Commit Graph

187 Commits (20dc4214e27d4bd962d1b488b546be47de47a142)

Author SHA1 Message Date
Sam Lantinga 9cd5f5ceca Fixed bug 2404 - CPU detection not working with MSVC on x64
Tiemo Jung

All CPU detection functions SDL_Has* will return false, even if it is supported by the CPU, if SDL is compiled with MSVC and the target is x64.

The reason for this is that 'CPU_haveCPUID' will return 0 and macro 'cpuid' in SDL_cpuinfo.c is the fallback implementation, which sets all params to zero.

It is safe to assume that cpuid is supported on a CPU that runs windows x64, so CPU_haveCPUID can just return 1, and the empty macro can be replaced with a small wrap around the __cpuid intrinsic.
2014-02-22 19:10:45 -08:00
Sam Lantinga fea87cc9cf Fixed bug 2335 - Fails to build on Debian GNU/kFreeBSD
Felix Geyer

Starting from version 2.0.1 libsdl fails to build on Debian GNU/kFreeBSD in SDL_cpuinfo.c.

GNU/kFreeBSD defines __FreeBSD_kernel__ but not __FreeBSD__.
The #ifdef __FreeBSD__ check should be extended for __FreeBSD_kernel__, see the attached patch.

Build log:
libtool: compile:  gcc -g -O2 -fstack-protector --param=ssp-buffer-size=4 -Wformat -Werror=format-security -D_FORTIFY_SOURCE=2 -DUSING_GENERATED_CONFIG_H -Iinclude -I/?BUILDDIR?/libsdl2-2.0.1+dfsg1/include -mmmx -m3dnow -msse -msse2 -fvisibility=hidden -D_REENTRANT -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-kfreebsd-gnu/dbus-1.0/include -DHAVE_USBHID_H -DUSBHID_NEW -D_REENTRANT -Wall -c /?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c  -fPIC -DPIC -o build/.libs/SDL_cpuinfo.o
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c: In function 'SDL_GetSystemRAM':
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: error: 'HW_MEMSIZE' undeclared (first use in this function)
             int mib[2] = {CTL_HW, HW_MEMSIZE};
                                   ^
/?BUILDDIR?/libsdl2-2.0.1+dfsg1/src/cpuinfo/SDL_cpuinfo.c:632:35: note: each undeclared identifier is reported only once for each function it appears in
make[2]: *** [build/SDL_cpuinfo.lo] Error 1
2014-02-22 18:01:18 -08:00
Sam Lantinga 6bb2f2ef8d Fixed bug 2347 - On OSX, an SDL app prevents system shutdown.
Tim McDaniel

On OSX, an SDL app forces a system shutdown to be cancelled.  This happens because [SDLAppDelegate applicationShouldTerminate] returns NSTerminateCancel.  A better approach is to subclass NSApplication and override terminate to do nothing except call SDL_SendQuit.  In response to a system shutdown notification, this allows the normal SDL Quit event processing to occur, and if the app then terminates, system shutdown occurs normally.  Please see the attached patch, based on SDL 2.0.1.
2014-02-22 17:55:58 -08:00
Sam Lantinga b80f4f9e50 Don't fail initialization if the helper window class already exists. 2014-02-22 17:39:35 -08:00
Sam Lantinga a5f52ac5a8 Fixed bug 2395 - OSX: App name in the menu bar is not localized.
Tim McDaniel

On OSX, the app name in the menu bar is not localized.  This can be fixed using the following implementation for GetApplicationName in SDL_cocoaevents.m:

static NSString *
GetApplicationName(void)
{
    NSDictionary *dict;
    NSString *appName = 0;

    appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleDisplayName"];
    if (!appName)
        appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleName"];

    if (![appName length])
        appName = [[NSProcessInfo processInfo] processName];

    return appName;
}
2014-02-22 17:32:18 -08:00
James Legg d3cf7360db Fix audio conversion when channel count changes
- Use the SDL_AUDIO_MASK_DATATYPE bit when selecting an implementation
  where it matters. Previously two existing AUDIO_F32 cases had been
  written, but were unreachable.
- Add AUDIO_F32 case for SDL_ConvertSurround_4.
- Fix incorrect pointer arithmetic causing the 2 to 6 channel
  conversion for 4 byte audio formats to read and write beyond the end
  of the buffer.
2014-02-21 13:57:53 +00:00
Sam Lantinga 5512eac69f Fixed bug 2414 - Execute event watchers in the order they were added
Leonardo

Event watchers are being executed on the inverse order they are added because they are added to the head of the SDL_event_watchers list.

