Commit Graph

297 Commits

Author SHA1 Message Date
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? 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
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
David Ludwig da0c0a4a33 WinRT: fixed bug: touch input coordinates weren't normalized [0..1]
Thanks to Pierre-Yves for pointing this out and providing a fix!
2013-11-28 21:15:05 -05:00
Sam Lantinga 9fa4da1353 Fixed windows build with conflict resolve 2013-11-28 02:31:32 -08:00
Sam Lantinga d2511d9ef9 Fixed bug 2260 - SDL_SetCursorGrab() is buggy on Windows
BurnSpamAddress

Steps to reproduce:
1. Grab the cursor with SDL_SetCursorGrab()
2. Alt-tab away from the window
3. Click on the titlebar of the window

This will cause the window to disappear underneath the taskbar!

This appears to be a general issue with ClipCursor() on windows, i.e. I am getting the same behavior if I call ClipCursor() directly.

It is caused by a feedback loop between the ClipCursor function and the modal resize/move event loop that handles mouse-based sizing on Windows.
2013-11-27 10:29:38 -08:00
Sam Lantinga fa4e4a643a Fixed large relative mouse motion when iconifying the SDL window.
Windows will move the window to -32000,-32000 when it is iconified, so we don't want to send mouse motion for iconic windows.
2013-11-27 10:29:32 -08:00
Sam Lantinga 2bb344d6dc Don't crash when no WM is present.
CR: Sam Lantinga.
2013-11-27 10:29:27 -08:00
Gabriel Jacobo 1ad0d24828 [Android] Fixes #2228, reworked touch code
Lets Android take care of which is the primary pointer (the one acting as the
mouse in SDL), reorganized the Java side code as well to make it easier to
understand.
2013-11-25 12:28:09 -03:00
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
Sam Lantinga b44e7470de Fixed display mode calculations for applications which are not DPI aware.
If your application wants to have access to the full resolution even when the system has DPI scaling enabled, call SetProcessDPIAware() before calling SDL_Init()

e.g.
	typedef BOOL (WINAPI *SetProcessDPIAware_t)(void);
	HMODULE hMod = LoadLibrary("user32.dll");
	if ( hMod ) {
		SetProcessDPIAware_t pSetProcessDPIAware = GetProcAddress( hMod, "SetProcessDPIAware" );
		if ( pSetProcessDPIAware ) {
			pSetProcessDPIAware();
		}
		FreeLibrary( hMod );
	}
2013-12-30 12:49:15 -08:00
Sam Lantinga 6f6c76a6a5 Make sure our window has mouse focus before processing raw input events.
This happens rarely, but not reproducibly, where we get raw input events for the window even though it doesn't have focus.
2013-12-27 10:18:18 -08:00
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
Philipp Wiesemann 87ad7a1c50 Fixed pointer from integer warning and bug if compiled without EGL. 2013-12-25 16:57:59 +01:00
Sam Lantinga 2521e49769 Setting the mouse in relative mode implies grabbing the mouse.
This fixes getting mouse button events in raw input relative mode on X11.
2013-12-23 17:55:06 -08:00
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
Gabriel Jacobo ec1cb49eab Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.

Additional changes in this commit, done by me:

* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend

Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
2013-12-14 20:18:43 -03:00
Gabriel Jacobo 4a8c296712 Context sharing for EGL 2013-12-13 09:48:12 -03:00
Sam Lantinga 44afc2a305 Fixed crash if no window has keyboard focus 2013-12-06 16:12:18 -08:00
Sam Lantinga 7afb76824e Added code missed in the resolve 2013-12-05 09:29:04 -08:00
Sam Lantinga 013d99823d Fixed error return value in SDL_EGL_CreateSurface(), thanks to Mike Kasprzak 2013-12-02 23:54:35 -08:00
Gabriel Jacobo 7d9e42f28c Select EGL config when creating the EGL surface 2013-12-02 10:08:57 -03:00
Gabriel Jacobo f848adff5f Improve Android pause/resume behavior. 2013-11-29 10:06:08 -03:00
Philipp Wiesemann 01acbd389b Fixed spaces in license comment. 2013-11-23 18:34:27 +01:00
Sam Lantinga a3bb007ee5 Fixed double-free of the window shape path 2013-11-23 02:02:29 -08:00
Gabriel Jacobo 4abeed93c7 Fixes compilation on Mingw. 2013-11-22 14:19:52 -03:00
Gabriel Jacobo 61959aa67b OpenGL ES support for Windows 2013-11-22 13:24:53 -03:00
Ryan C. Gordon a218717111 Query version for X11 XInput2 multitouch separately from base XInput2. 2013-11-20 21:17:26 -05:00
Gabriel Jacobo 9095952ac4 Clean up X11 OpenGL ES backend
If you really need to switch between OpenGL and GLES context types, just issue
a SDL_GL_UnloadLibrary manually.
2013-11-20 12:51:18 -03:00
Gabriel Jacobo 131a072503 Find the best EGL config available between those returned by eglChooseConfig
This existed in the old Android Java code, it got lost in the migration to the
commong EGL code.
2013-11-19 11:04:05 -03:00
Sam Lantinga 9dd923fb9a When the mouse is grabbed it's constrained to the client area, not the window frame. 2013-11-16 21:19:16 -08:00
Sam Lantinga 4e1ee55739 Fixed bug 2231 - Move src/input/evdev into src/core/linux
Ryan C. Gordon

To keep the directory layout sane, we should probably move this one piece of source to the linux catch-all directory, instead of making it look like this is part of an SDL "input" subsystem.
2013-11-16 12:02:09 -08:00
Sam Lantinga 3b52058f6c Fixed bug 2241 - SSE intrinsic in fillrect MMX path
norfanin

The MMX path in SDL_fillrect.c uses the SSE intrinsic _mm_stream_pi. The function or symbol provided by the compiler will not be present because the SSE header may not get included. The linker will complain about an undefined reference.

Since this is the only intrinsic used here (and someone forgot to create one for MOVQ), I think the MMX path can be removed completely. At least I don't see another way to move 64-bits from an MMX register to memory.
2013-11-16 11:54:16 -08:00
Sam Lantinga 4295a92f97 Fixed bug 2240 - On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register
philhassey

On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register.

Steps to Reproduce:

1. Open a windowed window on OS/X.  (With the border on.)

2. e.button.button will give values 1,2,3 depending on which mouse button I click.

3. Call SDL_SetWindowBordered to disable the border.

4. e.button.button will only give values 1,2.  3 (right mouse button) stops coming through.

Expected result:

I expect all mouse buttons to register.
2013-11-14 22:26:49 -08:00
Gabriel Jacobo 35915d4f99 Clean up the EGL related video backends (X11, Android, RPi) 2013-11-14 20:14:02 -03:00
Ryan C. Gordon e899f0c4e0 Haiku: fixed uninitialized variable. 2013-11-14 14:42:20 -05:00
Ryan C. Gordon 00003e8c00 Renamed things named after BeOS to be named after Haiku instead. 2013-11-14 11:51:24 -05:00
Gabriel Jacobo 5b8b403e3e [Windows] Fixes bug #1555, handle ALT+F4 on Windows 2013-11-13 11:18:37 -03:00
Sam Lantinga 397f5a850d Retain the high dpi flag when recreating the window (e.g when creating a renderer context) 2013-11-12 02:18:52 -08:00
Sam Lantinga 12961352d3 Fixed build error with SDK < 10.7 2013-11-12 02:04:12 -08:00
Sam Lantinga 253b9ba815 We still want to generally minimize on focus loss, but not when we're in a fullscreen space on Mac OS X. 2013-11-12 02:02:12 -08:00
Sam Lantinga 75145ea023 Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X. 2013-11-12 01:52:54 -08:00
Sam Lantinga 5f8a0b18d3 Fullscreen space naming cleanup to avoid confusion with normal fullscreen mode 2013-11-12 00:32:29 -08:00
Sam Lantinga 7459b159e0 Made sure the window had the correct border when manually being brought back from fullscreen mode. 2013-11-11 23:42:43 -08:00
Sam Lantinga cb190b8270 Fixed assertion when quickly toggling from fullscreen back to fullscreen:
"Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'backgroundWindows not nil in enterFullScreenTransitionWithOptions:animated:activatingIt:'"

