Commit Graph

238 Commits

Author SHA1 Message Date
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SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.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
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
Sam Lantinga
1fa4939a38 Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD)
CR: Jorgen
2014-02-13 11:05:24 -08:00
Sam Lantinga
ae05f178c2 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens. 2014-02-10 10:02:51 -08:00
Sam Lantinga
9f2509da79 Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout 2014-02-10 10:02:42 -08:00
Sam Lantinga
853334afed Updated SDL to version 2.0.2 2014-02-09 03:09:56 -08:00
Ryan C. Gordon
ba55cbef6e Make non-Clang compilers happy. 2014-02-07 11:55:13 -05:00
Ryan C. Gordon
129456fe2e Tell Clang's static analysis that SDL_assert() is an assertion handler.
This lets it know, for example, that when you do this...

    SDL_assert(ptr != NULL);

...that (ptr) is definitely not NULL at this point in the program, for the
sake of static analysis. While a buggy program could definitely trigger this
assertion, Clang assumes your assertion check is covering it and won't
report possible NULL dereferences after this point.

Since SDL_assert might continue if the user clicks "ignore", without this
change Clang would notice you checked for NULL (meaning that NULL is a real
possibility here) and still wrote code outside of that test branch that
dereferences the pointer, and thus would always trigger false positives.

Static analysis is fun!
2014-02-07 11:52:35 -05:00
Ryan C. Gordon
7afbb8c377 SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!).
Fixes Bugzilla #2384.
2014-02-05 00:34:26 -05:00
Ryan C. Gordon
c2b5da9733 Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler(). 2014-02-04 11:38:40 -05:00
Ryan C. Gordon
89fd0faf5e Hooked up dynamic loading for Mir. 2014-02-03 11:52:54 -05:00
Ryan C. Gordon
6bc2977043 Added some SysWM bits for Mir. 2014-02-02 23:53:48 -05:00
Ryan C. Gordon
19f8c6224f Added Mir video target (thanks, Brandon!). 2014-02-02 23:41:46 -05:00
Philipp Wiesemann
9ee68e8f8d Added additional platform check for __ANDROID__.
The macro ANDROID was deprecated with "android-ndk-1.6_r1".
2014-02-02 20:55:42 +01:00
Sam Lantinga
58edac3e69 Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
2014-02-02 00:53:27 -08:00
Sam Lantinga
3bd0e9002e Fixed bug 2376 - no SDL_HasAVX
Haneef Mubarak

AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.

This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).

Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):

http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
2014-02-02 00:33:31 -08:00
J?rgen P. Tjern?
338bf9cc6c Add SDL_GL_ResetAttributes. 2014-01-29 18:38:13 -08:00
Sam Lantinga
d76c2cc1da Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()).
The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows.  Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those.  The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format.  To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom().  When I do this, SDL_CreateWindowFrom() will:

1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint
2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.

I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO.

CR: SamL

Some pseudocode that shows how this is used in Source2:

HWND hExternalHwnd; // HWND that was established outside of SDL

// Create main window (happens inside platwindow.cpp)
SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. );
// Create GL context, happens inside rendersystemgl
SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow );

// Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint
SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) );

// Create the secondary window.  This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint
SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd );

// To render to the main window:
SDL_GL_MakeCurrent( mainWindow, onlyContext );
// Do some rendering to main window

// To render to the secondary window:
SDL_GLMakeCurrent( secondaryWindow, onlyContext );
// Do some rendering to secondary window
2014-01-30 12:30:40 -08:00
Gabriel Jacobo
682bc47bc5 Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!)
Also moved Wayland structures to the bottom of the union for OCD related issues.
2014-01-28 09:13:46 -03:00
Gabriel Jacobo
272ebb8efb Dynamic loading support for Wayland 2014-01-09 13:56:21 -03:00
Ryan C. Gordon
090327e76e Implemented the Dynamic API magic. 2013-12-09 16:03:18 -05:00
David Ludwig
679259473e WinRT: removed a now-complete TODO comment regarding Direct3D 11 2013-11-29 00:21:56 -05:00
David Ludwig
b6f80d855e WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in 2013-11-29 00:19:46 -05:00
David Ludwig
ecfbb3f5dc WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state 2013-11-28 22:59:21 -05:00
David Ludwig
46740a5a1c WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library.  The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
2013-11-28 22:09:21 -05:00
Gabriel Jacobo
c343eab67a Fixes #2271, Add KD detection under CMake by Scott Percival 2013-11-26 11:50:54 -03:00
Ryan C. Gordon
5c383489a7 We don't need to check for snprintf() anymore, we don't use it.
SDL_snprintf() is built on vsnprintf() where available.
2013-11-24 23:36:15 -05:00
Ryan C. Gordon
e769374096 Added SDL_vsscanf(). 2013-11-24 23:35:38 -05:00
Ryan C. Gordon
928b494630 Moved atomic API implementation out of headers. 2013-11-24 21:04:51 -05:00
Sam Lantinga
27779311b4 Bump SDL to build with 10.7 SDK.
This also bumps the minimum requirement for building SDL to 10.7, and
removes some checking we no longer need.

CR: saml
2013-12-27 10:18:11 -08:00
Gabriel Jacobo
fce6257c49 Implements touch support on QTWayland. Contributed by Thomas Perl. 2013-12-27 09:29:39 -03:00
Sam Lantinga
7aef2350cf Added a relative mouse mode that uses mouse warping instead of raw input.
To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1"

When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
2013-12-23 17:37:22 -08:00
Sam Lantinga
746928350f Added support for double-clicks, through a new "clicks" field in the mouse button event. 2013-12-23 12:17:52 -08:00