Commit graph

20 commits

Author SHA1 Message Date
Gabriel Jacobo
8570ce8dc5 Clean up the EGL related video backends (X11, Android, RPi) 2013-11-14 20:14:02 -03:00
Gabriel Jacobo
ef4a588d99 Fixes bug #2037, common EGL code for Android and X11 2013-08-19 16:29:46 -03:00
Philipp Wiesemann
3472d792a9 Fixed implicit function declarations and their warnings.
For the SDL_SetMouseFocus() and SDL_SetKeyboardFocus().
2013-06-01 21:17:43 +02:00
Sam Lantinga
0cb6385637 File style cleanup for the SDL 2.0 release 2013-05-18 14:17:52 -07:00
Philipp Wiesemann
cafc8e6dc1 Fixed implicit function declaration warnings. 2013-05-10 21:08:37 +02:00
Ryan C. Gordon
4f438b70a2 Make SDL_SetError and friends unconditionally return -1.
This lets us change things like this...

    if (Failed) {
        SDL_SetError("We failed");
        return -1;
    }

...into this...

    if (Failed) {
        return SDL_SetError("We failed");
    }


 Fixes Bugzilla #1778.
2013-03-31 12:48:50 -04:00
Sam Lantinga
95dcfa4c28 Happy New Year! 2013-02-15 08:47:44 -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
b950bcbbab Added mouse emulation for touch events on Android. 2012-11-04 20:11:51 -08:00
Sam Lantinga
f380ecb137 Removed executable bit from source files 2012-09-27 14:35:28 -07:00
Gabriel Jacobo
8fbd4fb107 Fixes #1422, restores GL context automatically under Android 2012-06-19 13:57:42 -03:00
Sam Lantinga
c43e4bf999 Fixed setting the window visibility on iOS and Android 2012-01-22 22:19:08 -05:00
Sam Lantinga
028e5dcdbd Happy New Year! 2011-12-31 09:28:07 -05:00
Sam Lantinga
ad2a21d404 Lots of fixes importing SDL source wholesale into a new iOS project
--HG--
rename : src/libm/math.h => src/libm/math_libm.h
2011-10-31 05:56:58 -04:00
Sam Lantinga
b0660ba5ff SDL 1.3 is now under the zlib license. 2011-04-08 13:03:26 -07:00
Sam Lantinga
e5803d148c Happy 2011! :) 2011-02-11 22:37:15 -08:00
Sam Lantinga
9560b718a2 Mostly fixed fullscreen mode on Mac OS X, and you can toggle it on and off.
There are still some problems with the ConvertNSRect() calculations when switching video modes, which causes wierd window positioning issues, and the fullscreen window is still minimized on exit.
2011-02-11 00:25:44 -08:00
Sam Lantinga
9127589299 Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails. 2011-02-07 17:44:07 -08:00
Sam Lantinga
cab4e0652a Added "mouse" support for the Android touch screen 2011-01-13 18:31:15 -08:00
Sam Lantinga
9fa1d4876d The window is changed to reflect the actual screen dimensions, for now.
Implemented SDL_SetWindowTitle(), which turned out to be fairly complex
2011-01-13 15:10:17 -08:00