Ryan C. Gordon
09ae4df5bf
Another attempt to fix Windows build.
2016-02-15 03:37:01 -05:00
Ryan C. Gordon
18f74c6e15
Patched to compile on Visual Studio.
2016-02-15 03:21:26 -05:00
Ryan C. Gordon
014956ac1d
Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/
2016-02-15 03:16:46 -05:00
Alex Szpakowski
33af421d7b
Windows: make sure SDL_TicksInit has been called before calling Sleep(ms) in SDL_Delay. This ensures the Windows system timer resolution is properly set before Sleep is called.
2016-02-14 21:17:25 -04:00
Philipp Wiesemann
37a5416784
PSP: Deactivated dynamic API.
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Thanks to Bugzilla #3240 for pointing this out.
2016-02-13 17:35:38 +01:00
Philipp Wiesemann
570215b9da
PSP: Added missing object for generic TLS to Makefile.
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Thanks to the SDL mailing list (and later Bugzilla #3240 ) for pointing this out.
2016-02-13 17:34:14 +01:00
Philipp Wiesemann
7da168db0a
Fixed spaces in license comments.
2016-02-10 19:31:23 +01:00
Eric Wing
704298c0c2
Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99.
2016-02-09 17:36:42 -08:00
Ryan C. Gordon
5ed63ae317
x11: Updated imKStoUCS.* to latest from x.org.
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This was a version from XFree86 before now. :) Although not much has
changed.
2016-02-08 01:08:21 -05:00
Alex Szpakowski
8e7cd6b5da
iOS: Implemented clipboard support.
2016-02-03 20:32:55 -04:00
Sam Lantinga
4249f4666c
David Carlier implemented SDL_GetBasePath() for OpenBSD
2016-01-31 21:11:15 -08:00
Sam Lantinga
1fb30db048
Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT
2016-01-31 11:29:11 -08:00
Alex Szpakowski
325921789a
x11: Fix AltGr generating an invalid keycode (bug #3244 ). Thanks Thomas!
2016-01-31 09:39:42 -04:00
Philipp Wiesemann
9bdd188115
PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality.
2016-01-27 23:20:23 +01:00
Philipp Wiesemann
88f519372f
Android: Fixed ignoring a return value while handling motion events.
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This should not have caused problems yet because the return value was identical.
2016-01-26 22:20:05 +01:00
Sam Lantinga
67f9fd2bc4
Fixed creating fullscreen windows on Steam Link
2016-01-22 13:12:16 -08:00
Sam Lantinga
e5d575b933
Expose the EGL display and window for Vivante SDL windows
2016-01-16 21:58:49 -08:00
Philipp Wiesemann
0a1999dfd2
Fixed compile warnings about type conversion.
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Found by buildbot.
2016-01-16 21:25:10 +01:00
Philipp Wiesemann
2191abb2c9
Android: Fixed finishing Activity on some devices if right mouse button pressed.
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Partially fixes Bugzilla #3227 .
2016-01-13 19:31:03 +01:00
Philipp Wiesemann
28817c9c71
Fixed two typos in documentation.
2016-01-12 22:23:53 +01:00
Philipp Wiesemann
8d035b1aee
Android: Added mouse initialization to reset state.
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If the app is launched again then the shared object may be reused (on Android).
2016-01-12 22:23:00 +01:00
Philipp Wiesemann
46cb851018
Android: Fixed a comment.
2016-01-12 22:22:24 +01:00
Philipp Wiesemann
1560351905
Android: Added mapping of mouse forward button and mouse back button.
2016-01-11 20:02:48 +01:00
Alex Szpakowski
87ea39be84
Removed dead code (caught by Clang's static analyzer).
2016-01-09 17:41:09 -04:00
Ryan C. Gordon
1615b2e29d
CMake: only set "-O3 -g" defaults if CMAKE_BUILD_TYPE wasn't set at all.
