Commit graph

8458 commits

Author SHA1 Message Date
David Ludwig
01fac9b2f7 WinRT: minor tweak to NuGet package naming
--HG--
rename : VisualC-WinRT/SDL2main-WinRT-CoreWindow.nuspec => VisualC-WinRT/SDL2main-WinRT-NonXAML.nuspec
rename : VisualC-WinRT/SDL2main-WinRT-CoreWindow.targets => VisualC-WinRT/SDL2main-WinRT-NonXAML.targets
2015-12-02 08:04:17 -05:00
David Ludwig
c174bd0e14 WinRT: allowed NuGet packaging code to get hg revision regardless of cwd 2015-12-02 07:58:23 -05:00
David Ludwig
357886616e WinRT: added NuGet-package creation support to WinRT build script 2015-12-01 22:07:24 -05:00
Philipp Wiesemann
9d304679f0 Fixed compile error in timer test program if PRIu64 not available. 2015-12-01 22:24:04 +01:00
Philipp Wiesemann
b5e3bd6ec1 Fixed compile warning in IME test program. 2015-12-01 22:22:58 +01:00
Philipp Wiesemann
525d8bfbe5 Fixed filesystem test program to compile with older versions of C. 2015-12-01 22:21:29 +01:00
David Ludwig
7b4ba43f2d WinRT: noted Win10/UWP support in WhatsNew.txt (under 2.0.4) 2015-11-30 23:30:01 -05:00
David Ludwig
1ae3259762 WinRT: made WinRT build script create Win10/UWP .dll files 2015-11-30 21:11:33 -05:00
Edward Rudd
2a894af1d2 Add Logitech F510 Gamepad Direct input mode mapping 2015-11-30 10:39:34 -05:00
Alex Szpakowski
c9cbc97f93 Removed some debug prints. 2015-11-30 03:30:35 -04:00
Alex Szpakowski
a8e95ff7b1 Mac: Fixed SDL_SetWindowFullscreen not restoring the window's original size when exiting a Space. 2015-11-30 03:30:07 -04:00
David Ludwig
028a80e83b 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
c858ba8394 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
bcb2c8ba3c WinRT: minor code cleanup in window-creation code
Window flags can be detected on all WinRT platforms.
2015-11-26 11:15:43 -05:00
David Ludwig
68e55ce9b2 WinRT: native windows are inherently resizable (in WinRT 8.x) 2015-11-26 11:09:50 -05:00
David Ludwig
392a6f19e0 WinRT: bug-fix, fullscreen mode wasn't getting reported in Windows 8.0 apps
This bug did not occur in Windows 8.1 apps, just Windows 8.0.
2015-11-26 02:37:51 -05:00
David Ludwig
c6d925b5b6 WinRT: bug-fix, OpenGLES2 was failing to init, after recent windowing fixes
Some SDL_Window flags were getting lost inside WINRT_UpdateWindowFlags, namely
SDL_WINDOW_OPENGL.
2015-11-26 02:13:15 -05:00
David Ludwig
030807ffe7 WinRT: bug-fix, fullscreen window flags weren't set if device was rotated 90 degrees 2015-11-26 01:36:36 -05:00
David Ludwig
3f86649e74 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
David Ludwig
c62d4f2ca5 WinRT: fixed crash in SDL_CondWaitTimeout, when using Win10's MSVC runtime 2015-11-15 13:04:42 -05:00
Philipp Wiesemann
da4d0e4a52 Replaced tabs with spaces in test programs. 2015-11-25 21:39:28 +01:00
Philipp Wiesemann
37967ccd07 Added SDL_HINT_VIDEO_X11_NET_WM_PING to WhatsNew.txt for 2.0.4. 2015-11-25 21:31:02 +01:00
Ryan C. Gordon
52ec045626 X11: Let XRandR respect multiple screens (DISPLAY=:0.0 vs :0.1, etc).
--HG--
extra : rebase_source : f4c3337fc3e78825322e2ce857223c39e34a9778
2015-11-17 12:15:35 -05:00
Sam Lantinga
7c5ed48e39 Fixed bug 3168 - xinput build failure with dxsdk
Ozkan Sezer