To reproduce this, run testsprite2, press Alt-Enter once, again while it's animating to fullscreen, and then again while it's animating out of fullscreen.
2013-11-11 22:43:05 -08:00
Sam Lantinga 8f8070db42 Fixed window resizing when entering and leaving fullscreen mode 2013-11-11 21:38:11 -08:00
Sam Lantinga 7cf76ffbe0 Fixed assertion failure when minimizing a fullscreen window. 2013-11-11 21:21:18 -08:00
Sam Lantinga 75a23d99a5 Fixed bug 2212 - SDL_SetTextInputRect has no effect on iOS
philhassey

Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect.

Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput.

Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region.

Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.)

This patch implements SDL_SetTextInputRect for uikit/iOS.

It sets up notification handlers to respond to changes in the display of the keyboard.  These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
2013-11-11 20:51:19 -08:00
Sam Lantinga cb31a80d82 Properly handle toggling fullscreen state when another fullscreen state change is in progress. 2013-11-11 20:42:59 -08:00
Gabriel Jacobo 819148a844 [X11] Fix up compilation when EGL headers are not present. 2013-11-11 19:17:32 -03:00
Sam Lantinga f0692d656f Fixed compiling with older Mac OS X SDK 2013-11-11 03:29:11 -08:00
Sam Lantinga 2384ad5b9e Fixed compiling with ISO C90 2013-11-11 03:12:50 -08:00
Sam Lantinga 2ceeb74e25 Don't minimize by default when in fullscreen desktop mode.
This fixes behavior with the new Mac OS X fullscreen space code, as well as improve behavior on Linux desktops.
The default for normal fullscreen mode is still to minimize because we're likely doing a mode switch and don't want to stick around as a borderless window in the background.
2013-11-11 03:02:42 -08:00
Sam Lantinga 4c1322f693 Added support for new style fullscreen transitions on Mac OS X 2013-11-11 02:53:00 -08:00
Sam Lantinga 6ec3e69045 Fixed whitespace style 2013-11-11 01:59:40 -08:00
Sam Lantinga 893afbaf3b Fixed pool memory leak 2013-11-10 19:19:44 -08:00
Sam Lantinga b30e396ba1 Fixed bug 1965 - Mac: dead code for supporting OS 10.4
Alex Szpakowski

The new patch removes all the truly obsolete code I could find. I tested on OS 10.8 and OS 10.5.
2013-11-10 17:56:07 -08:00
Sam Lantinga 5821466c05 Fixed bug 2176 - SDL_CreateWindow(w=INT_MAX, h=INT_MAX) causes program to hang
Catch exceptions generated when trying to create a Cocoa window.
2013-11-10 17:40:35 -08:00
Gabriel Jacobo 15a3bbcbd9 [X11] Ignore both NotifyGrab and NotifyUngrab modes in FocusIn/FocusOut events 2013-11-10 20:38:50 -03:00
Sam Lantinga 9228c84576 Fixed issue with dead key press/release events being filtered out. 2013-11-10 14:48:44 -08:00
Sam Lantinga 0d39d09076 Hopefully fixed focus problems when handling a global hotkey on X11.
See this thread for details:
https://bugzilla.mozilla.org/show_bug.cgi?id=578265
2013-11-10 14:33:01 -08:00
Sam Lantinga e19f15ddd5 Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows
Also fixed minimize and maximize state detection for Windows.
2013-11-10 14:10:00 -08:00
Philipp Wiesemann aa3379802b Added a new unused key code from Android 4.4 (API 19). 2013-11-10 14:50:37 +01:00
Sam Lantinga 550676d08d Fixed signed/unsigned warning 2013-11-09 00:56:05 -08:00
Sam Lantinga 976c876924 Fixed bug 2172 - Window loses maximized state when activated
I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues.