Since watchers are allowed to change events before they are reported (they shouldn't, imo), this breaks code that rely on watcher execution order (such as distributed event handling).

An easy scenario to see this behaving weird to the user is if you add an event watcher to check mouse coordinates and check them again in your event loop. If you add the watcher after renderer's one (which always happens after you have initialized renderer), you get the same event but different coordinates.

The proposed patch adds the event watcher in the tail of the list, not in the beginning, and correctly fixes this problem.
2014-02-22 15:27:11 -08:00
Sam Lantinga f7de4ae130 Fixed bug 2407 - Support for OpenGL ES 3 contexts on iOS
Alex Szpakowski

Currently the UIKit/EAGL backend for SDL's OpenGL context creation API doesn't support OpenGL ES 3, despite iOS 7+ being capable (on devices with the necessary hardware.)

I have attached a patch to add support. It's also slightly more future-proof, so eventual OpenGL ES 4+ capability on iOS should hopefully work without requiring changes to SDL's UIKit/EAGL backend.
2014-02-22 15:23:09 -08:00
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
Sam Lantinga 7c33f23361 Thou shalt not use more than 4k local variables in this code. 2014-02-22 10:40:12 -08:00
Ryan C. Gordon 0deb54c024 Reworked Mac OS X joystick code to use the 10.5+ HID Manager API.
Besides being a little more simple to use than the earlier IOKit HID API, and
 less likely to be deprecated, it also has the added benefit of working with
 the Sony DualShock 4 controller in Bluetooth mode out of the box, whereas
 the previous API has a bug that makes it report bad data for the
 controller.

Cleaned up several other things in this code, having gone over every line of
 it. The remaining deprecated calls are also gone.
2014-02-22 00:55:28 -05:00
Gabriel Jacobo abe2ac2cb4 Fixes #2326, clean up the X11 backend a bit 2014-02-21 08:37:57 -03:00
Sam Lantinga 22e3217e59 Fixed infinite recursion in D3D_Reset() 2014-02-20 21:07:56 -08:00
Sam Lantinga 6b33f2e8ca Fixed resetting the current render target if the D3D device is reset while using a non-default render target. 2014-02-17 22:20:33 -08:00
Ryan C. Gordon ccce6fb302 s/iPhoneOS/iOS 2014-02-17 11:47:54 -05:00
Ryan C. Gordon 245e125e0f Corrected battery percentage on iOS (thanks, Felix!).
Fixes Bugzilla #2397.
2014-02-17 11:46:23 -05:00
Sam Lantinga 5c5770ad44 Make sure we don't stay in the windows event loop forever if there are lots of events coming in quickly. 2014-02-14 11:39:58 -08:00
Sam Lantinga 441f7d8d63 Fixed Mac PS4 controller entry, added Linux OUYA controller entry 2014-02-14 11:38:59 -08:00
Sam Lantinga 268071d16f Added the new function at the end so we don't break the ABI 2014-02-13 11:08:12 -08:00
Sam Lantinga baf2dd4c7e Back out changelist 1951976 2014-02-13 11:05:34 -08:00
Sam Lantinga f5d1559b51 Back out changelist 2026006 2014-02-13 11:05:32 -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 e34da6801f Fixed lost mouse button when in relative mouse warp mode and you click on the title bar, entering a modal move/resize loop.
Testing:
* Set the SDL_HINT_MOUSE_RELATIVE_MODE_WARP hint true, run testsprite2, press Ctrl-R to enter relative mode, alt tab away from the window, then click on the title bar of the window. Didn't get the mouse button release before, and we do now.

