David Ludwig
17ca1d00b5
WinRT: code cleanup wrt. display mode(s)
2013-08-27 12:56:49 -04:00
David Ludwig
f860141aa6
WinRT: renamed "windowsrt" directories to "winrt"
2013-08-27 12:33:36 -04:00
David Ludwig
fa229f3790
WinRT: fixed a crash that occurred on device rotation (oops!)
2013-08-27 12:22:02 -04:00
David Ludwig
1e78c4a5d1
WinRT: more "Windows RT" to "WinRT" renaming
2013-08-27 12:20:35 -04:00
David Ludwig
3070086431
WinRT: took out a deprecated TODO-comment
2013-08-27 12:16:42 -04:00
David Ludwig
6dc2a410eb
WinRT: moved the WinRT SDL_VideoDevice out of SDL_WinRTApp
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This was done to help pave the way for XAML support.
2013-08-27 12:13:45 -04:00
David Ludwig
253b9aae89
WinRT: moved the pointer to the global SDL_Window to a separate variable
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This is a cleanup that is being done to help with WIP XAML support. It may be reverted in the future.
2013-08-27 11:51:17 -04:00
David Ludwig
7be2ad71c9
WinRT: renamed SDL_SYSWM_WINDOWSRT to SDL_SYSWM_WINRT
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This is part of an overall effort to use the name, "WinRT", rather than "WindowsRT" (or "Windows RT"), as the shorthand name often seems to mean something different than the longhand name. (WinRT is an API, Windows RT is a product name)
2013-08-27 11:44:43 -04:00
David Ludwig
d06276732e
WinRT: Windows Phone build fix
2013-08-27 11:40:06 -04:00
David Ludwig
3e83fd784c
WinRT: misc code cleanups
2013-08-27 11:39:44 -04:00
David Ludwig
f8e80edf09
WinRT: removed more hack-code that attempted to help have non-standard window sizes
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"Non-standard" is defined here as any window size that differs from that provided by WinRT's CoreWindow.
2013-08-27 11:00:52 -04:00
David Ludwig
80abfc4d60
WinRT: minor function and variable name cleanup
2013-08-27 10:57:55 -04:00
David Ludwig
065b2cf470
WinRT: made all SDL_Windows get sized to the WinRT-defined window size
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This change removes some code that attempted to allow non-standard window sizes, the idea of which was to do display scaling, and a hackish one at that. If display scaling is needed, use SDL_Renderer as appropriate.
2013-08-27 10:56:10 -04:00
David Ludwig
409d9b1ce7
WinRT: removed a deprecated hack regarding window resizing and Direct3D viewports
2013-08-27 09:53:58 -04:00
David Ludwig
d78b26ed69
WinRT: moved most platform-specific keyboard and mouse code to shared locations
2013-08-26 17:17:53 -04:00
David Ludwig
73dfcdcfe1
WinRT: removed some old debugging code from SDL_mutexP and SDL_mutexV
2013-08-20 22:18:48 -04:00
David Ludwig
dcb1689fb2
WinRT: made a note that WinRT doesn't appear to support modifying a thread's priority
2013-08-20 22:16:09 -04:00
David Ludwig
6300b3606f
WinRT: made SDL_ThreadID() return the native thread ID, rather than a fake one
2013-08-20 22:04:09 -04:00
David Ludwig
3fce6688b8
WinRT: made testthread log output via SDL_Log
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- this will allow output to be read via Visual C++'s Output pane
2013-08-20 21:55:13 -04:00
David Ludwig
90a9278f9d
WinRT: made the C++11-based threading backend only try to catch exceptions that it knows it (the threading APIs) might throw, rather than all exceptions
2013-08-20 21:54:34 -04:00
David Ludwig
19a168b4b3
WinRT: file naming and placement cleanup
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- moved SDL_WinRTApp.* from src/video/windowsrt/ to src/core/winrt/, and renamed them to SDL_winrtapp.* (to mimick case-sensitivity used elsewhere in SDL)
- renamed all "windowsrt" directories (in src) to "winrt", as the shorthand name is used more often (and, IMO, "WinRT" != "Windows RT", not entirely at least)
2013-08-20 21:22:32 -04:00
David Ludwig
eaf26ff66a
WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer
2013-08-13 20:33:15 -04:00
David Ludwig
45ef345df0
WinRT: fixed a crash in some display orientation hint code
2013-08-13 20:28:48 -04:00
David Ludwig
3dde6e1e9f
WinRT: made sure SDL_main gets used in the latest SDL 2.0.0 based code
2013-08-13 20:28:10 -04:00
David Ludwig
11dc53221b
WinRT: Windows Phone 8 build fixes
2013-08-13 20:11:51 -04:00
David Ludwig
d41fdc94d6
WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0
2013-08-13 20:09:52 -04:00
David Ludwig
f7049b93d5
WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
2013-08-12 22:29:55 -04:00
Sam Lantinga
1ad936eb29
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
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Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
2013-08-11 19:56:43 -07:00
Sam Lantinga
1df1e69691
Added the platform specific messagebox function to the video function list
2013-07-14 11:28:44 -07:00
Sam Lantinga
8fbd7dc735
Fixed bug 2130 - Two members of Windows WindowData not initialized
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norfanin
SetupWindowData in SDL_windowswindow.c doesn't initialize two members of SDL_WindowData with NULL. This is an issue because other parts of the SDL code seem to make the assumption that this is the case. WIN_DestroyWindowFramebuffer for example uses data->mdc and data->hbm if they're not NULL.