For now the correct way to raise and/or restore the window is as follows:

	if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) )
	{
		SDL_RaiseWindow( window );
	}
	if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED )
	{
		SDL_RestoreWindow( window );
	}

I will investigate the window state change rules more fully in the future.

CR: Alfred Reynolds
2013-11-08 14:05:23 -08:00
Sam Lantinga faebe94c56 Mac: Fix a crash with SDL_MAC_NO_SANDBOX.
When we get a kCGEventTapDisabledByTimeout or
kCGEventTapDisabledByUserInput, the event tap would perform an invalid
memory access. void pointers are so fun.

This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.
2013-11-08 14:05:08 -08:00
Sam Lantinga 621c7f8f1f Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX. 2013-11-08 14:04:51 -08:00
Sam Lantinga 493fadd5c1 Fixed spot where SDL was assuming that two displays having the same origin means they're the same display. Changed it to check for the same extents instead.
(Sam actually wrote this, I'm just reviewing and checking it in.)
2013-11-08 14:04:35 -08:00
Sam Lantinga 95c67ed9a7 Fixed bug 2219 - BMP loader do not handle big BITMAPINFOHEADER structure
Patrice Mandin

I encountered a problem trying to load a 8-bit paletted BMP file using SDL. This file was generated using GIMP 2.8. It has a big BITMAPINFOHEADER (0x6c bytes for biSize field), and thus the palette is incorrectly setup.
2013-11-07 19:15:58 -08:00
Sam Lantinga 48e44f7fcb Fixed Windows compile error 2013-11-06 23:59:24 -08:00
Sam Lantinga 3b050fc953 Horizontal wheel support in windows
Lorenzo Pistone

this patch adds support for the horizontal wheel in Windows. It is shamelessly copied off the vertical wheel code, but I guess that that is a value added in consistency.
2013-11-06 23:35:08 -08:00
Gabriel Jacobo 22770a8f40 [Android] Fixes Bug 2041 - can't get SDL_QUIT event...
Thanks to Denis Bernard!

Also, changed the Android manifest so the app doesn't quit with orientation
changes, and made testgles.c exit properly on Android.
2013-11-06 11:23:24 -03:00
David Ludwig 749117acd9 WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.

To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'.  From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext.  The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL.  Only Windows 8/8.1 is supported for now.  Shaders may need to be precompiled, in some (all?) cases.
2013-11-04 19:54:29 -05:00
Sam Lantinga f2224e1fc7 Fixed bug 1990 - focus/keyboard events not generated correctly for multiple windows
Mai Lavelle

I've recently tried to create multiple windows and process key events for them, and found that key events weren't being generated for most of the windows. After some investigating I've observed the following effects. All but the most recently created window experience these effects...

- a focus lost event is generated immediately after the focus gained event, even tho window still has focus
- key events report window id 0 rather than the id of the window which has focus, SDL thinks no window has focus?
- giving focus to a non SDL window and then selecting an SDL window causes events to be generated as expected, but only until focus changes again

Focus change events are queued and delayed (200 ticks) before they are dispatched.  The problem occurs when a focus out and focus in event are received on the same tick.  When these delayed events are dispatched they will be sent in the order determined by the window list rather than the order in which they are received.

The focus out dispatch is implemented by calling SDL_SetKeyboardFocus(NULL).  This will remove focus from any window, regardless of whether it is the one originally targeted by the X11 event.