2016-01-08 07:32:51 -05:00
Ryan C. Gordon
06129f6de9
Fixed buildbot's static analysis script to enable assertions.
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This removes false positives. Apparently someone forced the default CMake
builds to use -O3, turning these off by default. :/
2016-01-08 07:21:15 -05:00
Ryan C. Gordon
ed62033366
x11: make last mouse coords sane upon window entry (thanks, Cengiz!).
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(and thanks to Cengiz for many of the previous Unreal-related
patches! They were generically credited to Epic Games, but a large
amount of that work was his contribution.)
Fixes Bugzilla #3067 .
2016-01-07 19:58:00 -05:00
Sam Lantinga
757e994eaa
Fixed --enable-new-dtags check with cmake
2016-01-07 17:21:50 -08:00
Sam Lantinga
dc5f05bb99
Use --enable-new-dtags to set RUNPATH rather than RPATH so that LD_LIBRARY_PATH is not overridden by the application.
2016-01-07 16:42:30 -08:00
Ryan C. Gordon
73680ab374
Fixed NULL dereference on drop events with no window associated.
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(such as when dropping a file onto an app's icon to launch.)
This bug caught by Clang's static analyzer.
2016-01-07 16:01:24 -05:00
Sam Lantinga
1c4c3f505f
Updated debian packaging files
2016-01-07 12:01:51 -08:00
Ryan C. Gordon
5dcf6bcc32
Updated dynamic API table.
2016-01-07 14:51:22 -05:00
Ethan Lee
167cf14c1f
SDL_RenderSetIntegerScale
2016-01-05 16:39:18 -05:00
Ryan C. Gordon
416d046663
Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
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Fixes Bugzilla #3223 .
2016-01-07 14:02:37 -05:00
Philipp Wiesemann
1d1ba58f28
Fixed compile warnings about uninitialized variables in test library.
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Found by buildbot.
2016-01-06 22:39:29 +01:00
Philipp Wiesemann
a4ce22fbf3
Fixed outdated information in a README for iOS.
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Four of the listed programs do not exist anymore.
2016-01-06 22:39:04 +01:00
Philipp Wiesemann
1a26c0c838
Fixed doxygen warnings.
2016-01-06 22:38:35 +01:00
Ryan C. Gordon
bb1e2bd0b5
CMake: Turned off Mac OS X rpath warning kludge.
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Apparently CMake errors out if it doesn't know this policy, and we don't
otherwise require CMake 3.0 yet. Sigh.
2016-01-05 05:44:32 -05:00
Ryan C. Gordon
49e47688b4
Patched to compile on iOS.
2016-01-05 05:38:55 -05:00
Ryan C. Gordon
881ccccbcf
Android: Fixed up drop events for new interface.
2016-01-05 05:31:33 -05:00
Ryan C. Gordon
eeb899999f
Patched to compile.
2016-01-05 05:22:35 -05:00
Ryan C. Gordon
7605ccf68a
Use SDL's stdinc functions instead of C runtime calls.
2016-01-05 02:29:16 -05:00
Ryan C. Gordon
dc532c70e8
Added SDL_WINDOWEVENT_TAKE_FOCUS.
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This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2016-01-05 02:27:50 -05:00
Ryan C. Gordon
aa4952fdef
Added SDL_WINDOWEVENT_HIT_TEST.
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This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 10:10:59 -04:00
Ryan C. Gordon
d4aedf9951
Added SDL_SetWindowModalFor().
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This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
e497e46515
Added SDL_SetWindowInputFocus().
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This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
3bdaf4c611
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
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This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
5696e88e6b
Added SDL_GetWindowBordersSize().
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This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
f9af0c0376
x11: Put a matching window_group wmhint on every window created.
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This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
2016-01-05 02:27:26 -05:00
Ryan C. Gordon
8e855f2fbc
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
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This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.
This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
2016-01-05 01:42:00 -05:00