Yes, the annotations can actually be removed.  They are used only by MSVC and aren't vital.
2015-11-16 21:20:38 -08:00
David Ludwig
b96b7bef26 WinRT: fixed build error in latest XInput code
This change has also been tested as buildable + runnable on Win32 + MSVC 2015,
2013, 2012, and 2010.  It may fix similar build errors (in XInput code) that
are appearing in MingW builds (on buildbot).
2015-11-14 21:29:14 -05:00
Ryan C. Gordon
e47eab0ac9 Minor whitespace fix. 2015-11-14 14:53:44 -05:00
Ryan C. Gordon
03cb578e6e Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
--HG--
extra : amend_source : 110a5505509ddb9ecafed75abd89602986a99696
2015-11-14 12:35:45 -05:00
Alex Szpakowski
8e40963e20 Mac: Fix a warning about implicit declaration of SDL_SendKeymapChangedEvent (bug #3167.) 2015-11-14 04:24:39 -04:00
Sam Lantinga
1f65471948 Added support for the Gamestop Logic3 Controller 2015-11-13 14:26:00 -08:00
Alex Szpakowski
d6a6378927 Mac: Added SDL_GameController mappings for the Steelseries Stratus XL and Nimbus gamepads. 2015-11-12 22:53:37 -04:00
Alex Szpakowski
8892024a7e Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.) 2015-11-12 22:44:32 -04:00
Alex Szpakowski
963cac02b5 iOS: Fixed crashes when rotating the screen after destroying a window. 2015-11-12 20:58:11 -04:00
Sam Lantinga
7af65f8906 Added Linux support for the Razer Sabertooth game controller 2015-11-12 13:13:36 -08:00
Alex Szpakowski
3b67a812d2 iOS: Set the 'player index' of MFi game controllers when they're opened for use.
MFi controllers display their player index via LEDs on the controller.
2015-11-09 18:13:47 -04:00
Alex Szpakowski
cbaba3ea62 iOS: Fixed MFi game controller triggers to report the proper range of values. 2015-11-09 17:41:54 -04:00
Sam Lantinga
35ff47727f one last SDL fix: restore menu bar if we destroy a fullscreen window without transitioning it back to a non-fullscreen window first 2015-11-09 08:55:07 -08:00
Sam Lantinga
e048cbba33 don't toggle SDL fullscreen state on OSX if we're destroying the window 2015-11-09 08:55:01 -08:00
Sam Lantinga
39112e8d78 more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state 2015-11-09 08:54:56 -08:00
Sam Lantinga
235a62bf8a SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing. 2015-11-09 08:54:49 -08:00
Sam Lantinga
c77054bd50 add hacky support for failed fullscreen transitions. SDL doesn't have the concept of a fullscreen transition that failed. if the user is actively changing spaces while the app goes fullscreen, it fails to go fullscreen; now it will just try again instead of hanging around with the wrong window styles. 2015-11-09 08:54:42 -08:00
Alex Szpakowski
202030cc74 iOS MFi game controllers: inverted the thumbstick y axis values to match the behavior of other controllers. 2015-11-09 02:32:37 -04:00
Sam Lantinga
58c2f0a3bb Added Linux binding for Wii-U Pro controller 2015-11-05 18:10:19 -08:00
Sam Lantinga
9b526d28cb 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
15b44dadf7 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
Alex Szpakowski
8dda1f09b3 Mac: Fix returning to the window's Space in OS X 10.11+ when SDL_WINDOW_FULLSCREEN_DESKTOP is used (bug #3152.) 2015-10-23 03:37:53 -03:00
Philipp Wiesemann
90a67daf0d D3D11: Fixed SDL_RenderDrawPoints() ignoring input after the first 128 points.
If a limit would be needed then count should be adapted before stack allocation.
2015-10-15 22:26:21 +02:00
Philipp Wiesemann
ab3959041f Android: Added missing import statement.
It did not compile without.
2015-10-15 22:26:00 +02:00
Ryan C. Gordon
9a5276c5ba Fix some Android keyboards that didn't work properly.
This conversation came from Joshua Granick on Twitter, starting here:

https://twitter.com/singmajesty/status/653640543675641857

"We found an issue where certain Android keyboards (like the S6 with
predictive text) wouldn't work ... Certain keyboards use a predictive text
mode that does not dispatch a traditional onKey events, which is troublesome
... but telling the OS to use a "visible password" keyboard helps deal with
this problem ... perhaps there's some other way (onKeyPreIme?) to do
"textediting" events, but for now, this should be a fast fix ...
I hear it affects the Galaxy Tab A 8.0", Galaxy S6, Asus ZenPhone 2, maybe
others"
2015-10-15 12:52:00 -04:00
Philipp Wiesemann
3ad2ce47ea Added SDL_JoystickCurrentPowerLevel() to WhatsNew.txt for 2.0.4. 2015-10-07 21:18:08 +02:00
Philipp Wiesemann
174b5f8110 Fixed freeing uninitialized pointers on failure cleanup in tests. 2015-10-07 21:16:59 +02:00