Since SDL_SetKeyboardFocus() will always dispatch a focus lost event as needed, the easiest solution is simply to only call SDL_SetKeyboardFocus(NULL) when SDL_GetKeyboardFocus() matches the target window.
2013-11-03 09:55:27 -08:00
Philipp Wiesemann 0f8d9995fe Corrected typo in source comment. 2013-11-02 11:42:00 +01:00
Gabriel Jacobo e651ab12b6 Fixes Bug #2191,incorrect test for egl_context validity
Thanks David Binderman!
2013-10-31 10:02:21 -03:00
Ryan C. Gordon d36c7363dd Updated GL version tests for Mac OS X 10.9 ("Mavericks").
They changed the name of their GL 3.2 enum, added the GL 4.1 core profile.
2013-10-28 22:43:39 -04:00
David Ludwig 69c5d21d7d WinRT: merged with SDL 2.0.1 codebase 2013-10-27 21:26:46 -04:00
David Ludwig e64e3d8c27 WinRT: fixed two bugs regarding mouse events
The first bug had mouse motion events not getting sent out on non-touch devices, if and when a mouse button wasn't pressed.

The second bug caused virtual mouse motion events to get sent out-of-order on touch devices: the motion event would get sent after the touch occurred, rather than before.
2013-10-27 14:31:57 -04:00
Pierre-Loup A. Griffais e0771482f6 Fix regression causing crashes when running without a window manager. 2013-10-23 13:43:17 -07:00
Sam Lantinga 298d3d627a Fixed duplicate const warning 2013-10-22 21:54:52 -07:00
Sam Lantinga bcf5472d16 Fixed bug 2073 - Mac: window moves unexpectedly when exiting SDL_WINDOW_FULLSCREEN_DESKTOP mode
Alex Szpakowski

In Mac OS X, when SDL_SetWindowFullscreen(window, 0) is called on a window which was in SDL_WINDOW_FULLSCREEN_DESKTOP mode, its original size is restored but its position is moved to the bottom of the screen.

I tracked down the issue to these two lines: http://hg.libsdl.org/SDL/file/fdd5cc9e9f90/src/video/cocoa/SDL_cocoawindow.m#l1034

I believe [nswindow setFrameOrigin:rect.origin] implicitly calls [nswindow constrainFrameRect:rect toScreen:screen], which will attempt to constrain the window to the screen, but at that point the window size is still full-screen rather than the restored window size, so the constrainFrameRect function operates on the wrong window size.

https://developer.apple.com/library/mac/documentation/cocoa/reference/applicationkit/classes/NSWindow_Class/Reference/Reference.html#//apple_ref/occ/instm/NSWindow/constrainFrameRect:toScreen:

I resolved the issue by swapping the order of the function calls, like so:
[nswindow setContentSize:rect.size];
[nswindow setFrameOrigin:rect.origin];
2013-10-21 02:37:03 -07:00
Sam Lantinga b8b9bfbe5b Fixed some warnings building for 64-bit Windows 2013-10-21 01:16:16 -07:00
Sam Lantinga 80930559a3 Fixed bug 2012 - Algorithm logic getting wrong in ComputeOutCode
Nitz

I was going through the SDL_IntersectRectAndLine function and wondered to see the ComputeOutCode function implementation.

The problem in this algo is, x and y axis are getting check with respect to 0, Which is wrong, it should be get checked with respect to rectangle x and y axis.
2013-10-21 00:25:43 -07:00
Sam Lantinga 360c3d853a Better cleanup if OpenGL initialization fails 2013-10-21 00:15:24 -07:00
Sam Lantinga f8c11bb955 Fixed the status bar visibility in iOS 7 2013-10-20 23:05:53 -07:00
Sam Lantinga 08fa8da77c Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt

The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)

