David Ludwig
2fde6ac33b
WinRT: added a functional threading backend using C++11 apis
2012-11-24 11:17:23 -05:00
David Ludwig
bc67a6617f
WinRT: made testthread to use SDL_Log, not printf or fprintf, for MSVC++ logging
2012-11-24 11:16:45 -05:00
David Ludwig
076650c286
WinRT: cleanups in SDL_platform.h
2012-11-23 00:02:27 -05:00
David Ludwig
7a24dc071b
WinRT: made the skeleton C++11 thread implementation use .cpp files, not .c
...
--HG--
rename : src/thread/stdcpp/SDL_syscond.c => src/thread/stdcpp/SDL_syscond.cpp
rename : src/thread/stdcpp/SDL_sysmutex.c => src/thread/stdcpp/SDL_sysmutex.cpp
rename : src/thread/stdcpp/SDL_systhread.c => src/thread/stdcpp/SDL_systhread.cpp
2012-11-22 23:12:06 -05:00
David Ludwig
e4c6ec5708
WinRT: added a skeleton SDL backend for C++11-based threads
2012-11-22 23:03:56 -05:00
David Ludwig
c10e89fd58
WinRT: pseudo-implemented SDLmain for WinRT. It has to be compiled directly into apps, for now.
2012-11-22 22:36:34 -05:00
David Ludwig
764aeee2b7
WinRT: modified the loopwave test to run if and when argv is NULL
2012-11-22 22:35:38 -05:00
David Ludwig
c4d055488f
WinRT: got the XAudio2 backend compiling (but not running, yet)
2012-11-22 22:34:50 -05:00
David Ludwig
7fe2bdd83a
WinRT: made SDL_platform.h auto-detect WinRT
2012-11-22 13:11:05 -05:00
David Ludwig
6613556cc1
WinRT: added a VC++ 2012 project to help compile the loopwave test
2012-11-22 12:37:31 -05:00
David Ludwig
3c39c55906
WinRT: got SDL_UpdateWindowSurface working, rudimentarily
2012-11-21 23:44:58 -05:00
David Ludwig
4686ec5943
WinRT: added code to update the main texture on each frame with dummy data
2012-11-21 17:38:17 -05:00
David Ludwig
e5b56efc86
WinRT: removed now-unused 'color' parameter from shaders
2012-11-21 17:19:16 -05:00
David Ludwig
e7cfa06cb7
WinRT: made the fullscreen display be backed by a texture
2012-11-21 17:07:48 -05:00
David Ludwig
295d3e1ab2
WinRT: included shaders in SDL library (moved from SDLWinRTTestApp)
2012-11-20 08:46:10 -05:00
David Ludwig
48df03fc3a
WinRT: minor code cleanups
2012-11-20 08:12:12 -05:00
David Ludwig
02e3f18277
WinRT: removed unused 4x4 matrix code from SDL_winrtrenderer
2012-11-19 22:30:00 -05:00
David Ludwig
282e04fdbd
Merged with local changes
2012-11-19 22:07:06 -05:00
David Ludwig
aea759fc68
WinRT: started work on renderer by getting Direct3D 11.1 to display a single, fullscreen rectangle
...
--HG--
rename : src/video/windowsrt/CubeRenderer.cpp => src/video/windowsrt/SDL_winrtrenderer.cpp
rename : src/video/windowsrt/CubeRenderer.h => src/video/windowsrt/SDL_winrtrenderer.h
2012-11-18 23:29:52 -05:00
DavidLudwig
6db1ac4bad
Merged with latest official SDL sources.
2012-11-12 13:25:44 -05:00
Sam Lantinga
414515401f
Fixed command line parsing for applications defining UNICODE
2012-11-10 10:37:38 -08:00
Sam Lantinga
1f8c1bd271
Already fixed the Android/iOS event initialization
2012-11-09 08:48:23 -08:00
Sam Lantinga
eda1373611
We can't check for the screen keyboard in the event code because the video system isn't fully initialized yet.
2012-11-09 02:18:27 -08:00
Andreas Schiffler
9144abbf82
Added VS2012 project files
2012-11-08 21:53:57 -08:00
Sam Lantinga
6e2b3886a8
Leave text input enabled unless text input shows some on-screen UI elements
2012-11-08 11:18:21 -08:00
Sam Lantinga
80c4c387ed
Neither Windows nor Linux allow dragging out of the window without some sort of mouse capture, so for now punt on that behavior.