CR: Yahn + Alfred
2014-02-13 11:05:28 -08:00
Sam Lantinga 567b5ba8e9 As part of Jorgen's code review of this function I added a call to LoadLibrary so the refcounts would be consistent between Windows and Posix. Then I forgot to include the check that the thing was actually loaded and caused it to be loaded all the time. Oops.
CR: AaronL
2014-02-13 11:05:26 -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 076a14b263 Fixed crash if render target textures are used while the device is lost 2014-02-10 13:40:02 -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 a396841f8d Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible.
This is the case with the Steam In-Home Streaming client.
2014-02-10 10:02:18 -08:00
Ryan C. Gordon f38c1f05f5 Fixed DualShock 4 controller config on Mac OS X. 2014-02-10 12:47:26 -05:00
Sam Lantinga 853334afed Updated SDL to version 2.0.2 2014-02-09 03:09:56 -08:00
Sam Lantinga 8cabd44f36 Fixed the OUYA controller mapping on Windows 2014-02-09 03:09:04 -08:00
Sam Lantinga c8c3911e0d Added Windows entry for the bluetooth OUYA controller 2014-02-09 02:42:59 -08:00
Sam Lantinga 3ab3ea642d Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9'
Sandu Liviu Catalin

I'm unable to compile the latest SDL (directly from the repository) even though I disabled every DirectX option since I don't need DirectX.

I allways het these errors:
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1897:1: error: unknown type name 'IDirect3DDevice9'
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1898:25: error: unknown type name 'SDL_Renderer'
2014-02-09 01:56:41 -08:00
Sam Lantinga b331ada815 Fixed bug 2354 - [ES 2.0] SDL_RenderClear clears render target with wrong color
ny00

SDL_RenderClear clears a render target with the wrong color, if the opengles2 renderer driver is used and the target texture's format is SDL_PIXELFORMAT_ARGB8888.

The bug is *not* reproduced if SDL_PIXELFORMAT_ABGR8888 is used as the texture format (the first from the renderer's list).
It is further not reproduced using any of the following renderer drivers: opengl, opengles (apparently powered by Gallium3D), software.
Finally, the correct color can be drawn using SDL_RenderFillRect (instead of SDL_RenderClear).

A few details about the current setup:
- OS: Ubuntu 12.04 for x86_64
- GPU: GeForce GTX 460
- GPU driver version: 331.20-0ubuntu1~xedgers~precise1 (from the xorg-edgers PPA)


---

Seth Williams

Sam,

It appears that the clear just needs to take the render target format into consideration.