The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple

   warning: always_inline function might not be inlinable [-Wattributes]

as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
2013-10-20 21:56:15 -07:00
Sam Lantinga f5fa492e26 Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values.
Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
2013-10-20 20:42:55 -07:00
Ryan C. Gordon 0e699eb5bb Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!).
Fixes Bugzilla #1985.
2013-10-20 21:18:05 -04:00
Ryan C. Gordon d1bde399af Backed out changeset 737771c47c6f, done testing Buildbot changes. 2013-10-20 20:24:00 -04:00
Ryan C. Gordon df3680846b Intentionally breaking Windows and Raspberry Pi builds to test Buildbot change. 2013-10-20 20:02:02 -04:00
Sam Lantinga a25b51923a Fixed compiling with the new X11 symbol wrapping 2013-10-20 09:58:37 -07:00
Stefanos Apostolopoulos 6a3478c235 Fix bug 1300 by querying current border size in ConfigureNotify, and adjusting window coordinates accordingly. 2013-10-20 17:23:43 +02:00
Ryan C. Gordon b4a00144fb Fixed the XInput2 X11 symbols. 2013-10-18 10:56:45 -04:00
Sam Lantinga 379c0054dc Fixed bug 2123 - SDL_BlitScaled crashes in src/video/SDL_blit_N.c:2145
We need to reset the blit function when switching between scaled and unscaled blits.
2013-10-18 00:47:22 -07:00
Sam Lantinga 888d807a71 Removed redundant #ifdef 2013-10-17 23:05:40 -07:00
Sam Lantinga 12ca3ce3fa Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
2013-10-17 23:02:29 -07:00
Ryan C. Gordon a2bd897064 Don't supply duplicate X11 symbols inside SDL.
Fixes static linking when something else also uses X11.
2013-10-18 01:36:41 -04:00
Sam Lantinga 14e13e13c4 Fixed compiler warning if dynamic X11 loading isn't enabled. 2013-10-17 17:38:55 -07:00
Sam Lantinga 7db31223e6 Fixed using the wrong variable when reporting a missing SDL scancode mapping. 2013-10-17 17:37:23 -07:00
Sam Lantinga 6435a82d08 Backed out revision fb5ab0e91c56, the platform specific messagebox functions don't have the right prototype since they're designed to be used standalone. 2013-10-14 09:12:30 -07:00
Sam Lantinga 4b603abfd7 For some reason, trying to raise the window programmatically while it's alt-tabbed away will minimize it. Added a workaround for this. 2013-10-14 08:56:55 -07:00
Sam Lantinga fea2699c25 Fixed the windows message debug output so it works without HAVE_LIBC 2013-10-14 08:56:50 -07:00
Sam Lantinga 8ec3ba3829 Fixed accumulating mouse wheel motion for the Microsoft Wireless Mouse 5000 2013-10-13 19:59:40 -07:00
Gabriel Jacobo 074a1c4c63 Fixes X11 video backend compilation when no GL is available
For example, in our Raspberry Pi sysroot.
2013-10-12 16:29:34 -03:00
J?rgen P. Tjern? 2568a367c8 Mac: Better handling when someone else is the app delegate. 2013-10-07 16:01:40 -07:00
Ryan C. Gordon f7e0a9b2b0 Patched to compile in C90 mode. 2013-10-10 02:21:41 -04:00
Gabriel Jacobo d0fddfab84 Fixes Bug 2134 - [Android] Black screen after resume (sometimes) 2013-10-10 00:30:03 -03:00
J?rgen P. Tjern? c455f7291c Fix SDL_SetWindowPosition on fullscreen windows.
This reverts http://hg.libsdl.org/SDL/rev/7cdeb64faa72 and fixes it in
the correct way. If you call SDL_SetWindowPosition on a fullscreen
window, it would update the x & y variables for the window, but not
actually move the window (since it was fullscreen). That would make the
internal state of the SDL_Window incorrect, causing
SDL_WarpMouseInWindow to offset incorrectly.