2013-10-03 00:54:58 -07:00
Ryan C. Gordon
ce45fa28e2
SDLK_DELETE should probably be SDLK_BACKSPACE on iOS.
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The key on the software keyboard works like backspace, at least. Not sure
what happens with a bluetooth keyboard here.
2013-10-02 22:18:04 -04:00
Ryan C. Gordon
958640e5d1
Get rid of glGetError() calls in GLES2 renderer.
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It's not usually useful, and it causes pipeline stalls.
2013-10-02 22:16:11 -04:00
Gabriel Jacobo
57e09318dd
Uses SDL_UDEV for Linux joystick hotplugging
2013-10-01 08:47:06 -03:00
Sam Lantinga
69a4351eb0
Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi
2013-09-30 22:35:32 -07:00
Sam Lantinga
22a972a440
Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
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Lloyd Bryant
SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render. This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
2013-09-30 22:16:14 -07:00
Sam Lantinga
058aba086c
Fixed bug 2119 - compiler warnings (-pedantic) SDL_video.h:111:42
2013-09-30 21:57:03 -07:00
Gabriel Jacobo
889b6bd794
Removes unused property use_egl from internal structure gl_config
2013-09-28 19:23:59 -03:00
Gabriel Jacobo
c691de00c5
Fix: SDL_EVDEV_device_removed does not need UDEV
2013-09-28 19:17:27 -03:00
Sam Lantinga
202528a48f
Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
2013-09-28 14:07:17 -07:00
Sam Lantinga
25f607a3c2
Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
2013-09-28 14:07:14 -07:00
Sam Lantinga
cf5e5a8360
Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
2013-09-28 14:07:08 -07:00
Sam Lantinga
803965bcc2
Added platform specific call: SDL_RenderGetD3DDevice()
2013-09-28 14:07:05 -07:00
Sam Lantinga
9f390e7967
Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
2013-09-28 14:06:59 -07:00
Sam Lantinga
89c31bb42a
Implemented SDL_UpdateYUVTexture() for Direct3D
2013-09-28 14:06:55 -07:00
Sam Lantinga
17c9ff85e2
Added missing SDL_assert.h
2013-09-28 14:06:51 -07:00
Sam Lantinga
57bd514707
Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
2013-09-28 14:06:47 -07:00
Sam Lantinga
d0a57ea2b5
Rolled back my LoadLibrary change. The first failed call causes a dialog to pop up in Windows apps (but not console apps) and that's really bad. I'll have to deal with this in my app.
2013-09-28 14:06:39 -07:00
Sam Lantinga
dfa53e7e3c
SDL_LoadObject on Windows now calls LoadLibrary a second time in its EX form whenever the first load fails. This second call uses the "altered" search path for DLL dependencies, which includes searching the directory that the DLL itself lives in.
2013-09-28 14:06:31 -07:00
Sam Lantinga
b6be1435c5
Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support.
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Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly.
CR: Jorgen
2013-09-28 14:06:20 -07:00
Gabriel Jacobo
1ccbad9603
Do not use UDEV references in EVDEV if UDEV has not been detected
2013-09-28 15:48:32 -03:00