks
2016-02-16 13:48:46 -08:00
Sam Lantinga
1c2beb2180
Allow using the game controller API with arcade sticks and other XInput devices
2016-02-16 13:47:37 -08:00
Philipp Wiesemann
9cd9925cc9
Android: Changed an internal joystick function to return count instead of id.
...
The returned value is currently not used by the caller. The instance id would
also not be needed on Java side and providing it just complicated the function.
Partially fixes Bugzilla #3234 .
2016-02-16 20:32:22 +01:00
Ryan C. Gordon
0e2badc144
x11: Patched to compile with DEBUG_XEVENTS on C89 compilers.
2016-02-12 00:27:21 -05:00
Ryan C. Gordon
45407d0eac
x11: Removed an assert.
...
This assert triggers when run under XMonad. It's safe to pass a zero here
anyhow, as this will still work "well enough" and the original
problem--GNOME printing a warning message--is still fixed because GNOME's
window manager gives us a chance to grab a non-zero user-time value before
this code is run.
2016-02-15 21:49:09 -05:00
Ryan C. Gordon
09ae4df5bf
Another attempt to fix Windows build.
2016-02-15 03:37:01 -05:00
Ryan C. Gordon
18f74c6e15
Patched to compile on Visual Studio.
2016-02-15 03:21:26 -05:00
Ryan C. Gordon
014956ac1d
Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/
2016-02-15 03:16:46 -05:00
Alex Szpakowski
33af421d7b
Windows: make sure SDL_TicksInit has been called before calling Sleep(ms) in SDL_Delay. This ensures the Windows system timer resolution is properly set before Sleep is called.
2016-02-14 21:17:25 -04:00
Philipp Wiesemann
37a5416784
PSP: Deactivated dynamic API.
...
Thanks to Bugzilla #3240 for pointing this out.
2016-02-13 17:35:38 +01:00
Philipp Wiesemann
7da168db0a
Fixed spaces in license comments.
2016-02-10 19:31:23 +01:00
Eric Wing
704298c0c2
Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99.
2016-02-09 17:36:42 -08:00
Ryan C. Gordon
5ed63ae317
x11: Updated imKStoUCS.* to latest from x.org.
...
This was a version from XFree86 before now. :) Although not much has
changed.
2016-02-08 01:08:21 -05:00
Alex Szpakowski
8e7cd6b5da
iOS: Implemented clipboard support.
2016-02-03 20:32:55 -04:00
Sam Lantinga
4249f4666c
David Carlier implemented SDL_GetBasePath() for OpenBSD
2016-01-31 21:11:15 -08:00
Sam Lantinga
1fb30db048
Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT
2016-01-31 11:29:11 -08:00
Alex Szpakowski
325921789a
x11: Fix AltGr generating an invalid keycode (bug #3244 ). Thanks Thomas!
2016-01-31 09:39:42 -04:00
Philipp Wiesemann
9bdd188115
PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality.
2016-01-27 23:20:23 +01:00
Sam Lantinga
67f9fd2bc4
Fixed creating fullscreen windows on Steam Link
2016-01-22 13:12:16 -08:00
Sam Lantinga
e5d575b933
Expose the EGL display and window for Vivante SDL windows
2016-01-16 21:58:49 -08:00
Philipp Wiesemann
0a1999dfd2
Fixed compile warnings about type conversion.
...
Found by buildbot.
2016-01-16 21:25:10 +01:00
Philipp Wiesemann
8d035b1aee
Android: Added mouse initialization to reset state.
...
If the app is launched again then the shared object may be reused (on Android).
2016-01-12 22:23:00 +01:00
Philipp Wiesemann
1560351905
Android: Added mapping of mouse forward button and mouse back button.
2016-01-11 20:02:48 +01:00
Alex Szpakowski
87ea39be84
Removed dead code (caught by Clang's static analyzer).
2016-01-09 17:41:09 -04:00
Ryan C. Gordon
ed62033366
x11: make last mouse coords sane upon window entry (thanks, Cengiz!).
...
(and thanks to Cengiz for many of the previous Unreal-related
patches! They were generically credited to Epic Games, but a large
amount of that work was his contribution.)
Fixes Bugzilla #3067 .
2016-01-07 19:58:00 -05:00
Ryan C. Gordon
73680ab374
Fixed NULL dereference on drop events with no window associated.
...
(such as when dropping a file onto an app's icon to launch.)
This bug caught by Clang's static analyzer.
2016-01-07 16:01:24 -05:00
Ryan C. Gordon
5dcf6bcc32
Updated dynamic API table.
2016-01-07 14:51:22 -05:00
Ethan Lee
167cf14c1f
SDL_RenderSetIntegerScale
2016-01-05 16:39:18 -05:00
Ryan C. Gordon
416d046663
Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
...
Fixes Bugzilla #3223 .
2016-01-07 14:02:37 -05:00
Philipp Wiesemann
1d1ba58f28
Fixed compile warnings about uninitialized variables in test library.
...
Found by buildbot.
2016-01-06 22:39:29 +01:00
Ryan C. Gordon
49e47688b4
Patched to compile on iOS.
2016-01-05 05:38:55 -05:00
Ryan C. Gordon
881ccccbcf
Android: Fixed up drop events for new interface.
2016-01-05 05:31:33 -05:00
Ryan C. Gordon
eeb899999f
Patched to compile.
2016-01-05 05:22:35 -05:00
Ryan C. Gordon
7605ccf68a
Use SDL's stdinc functions instead of C runtime calls.
2016-01-05 02:29:16 -05:00
Ryan C. Gordon
dc532c70e8
Added SDL_WINDOWEVENT_TAKE_FOCUS.
...
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2016-01-05 02:27:50 -05:00
Ryan C. Gordon
aa4952fdef
Added SDL_WINDOWEVENT_HIT_TEST.
...
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 10:10:59 -04:00
Ryan C. Gordon
d4aedf9951
Added SDL_SetWindowModalFor().
...
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
e497e46515
Added SDL_SetWindowInputFocus().
...
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
3bdaf4c611
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
...
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
5696e88e6b
Added SDL_GetWindowBordersSize().
...
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
f9af0c0376
x11: Put a matching window_group wmhint on every window created.
...
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
2016-01-05 02:27:26 -05:00
Ryan C. Gordon
8e855f2fbc
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
...
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.
This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
2016-01-05 01:42:00 -05:00
Ryan C. Gordon
f2defe5e11
Added special window type flags.
...
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 01:30:40 -05:00
Ryan C. Gordon
f9b7379341
Added SDL_DROPTEXT event, for dragging and dropping string data.
...
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:26:45 -05:00
Ryan C. Gordon
c3114975db
Added SDL_GetDisplayUsableBounds().
2016-01-04 23:52:40 -05:00
Ryan C. Gordon
8875a4014f
x11: Optimize SDL_GetGlobalMouseState() a little.
...
Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
2015-04-22 16:50:48 -04:00
Ryan C. Gordon
14e007772a
x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
...
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 10:14:17 -04:00