2012-11-08 11:15:02 -08:00
Sam Lantinga
138cd7fa11
Reset the mouse button state when losing mouse focus.
...
Implemented mouse focus handling entirely using mouse motion events, with SetCapture() semantics, as long as the windowing system continues to provide mouse events.
2012-11-08 02:26:40 -08:00
Sam Lantinga
ea720974f5
Reset the keyboard before we lose focus so the correct window is listed in focus events.
2012-11-08 01:07:29 -08:00
Sam Lantinga
5cfc2f618a
Improved default behavior for pause/resume on Android
2012-11-07 20:17:27 -08:00
Sam Lantinga
dfe2a0ac23
Fixed bug 1635 - SDL_ConvertPixels - missing break
2012-11-07 20:17:07 -08:00
Sam Lantinga
b9ad4410f8
SDL no longer grabs the keyboard by default on X11.
...
You can re-enable that functionality by setting a new hint SDL_HINT_GRAB_KEYBOARD
2012-11-07 15:55:43 -08:00
Sam Lantinga
7f73dcd4f6
Reset the keyboard when we lose input focus
2012-11-07 11:13:28 -08:00
Sam Lantinga
6b50a0eb68
Don't lose focus if a child window gains focus
2012-11-07 08:49:59 -08:00
Sam Lantinga
209fc0f3aa
Fixed XBadWindow error when iconified under Unity3D
...
Apparently the root window changes in this case. We want to send to the root window that is being listened to by the window manager, so this should be okay.
2012-11-06 10:34:47 -08:00
Sam Lantinga
78cc7c710f
Added new test to ignore list
2012-11-06 10:20:14 -08:00
Sam Lantinga
f159731556
Yes, you should customize AndroidManifest.xml
2012-11-05 07:39:03 -08:00
Sam Lantinga
f458518119
Add a real fullscreen video mode on Android.
2012-11-05 00:58:52 -08:00
Sam Lantinga
caf0404b85
Added SDL_ReadU8() and SDL_WriteU8() for consistency with the rest of the API.
2012-11-04 23:44:13 -08:00
Sam Lantinga
e7b4458d8b
Synchronized the on-screen keyboard state with whether we are accepting text input.
...
The functions to show/hide/toggle the on-screen keyboard have been folded into the text input state.
Calling SDL_StartTextInput() will automatically show the on-screen keyboard if it's available.
Calling SDL_StopTextInput() will automatically hide the on-screen keyboard if it's available.
There is a new API function SDL_IsTextInputActive() which will return whether text input is currently active.
Text input is disabled by default, you must call SDL_StartTextInput() when you are ready to accept text input.
SDL_HasScreenKeyboardSupport() no longer needs to be passed a window.
The iPhone-specific on-screen keyboard functions have been removed.
2012-11-04 21:53:28 -08:00
Sam Lantinga
2228e50b28
Whitespace cleanup
2012-11-04 20:20:53 -08:00
Sam Lantinga
6fa22fc9db
Added link to the emulator info, which is extremeley useful for testing OpenGL ES 2.0
2012-11-04 20:20:36 -08:00
Sam Lantinga
b950bcbbab
Added mouse emulation for touch events on Android.
2012-11-04 20:11:51 -08:00
Sam Lantinga
dcc4ab558c
Added information on running valgrind on Android
2012-11-04 13:49:32 -08:00
David Ludwig
77dbd7ef65
WinRT: build fix for SDL_assert.c
2012-11-04 13:26:53 -05:00
David Ludwig
1f72429d41
merged with latest sources
2012-11-04 13:22:40 -05:00
David Ludwig
1350bd023b
WinRT: fixed SDL_main-related linker error when __WINRT__ is defined in an app
2012-11-04 13:17:18 -05:00
Sam Lantinga
b6409c551c
Added documentation on loading assets on Android.
2012-11-04 09:45:18 -08:00
Sam Lantinga
8e886bcdeb
Cleaned up OpenGL initialization a bit so we fail if we can't create a surface.
2012-11-04 08:51:43 -08:00
DavidLudwig
5939e8424f
Merge with latest, official SDL code
2012-11-04 09:46:59 -05:00
David Ludwig
eb890561fb
WinRT: added key event support for most WinRT/VirtualKey-based keys
2012-11-04 09:02:58 -05:00