Commit Graph

65 Commits

Author SHA1 Message Date
Sam Lantinga
eaca3958ad Fixed bug 3494 - SDL_test_fuzzer.c fails compile since r10604
Ozkan Sezer

As of hg rev. 10604 (http://hg.libsdl.org/SDL/rev/4fe01fd25855),
SDL_test_fuzzer.c fails to build again
2016-11-20 21:24:09 -08:00
Sam Lantinga
818d1d3e80 Fixed bug 1646 - Warnings from clang with -Weverything 2016-11-15 01:30:08 -08:00
Sam Lantinga
c1e292fcf8 Fixed build error with missing function prototype in the SDL_test_harness.h header 2016-11-13 23:09:42 -08:00
Sam Lantinga
57d01d7d67 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -08:00
Sam Lantinga
74e1dd4c6f Define _GNU_SOURCE when building SDL 2016-11-11 13:14:00 -08:00
Sam Lantinga
9dfe54006e We should be using a string constant for the strftime format string 2016-10-01 10:38:15 -07:00
Bastien Nocera
7edd2261e7 Fix "format not a string literal" errors
With GCC 6.1.

https://bugzilla.libsdl.org/show_bug.cgi?id=3375
2016-10-01 10:36:24 -07:00
Sam Lantinga
f1e0b9af20 Added debug output for new window events 2016-09-29 16:10:08 -07:00
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
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
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
Sam Lantinga
68a3272852 Fixed sed error on Mac OS X and updated copyright on a few last files 2016-01-02 10:38:51 -08:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann
4679195dbf Fixed memory leak in test harness.
Found by Cppcheck.
2015-07-06 21:02:20 +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