Commit Graph

24 Commits

Author SHA1 Message Date
Ryan C. Gordon 61518bce6b CMake: Changes to get CMake project to work with Android (thanks, Martin!).
Fixes Bugzilla #3194.

(but note that Bugzilla #3200 still needs to be resolved to get this really
going on Android, at a minimum.)
2015-12-29 00:57:24 -05:00
Philipp Wiesemann d3a841eb88 Pandora: Fixed deactivating no more available CD-ROM support in config header. 2015-12-07 21:41:55 +01:00
David Ludwig 25abce513d WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.

This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT.  It has been tested on Win10 on a desktop.  In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.

This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
  the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
  the WinRT backend
- WinRT README updates
2015-11-29 19:33:11 -05:00
David Ludwig fa2d5ab497 WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms
WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created
thread's priority.  WinRT 8.1 offered this API, along with several other
Win32 thread functions that were previously unavailable (in WinRT).

This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
2015-11-26 13:51:03 -05:00
David Ludwig 623898f70b WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work).  The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
  non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
  programmatically possible in Win 8.x apps).
2015-11-26 00:41:39 -05:00
Ryan C. Gordon f09d3750ea Minor whitespace fix. 2015-11-14 14:53:44 -05:00
Ryan C. Gordon e6ad29aec8 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID(). 2015-11-14 12:35:45 -05:00
Sam Lantinga 38edc1779a Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
2015-10-27 11:18:04 -07:00
Sam Lantinga 2b0140a91f Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes. 2015-10-27 11:17:32 -07:00
Sam Lantinga a0c4b56ff9 SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
2015-09-30 15:39:30 -07:00
Alex Szpakowski 2bf6f1bcb7 Added initial support for MFi game controllers on iOS. 2015-09-20 23:08:36 -03:00
Philipp Wiesemann 5e5936822f Android: Added to APK expansion file hint documentation in header file. 2015-09-17 22:21:12 +02:00
Philipp Wiesemann 83e94e257b Corrected documentation of the SDL_CreateTexture() functions in header file. 2015-08-21 23:50:59 +02:00
Alex Szpakowski 2d63af8eb1 Updated SDL_egl.h to have the latest EGL version and extension information. 2015-08-21 00:19:36 -03:00
Philipp Wiesemann 2fa0394855 Corrected documentation of SDL_AddTimer() in header file. 2015-08-19 22:29:37 +02:00
andrewb a702c338f0 Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4. 2015-08-03 11:37:03 -07:00
Philipp Wiesemann c509e798d7 Fixed documentation of SDL_DropEvent in header file. 2015-07-31 20:16:18 +02:00
Alfred Reynolds 628d8edb95 SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
2015-07-29 17:19:15 -07:00
Alfred Reynolds 61c7415071 Add SDL_GetDisplayDPI routine and implement for Windows. 2015-07-29 17:18:56 -07:00
Alex Szpakowski 6ea942dae3 Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
2015-07-19 19:44:40 -03:00
Ryan C. Gordon e346f14277 SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.

This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.
2015-07-17 21:03:58 -04:00
Philipp Wiesemann a955bec49a Fixed spaces in header file. 2015-07-16 21:48:35 +02:00
Philipp Wiesemann cad94bd502 Fixed typo in test header file comment. 2015-07-15 21:12:04 +02:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00