Seth.
2014-02-09 01:49:01 -08:00
Edward Rudd fff7503b6a ignore hot plugs in mac haptic layer IF hap tics hasn't been initialized. 2014-02-07 09:35:13 -05:00
Ryan C. Gordon c2f6ab0cc1 Added DualShock 4 game controller config for Windows, Mac, and Linux. 2014-02-06 21:28:11 -05:00
Ryan C. Gordon 7033e597b5 Fixed crash on Windows if haptic isn't initialized when controllers are added. 2014-02-06 21:26:41 -05:00
Ryan C. Gordon 56979749e9 Fixed a typo. 2014-02-06 10:00:45 -05:00
Edward Rudd a09548eb00 Fix device counting in HapticMouse and JoystickOpen routines. 0 is the first item in the list not the last 2014-02-06 09:35:44 -05:00
Edward Rudd f3e6a0a71b fix indentation and spaces 2014-02-06 09:11:05 -05:00
Ryan C. Gordon e42d46b463 Wired up haptic hotplugging for Windows DirectInput/XInput code. 2014-02-06 07:37:20 -05:00
Ryan C. Gordon 9cf8c49c39 Fixed memory leak. 2014-02-05 20:07:25 -05:00
Ryan C. Gordon ccbf6943e7 Make SDL_SYS_HapticMouse() count device indexes like HapticByDevIndex(). 2014-02-05 18:36:40 -05:00
Ryan C. Gordon 7f94268805 Cleanup some vi footer comments, rename new PRIVATE_* funcs to MacHaptic_*. 2014-02-05 01:02:09 -05:00
Edward Rudd b352698d99 Implement new backend methods for haptic and hot plugging on OS X 2014-02-04 18:17:16 -05:00
Edward Rudd 4da8829812 implement new backend method for Haptics in dummy driver 2014-02-04 16:50:34 -05:00
Edward Rudd 5fb0be3079 Rework haptic backend to properly support hotplugging of haptic devices.
* currently only linux backend updated.
2014-02-04 15:44:09 -05:00
Brandon Schaefer 25fcc1959e * Remove android based workaround, it is handled in SDL_EGL_GetProcAddress. 2014-02-04 12:28:35 -08:00
Ryan C. Gordon c2b5da9733 Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler(). 2014-02-04 11:38:40 -05:00
Ryan C. Gordon e719158cb4 Fixed some compiler warnings from the latest Clang, cleaned up some things. 2014-02-03 14:45:38 -05:00
Ryan C. Gordon bd01a9c914 Unload Wayland libs if memory allocation fails during init. 2014-02-03 11:53:21 -05:00
Ryan C. Gordon 89fd0faf5e Hooked up dynamic loading for Mir. 2014-02-03 11:52:54 -05:00
Ryan C. Gordon 69d85ff563 Bumped copyright date on Mir code. 2014-02-03 11:01:32 -05:00
Ryan C. Gordon 435b80b9a3 Disable some minor things that need newer Mir dev headers.
These headers apparently aren't default in Ubuntu 13.10 yet.
2014-02-02 23:55:51 -05:00
Ryan C. Gordon 6bc2977043 Added some SysWM bits for Mir. 2014-02-02 23:53:48 -05:00
Ryan C. Gordon 8674b7aeee Cleaned up headers and footers on Mir code. 2014-02-02 23:54:10 -05:00
Ryan C. Gordon 19f8c6224f Added Mir video target (thanks, Brandon!). 2014-02-02 23:41:46 -05:00
Philipp Wiesemann e8f5e010ad Fixed including SDL_internal.h twice for DirectFB. 2014-02-02 20:58:46 +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
Sam Lantinga dbd4a917e0 Document Michael's changes adding TranslateMessage() back to the SDL message loop. 2014-01-30 12:27:24 -08:00
Sam Lantinga 5c58bd6877 * Added TranslateMessage call to SDL default message pump - was causing problems in S2 tools mode apps that used Qt. Qt relies on the WM_CHAR message generated by TranslateMessage and keyboard input was showing up in the UI as mixed-case. (Depending on which message pump got a given message - both SDL and Qt pump messages for the entire process.) Sam will review and possibly tweak this change before propagating to public SDL, but I'm checking this version in so I can integrate into S2 and fix the issue there. 2014-01-30 12:27:00 -08:00
J?rgen P. Tjern? 366b1727bb Mac: [NSApp keyWindow] is not valid in windowDidBecomeKey:
This fixes weird behavior on Mac where our first responder reverts to the window
itself, rather than the SDLTranslatorResponder, after the window has lost focus
once. This causes Escape to call cancelOperation: on the NSWindow, which by
default removes our fullscreen-ness.

When someone has turned off SDL_TEXTINPUT we should probably set another initial
responder that handles the Escape behavior, so that SDL_TEXTINPUT doesn't change
fullscreen behavior (and possibly other behavior) like it does now.
2014-01-29 18:37:23 -08:00
dbrady 109fe0e0dc fixed hat code validation. 2014-01-28 15:28:20 -08:00
Philipp Wiesemann 68f2fe6499 Fixed spaces in source file license comment. 2014-01-29 00:29:14 +01:00
Philipp Wiesemann 62b17e7edb Fixed comments in joystick implementation files claiming to be headers.
It seems comments were originally copied from SDL_sysjoystick.h.
2014-01-29 00:27:54 +01:00
Gabriel Jacobo f52d7f5eea [Wayland] Fixes segfault when mouse enters window 2014-01-28 11:39:37 -03:00
J?rgen P. Tjern? 2efa2dc227 X11: Don't redraw dialog box when mouse moves.
This fixes bug #2343. (https://bugzilla.libsdl.org/show_bug.cgi?id=2343)

