Commit Graph

187 Commits

Author SHA1 Message Date
Sam Lantinga
e5580e18ba x11: add a hint to force the VisualID used when creating a window. 2019-09-04 09:27:58 -07:00
Sam Lantinga
be6cda9f95 Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
2019-06-19 15:54:21 -07:00
Sam Lantinga
762b788f67 Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug

Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise.

I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
2019-06-09 12:46:10 -07:00
Sam Lantinga
990e166a3b Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug

I had a look at this and made some additions to SDL_wave.c.

The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small.

The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly.

The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files.

I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer.

Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket:

https://bitbucket.org/ChliHug/SDL

I also cobbled some Lua scripts together to create WAVE test files:

https://bitbucket.org/ChliHug/gendat
2019-06-08 19:02:42 -07:00
Sam Lantinga
9eac91dd29 Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well 2019-04-05 08:10:12 -07:00
Sylvain Becker
05333a6e9f Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
2019-04-05 09:16:30 +02:00
Sylvain Becker
b470cd9b09 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour 2019-04-05 08:36:31 +02:00
Sylvain Becker
bfdd0b228a Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
2019-04-04 17:01:02 +02:00
Sylvain Becker
e41576188d Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events
controlling whether mouse events should generate synthetic touch events
By default SDL will *not* generate touch events for mouse events
2019-04-04 16:51:50 +02:00
Ethan Lee
c528615626 hidapi: Add support for Wii U/Switch USB GameCube controller adapter.
Note that a single USB device is responsible for all 4 joysticks, so a large
rewrite of the DeviceDriver functions was necessary to allow a single device to
produce multiple joysticks.
2019-03-12 20:27:54 -04:00
Ryan C. Gordon
911bf6241b events: Make debug logging of the event queue a hint instead of an #ifdef.
This makes it easy to toggle it on when debugging a new platform (or just
getting more visibility into an app) without having to rebuild SDL.
2019-03-15 14:08:30 -04:00
Sam Lantinga
5e13087b0f Updated copyright for 2019 2019-01-04 22:01:14 -08:00
Sam Lantinga
70ce0f2e06 Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings 2018-12-07 12:02:08 -08:00
Ryan C. Gordon
62494a2e27 Merge SDL-ryan-batching-renderer branch to default. 2018-10-31 15:03:41 -04:00
Ryan C. Gordon
5fb67f9f55 render: Move to a batching system for rendering (work in progress). 2018-09-20 15:46:02 -04:00
Sam Lantinga
207428b444 Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput. 2018-08-29 20:23:39 -07:00
Ryan C. Gordon
acb05f50d8 thread: make SDL_CreateThreadWithStackSize() a public API. 2018-10-11 16:40:01 -04:00
Sam Lantinga
b60e5b82fb Update documentation to note that this hint works on Android too (thanks Trent!) 2018-10-03 15:48:26 -07:00
Sam Lantinga
7d3a7ef827 Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver. 2018-08-15 23:35:54 -07:00
Sam Lantinga
d2042e1ed4 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
2018-08-09 16:00:17 -07:00
Sam Lantinga
ff8c9538bc Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
2018-07-12 13:28:13 -07:00
Sam Lantinga
6b3e893105 Added hints SDL_HINT_MOUSE_DOUBLE_CLICK_TIME and SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to allow tuning double-click sensitivity.
Also increased the default double-click radius to 32 pixels to be more forgiving for touch interfaces
2018-09-14 19:26:26 -07:00
Sam Lantinga
5adc1b7d3e Updated documentation with API changes in SDL 2.0.8 2018-02-24 08:18:09 -08:00
Sam Lantinga
8ddebfa06e Fixed bug 4085 - X11: Allow configuring _NET_WM_BYPASS_COMPOSITOR through SDL hints
Callum McGing

This patch allows the user to disable the behaviour that blocks the compositor through a new hint: SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR. This allows tools or other windowed applications to behave properly under KWin.
2018-02-16 10:23:10 -08:00
Sam Lantinga
f59b9c8b13 Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys. 2018-02-06 15:03:38 -08:00
Sam Lantinga
85c34e9a39 Added SDL_HINT_IOS_HIDE_HOME_INDICATOR to determine how the home indicator on the iPhone X is handled.
This variable can be set to the following values:
   "0"       - The indicator bar is not hidden (default for windowed applications)
   "1"       - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
   "2"       - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
2018-02-01 15:21:01 -08:00
Sam Lantinga
9338a619f8 Added a hint SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS to prevent turning Apple TV remote swipes into arrow key events 2018-01-17 17:24:15 -08:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Sam Lantinga
b92e2f027a Fixed bug 4004 - iOS: don't hide keyboard on RETURN
Dominik Reichardt

As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768	6ce3bb5e38a5.
2017-12-19 10:57:21 -08:00
Sam Lantinga
2afc0b7fa5 Add the ability to set SDL to handle Return as 'hide IME' on Android softkeyboard. (thanks Rachel!) 2017-12-12 12:52:23 -08:00
Ryan C. Gordon
7cb8b50ad8 hints: Add "metal" to the list of SDL_RENDER_DRIVER hints. 2017-12-08 17:43:57 -05:00
Brandon Schaefer
9f4e4be8e0 Fixed bug 3943 - General SDL_HINT_VIDEO_DOUBLE_BUFFER hint support 2017-11-07 09:10:32 -08:00
Brandon Schaefer
2ac567b715 Fixed bug 3902 - Add a specific KMSDRM hint for low latency video 2017-10-26 16:37:20 -07:00
Sam Lantinga
c08a7a74a5 Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category,
determining whether the phone mute switch affects the audio
2017-09-15 17:27:32 -07:00
Sam Lantinga
de91b1248f Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
2017-08-14 06:28:21 -07:00
Sam Lantinga
c87e1d525c Fixed bug 2841 - Hint to set resource id for window icon
Alexey

Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
2017-08-13 14:15:52 -07:00
Sam Lantinga
c49fa37c5b Added SDL hints to filter the set of game controllers reported by SDL 2017-08-09 11:59:29 -07:00
Sam Lantinga
56cab6d452 Added a hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether touch events generate synthetic mouse events. 2017-08-03 09:48:44 -07:00
Philipp Wiesemann
456bc301d9 Fixed environment variable of SDL_HINT_RENDER_LOGICAL_SIZE_MODE. 2017-06-08 22:40:21 +02:00
Ryan C. Gordon
9288983682 Merged Eric Wing's overscan patch.
Fixes Bugzilla #2799.
2017-06-06 14:06:40 -04:00
Ryan C. Gordon
6d661cab7b windows: Change the default on SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING.
It's easier for Visual Studio users that want this information to turn it on
or live without it, than it is to explain why every debugger that isn't Visual
Studio crashes out here. Eventually SetThreadDescription() will be the thing
everyone uses anyhow.

Fixes Bugzilla #3645.
(and several others).
2017-06-06 13:12:43 -04:00
Sam Lantinga
ede5c73484 Generalized the audio resampling hint for other resampling methods in the future 2017-01-24 19:38:01 -08:00
Ryan C. Gordon
c7f9dcb6fc audio: Offer a hint for libsamplerate quality/speed tradeoff.
This defaults to the internal SDL resampler, since that's the likely default
without a system-wide install of libsamplerate, but those that need more can
tweak this.
2017-01-24 15:52:22 -05:00
Philipp Wiesemann
06d1d945cc Fixed doxygen warning and linking of function names. 2017-01-14 21:35:49 +01:00
Sam Lantinga
a52d48c5ab Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow

The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:

- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
  say to use the OpenGL ES driver & EGL rather than the Open GL
  driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
  OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
  driver or the real OpenGL ES driver to take into account the
  hint, the requested and supported ES version and whether ES 1.X
  is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
  the test to the VisualC projects.

With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
2017-01-10 08:54:33 -08:00
Sam Lantinga
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Philipp Wiesemann
7c60a638b0 Corrected header file guard comments. 2016-12-23 20:36:12 +01:00
Sam Lantinga
4eda58ba6a Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse.
This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
2016-12-02 21:01:13 -08:00
Sam Lantinga
3615633571 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Sam Lantinga
c7351c2dea Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain 2016-11-20 21:26:56 -08:00
Thomas Perl
acce865911 [qtwayland] Set orientation and window flags via SDL hints 2016-11-13 10:39:04 +01:00
Sam Lantinga
012217f069 Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer
Albert Casals

On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses.
Currently, it is hardcoded to be 10000 to sit above most applications.

This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.
2016-10-18 23:24:49 -07:00
Sam Lantinga
27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Ethan Lee
92d700f199 SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING 2016-09-30 09:26:57 -04:00
Philipp Wiesemann
f8aa4291ca Added brackets to function names in header comments so that doxygen links them. 2016-10-02 22:32:18 +02:00
Sam Lantinga
9fff05f8d6 Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW
Simon Hug

The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask.

The attached patch has these changes:

- Extending the description of the function in the SDL_surface.h header with the supported formats.
- Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.)
- Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP.
- Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.)
- Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
2016-10-01 11:29:13 -07:00
Sam Lantinga
a13da2faa7 Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
The behavior is defined to not receive the click event, and this hint allows you to override that.
2016-09-29 13:34:49 -07:00
Alex Szpakowski
459102a5c0 Updated URL in a comment 2016-09-17 01:36:29 -03:00
Alex Szpakowski
a96b6f2104 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION.
When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
2016-09-17 01:31:07 -03:00
Alex Szpakowski
f050576665 Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.

A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
2016-09-13 22:18:06 -03:00
Philipp Wiesemann
a4abda0b70 Added brackets to function names in header comments so that doxygen links them. 2016-08-03 22:30:31 +02:00
Philipp Wiesemann
63f2ec8e57 Updated documentation of SDL_HINT_THREAD_STACK_SIZE in header file. 2016-05-05 22:04:16 +02:00
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
Eric Wing
27fab8f4bb merged SDL 2.0.4rc1+ 2015-06-17 20:03:08 -07:00
Philipp Wiesemann
8c9571a26b Fixed typo in header file documentation comment. 2015-05-29 22:24:38 +02:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Sam Lantinga
38edc1779a Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
2015-10-27 11:18:04 -07:00
Philipp Wiesemann
5e5936822f Android: Added to APK expansion file hint documentation in header file. 2015-09-17 22:21:12 +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
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
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
df98b11c47 Merged default into iOS-improvements 2015-04-06 15:26:37 -03:00
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
Alex Szpakowski
ea5d1a8a3f Merged default into iOS-improvements 2015-01-15 01:15:24 -04:00
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
Philipp Wiesemann
80d19b7ee3 Fixed typo in header file documentation comment. 2014-12-25 22:05:48 +01:00
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
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
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
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
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
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
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
9c398852e6 Corrected header file documentation comment. 2014-11-22 22:20:40 +01:00
Alex Szpakowski
fb6d185a8a Merged default into iOS-improvements 2014-10-28 18:36:29 -03:00
David Ludwig
411e0f9dac WinRT: expanded the documentation on SDL_HINT_WINRT_HANDLE_BACK_BUTTON 2014-10-04 14:59:41 -04:00
Alex Szpakowski
3071128deb Merged default into iOS-improvements 2014-09-10 18:10:37 -03:00
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
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
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
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