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
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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
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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
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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
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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
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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