Thanks to Melker Narikka for the patch.
2014-01-27 13:43:04 -08:00
Ryan C. Gordon aff44ccdb5 Patched to compile...uh, everywhere. :) 2014-01-27 16:13:13 -05:00
Ryan C. Gordon 87cfee27d0 Patched to compile on Windows when not supporting Direct3D. 2014-01-27 16:10:15 -05:00
Gabriel Jacobo 33479316c7 [Android] Fixes Bug 2370, don't send accelerometer changes when
Android_JNI_GetAccelerometerValues return SDL_FALSE (thanks to Jairo Luiz)
2014-01-27 17:59:19 -03:00
Gabriel Jacobo 50befa6201 Bug 2358 - [Android] Joystick Button Mappings are strange (fix by David Brady) 2014-01-23 08:44:25 -03:00
Ryan C. Gordon ecc0df0661 Fix detection of iOS for disabling dynamic API. 2014-01-22 12:39:34 -05:00
Gabriel Jacobo b131e74be4 Fixes 2356, [Android] SDL_JoystickGetAttached does not function
Also fix a potential NULL pointer access in android/SDL_SYS_JoystickGetGUID
2014-01-21 18:20:12 -03:00
Gabriel Jacobo cf9828a2a6 Move Wayland driver above dummy, check for driver availability before creation 2014-01-20 20:25:43 -03:00
Ryan C. Gordon 2ddd0c58c9 Patched to compile if Wayland is disabled via SDL_config.h (thanks, Martin!).
Fixes Bugzilla #2351.
2014-01-20 12:53:44 -05:00
Sam Lantinga 9e90acdfcf Make sure you clean up the associated renderer when destroying a window. 2014-01-18 11:47:03 -08:00
Gabriel Jacobo 129640af7a Fixes prototype declaration for wl_proxy_marshal_constructor [Wayland 1.4] 2014-01-16 15:02:41 -03:00
Gabriel Jacobo 838e76c699 Fix to compile against the Wayland v1.4 headers 2014-01-16 11:33:39 -03:00
J?rgen P. Tjern? 12e7fdcbb6 Don't minimize fullscreen windows when destroying them.
Previously, we'd minimize fullscreen windows (if
SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS was set) during SDL_DestroyWindow if they
had keyboard focus, because we call SDL_SetKeyboardFocus(NULL) which yields a
OnWindowsFocusLost event.

Related to https://bugzilla.libsdl.org/show_bug.cgi?id=1840
2014-01-15 11:34:03 -08:00
J?rgen P. Tjern? bc92383eea Mac: Don't give windows focus back when we're closing them.
Fixes bug #1840 (https://bugzilla.libsdl.org/show_bug.cgi?id=1840)
2014-01-15 11:31:56 -08:00
J?rgen P. Tjern? a0c9e649f5 Allow switching between FS and desktop FS.
This should fix bug #2057 (https://bugzilla.libsdl.org/show_bug.cgi?id=2057)
2014-01-15 11:17:09 -08:00
J?rgen P. Tjern? a442f121e6 Test: Add Shift-Enter to switch between FS and desktop FS. 2014-01-15 11:08:55 -08:00
J?rgen P. Tjern? a6a56af91b Tests: Refactor key modifier checking. 2014-01-15 10:40:14 -08:00
J?rgen P. Tjern? 8f660a4627 Mac: Trigger SDL_FINGERUP for all touches.
Fixes bug #2348. Thanks to Alex Szpakowski for the patch!
2014-01-14 17:33:24 -08:00
Gabriel Jacobo c0d86b9237 Make EGL loading more resilient.
Lesson learned while trying to run L4D2 under Wayland :)
2014-01-14 21:29:38 -03:00
Gabriel Jacobo 272ebb8efb Dynamic loading support for Wayland 2014-01-09 13:56:21 -03:00
Edward Rudd 5fd5567c4c define a font-size for the "unicode" message box font so the text isn't unreadable on linux systems 2014-01-08 14:53:08 -05:00
Ryan C. Gordon d75665c776 Maybe fix Cygwin. 2014-01-08 01:07:57 -05:00
Ryan C. Gordon 960458e58c Patched to compile on Cygwin. 2014-01-08 00:58:03 -05:00
Ryan C. Gordon e9689e8df6 Another Android fix. 2014-01-08 00:51:31 -05:00
Ryan C. Gordon d16e630160 Updated Dynamic API jumptable. 2014-01-08 00:46:39 -05:00
Ryan C. Gordon afd0f32314 Patched to compile on Android (I think). 2014-01-08 00:40:48 -05:00
Ryan C. Gordon d5c977adb7 Patched to compile on OpenBSD. 2014-01-08 00:31:19 -05:00
Ryan C. Gordon 090327e76e Implemented the Dynamic API magic. 2013-12-09 16:03:18 -05:00
Ryan C. Gordon 7e1289af32 Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
2013-11-24 23:56:17 -05:00
Ryan C. Gordon 31caa22d30 Patched stdlib changes to compile on Windows. 2013-12-09 13:30:35 -05:00