This makes it so SDL_SetWindowPosition updates the `windowed' x & y
coordinates, which take effect when you revert from fullscreen.
2013-10-07 14:16:38 -07:00
Sam Lantinga 11c45c4ede Removed unused variables (thanks Joseph!) 2013-10-06 13:50:36 -07:00
Philipp Wiesemann 0db36f51aa Added detection of touch devices before first touch events happen on Android.
On Android available touch devices are now added with video initialization (like
the keyboard). This fixes SDL_GetNumTouchDevices() returning 0 before any touch
events happened although there is a touch screen available. The adding of touch
devices after a touch event was received is still active to allow connecting
devices later (if this is possible) and to provide a fallback if the new init
did not work somehow. For the implementation JNI was used and API level 9 is
required. There seems to be nothing in the Android NDK's input header (input.h)
to implement everything on C side without communication with Java side.
2013-10-05 17:08:19 +02:00
Ryan C. Gordon 5607cc45c5 Avoid redundant state changes in the GLES2 renderer. 2013-10-05 00:29:57 -04:00
Gabriel Jacobo 9c489c7c0d Fix EGL/OpenGL ES paths 2013-10-04 08:23:37 -03:00
David Ludwig 58dd086487 WinRT: unified the two, public, app-init functions
This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.
2013-09-22 12:26:53 -04:00
David Ludwig 0022dbf261 WinRT: made SDL_GetWindowWMInfo return window data in a slightly easier-to-use format
Having the window pointer available as a WinRT IInspectable should make it a bit easier to use in conjunction with WRL-based weak references.
2013-09-16 11:02:18 -04:00
David Ludwig 34722465d1 WinRT: code cleanup: attempted to make it more clear what code is specific to what app type (plain Direct3D or XAML) 2013-09-06 21:13:15 -04:00
David Ludwig de8d9dbb93 WinRT: minor code cleanup regarding events
Some event handling functions got sorted in a somewhat consistent manner, and
in some cases, were also segregated a bit from app-lifecycle code.
2013-09-06 21:00:52 -04:00
David Ludwig 8fc04cc76e WinRT: renamed a mouse-related header file for naming-consistency's sake 2013-09-02 15:29:46 -04:00
David Ludwig 7e06b806ac WinRT: misc code cleanups regarding touch and mouse events, and also SDL-internal globals 2013-09-02 15:23:33 -04:00
David Ludwig a94e41854a WinRT: added touch input event support for Windows 8/RT devices 2013-09-01 10:20:17 -04:00
David Ludwig dbdc4b84ec WinRT: added touch-event support for Windows Phone devices
Support for touch events in Windows 8/RT is pending on further R+D.
2013-08-29 10:32:16 -04:00
David Ludwig 1d5082d815 WinRT: corrected SDL_MOUSE* coordinates in non-Portrait modes
Thanks to Pierre-Yves Gueniffey for proper pointer geometry transform code!
2013-08-28 16:51:07 -04:00
David Ludwig 13c87e712b WinRT: made simulated-mouse (via touch) input work on Windows Phone in Portrait mode
Proper SDL_MOUSE* event support for non-Portrait orientations in Windows Phone is pending.
2013-08-28 16:14:27 -04:00
David Ludwig 31235b4b99 WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
2013-08-28 15:27:01 -04:00
David Ludwig 2cafee9de1 WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary.  Bugs do exist.  You've been warned.

XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
2013-08-27 21:21:09 -04:00
David Ludwig 17ca1d00b5 WinRT: code cleanup wrt. display mode(s) 2013-08-27 12:56:49 -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
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
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
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 3e83fd784c WinRT: misc code cleanups 2013-08-27 11:39:44 -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
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 d78b26ed69 WinRT: moved most platform-specific keyboard and mouse code to shared locations 2013-08-26 17:17:53 -04:00
David Ludwig 19a168b4b3 WinRT: file naming and placement cleanup
- 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 45ef345df0 WinRT: fixed a crash in some display orientation hint code 2013-08-13 20:28:48 -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()
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
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