Commit graph

5155 commits

Author SHA1 Message Date
Sam Lantinga
c0731b25b4 Added missing X11 call XUninstallColormap() 2012-10-11 14:42:49 -07:00
Michael Sartain
ba0c0a5ad9 Test commit. Adding space to TODO.. 2012-10-11 09:44:59 -07:00
Michael Sartain
5d4e794683 Add GLX_X_VISUAL_TYPE_EXT so created window will use DirectColor if available (instead of TrueColor).
Our new X11 window was being created with the TrueColor attribute, and trying to set the gamma
on that would fail. This change checks for the visual_info extension, and uses that to ask for
DirectColor if available.
2012-10-11 09:41:43 -07:00
Michael Sartain
2538e2af2f Add XInitThreads to X11_CreateDevice.
The nVidia driver requires XInitThreads to be called for it to work in multithreaded mode. Sam also
says that the overhead for this is small enough that it should just be done by default at this point.
If this causes issues, we can add a hint later to enable / disable this call.
2012-10-11 09:37:38 -07:00
Michael Sartain
195b20e40e Fix Colormap when using X11_SetWindowFullscreenViaWM() path.
This was needed to get X11_SetWindowGammaRamp() working. Sam points out that there is an issue right now where
colormaps will only work with fullscreen windows, and we may want to set this when getting input focus for
windowed apps.
2012-10-11 09:34:13 -07:00
Ryan C. Gordon
5700832cb3 Allow specifying of OpenGL 3.2 Core Profile on Mac OS X. 2012-10-10 23:10:04 -04:00
Sam Lantinga
b642847d0d Add flags to the vidmode debug output 2012-10-06 12:16:32 -07:00
Sam Lantinga
ed51c5f966 When using Xinerama, XVidMode always works on screen 0. Otherwise use the real X11 screen. 2012-10-06 11:23:47 -07:00
Sam Lantinga
c123ff043b XVidMode only works on the screen at the origin 2012-10-06 10:53:47 -07:00
Ryan C. Gordon
b73e16cc4a Fixed memory leak in X11_SetWindowIcon(). 2012-10-05 22:43:00 -04:00
Ryan C. Gordon
7706dcdcdc Fixed compiler warning in debug code. 2012-10-04 23:56:37 -04:00
Sam Lantinga
6326730adb Turn off video mode debugging 2012-10-04 20:41:22 -07:00
Sam Lantinga
15453a515c I'm becoming more and more convinced that the application should never use XRandR, and it's the window manager's responsibility to track and manage display modes for fullscreen windows.
Because it's so broken, I'm going to disable XRandR by default.  You can still enable it via environment variable or application hint (SDL_HINT_VIDEO_X11_XRANDR)
2012-10-04 13:50:41 -07:00
Sam Lantinga
ad941c8027 Support iPhone 5 launch images 2012-10-04 02:56:25 -07:00
Sam Lantinga
76927d4175 Keep the launch image up until the application has created an OpenGL view 2012-10-04 02:13:12 -07:00
Sam Lantinga
e6c0215444 Fixed bug 1614 - SDL for Android does not implement TextInput API
Andrey Isakov 2012-10-03 08:30:25 PDT

I've found out in the process of porting one OS project to Android/SDL2 that
there is no support for TextInput events/APIs on Android.
So I implemented some kind of initial support of that feature, and at the very
least it seems to work fine with latin chars input with soft and hardware
keyboards on my Moto Milestone2. I've also tried playing around with more
complex IMEs, like japanese, logging the process and it seemed to work too. I'm
not sure since the app itself I am working on does not have support for
non-latin input.

The main point of the patch is to place a fake input view in the region
specified by SDL_SetTextInputRect and create a custom InputConnection for it.
The reason to make it a separate view is to support Android's pan&scan on input
feature properly. For details please refer to
http://android-developers.blogspot.com/2009/04/updating-applications-for-on-screen.html
Even though the manual states that SetTextInputRect is used to determine the
IME variants position, I thought this would be a proper use for this too.
2012-10-03 20:49:16 -07:00
Sam Lantinga
a2a3c4ae55 Fixed compiler warning 2012-10-03 20:22:14 -07:00
Sam Lantinga
e58466c00c This hack doesn't work very well. I'd rather just show the problem so it can be fixed. 2012-10-03 19:39:12 -07:00
Sam Lantinga
7fe05a9ddf Merged Ryan's changes 2012-10-03 19:26:07 -07:00
Sam Lantinga
1a755a5361 Fixed refresh rate calculation 2012-10-03 19:25:08 -07:00
Sam Lantinga
c0bf64438a Don't try to query outputs that are not hooked up to a crtc 2012-10-03 19:24:11 -07:00
Sam Lantinga
0a55594783 Added a delay hack to let the window manager adjust to the mode change. I'm not sure if this is a good idea, but at least it works sometimes now. :) 2012-10-03 19:02:46 -07:00
Sam Lantinga
925bca7d2a Rewritten X11 video mode support to directly set requested modes and exactly restore the desktop mode at shutdown. 2012-10-03 18:56:29 -07:00
Sam Lantinga
02dd74ba7e A window being fullscreen takes precedence over coordinate checks
This fixes restoring video mode on the second display at shutdown in some circumstances.
2012-10-03 18:54:31 -07:00
Ryan C. Gordon
ec7e2d0865 Helps to initialize variables in the right function. :) 2012-10-03 20:02:13 -04:00
Ryan C. Gordon
8dedb98eef Fixed compiler warning. 2012-10-03 19:20:53 -04:00
Sam Lantinga
616ca3c4af Use Ctrl modifier for window resize key bindings 2012-10-03 13:39:42 -07:00
Sam Lantinga
67c7965124 Added key bindings to resize the window (+/-) 2012-10-03 13:38:22 -07:00
Sam Lantinga
28fc0e9923 Keep track of the configure events we've received from the X server.
When programmatically resizing a window on Unity 3D, we'll get a move event with the old size before we get a size event with the new size, and we don't want to clobber our internal state with the old size.
2012-10-03 13:37:44 -07:00
Sam Lantinga
670eb787d6 Poke window managers to get them to respect the resize hints. 2012-10-03 12:33:42 -07:00
Sam Lantinga
39f2156ead Fix the size to the windowed mode, not the fullscreen mode. 2012-10-03 12:19:55 -07:00
Sam Lantinga
b19b82aa44 Always set the size hints for consistent behavior with all window managers, and it wasn't resetting when switching back from fullscreen mode. 2012-10-03 12:14:04 -07:00
Sam Lantinga
8577652dea Fixed compile error - had work in progress in there. 2012-10-03 12:04:30 -07:00
Sam Lantinga
44e9296ce3 Fixed XRandR code to change resolution on the correct monitor in a multi-monitor setup. 2012-10-03 11:33:09 -07:00
Sam Lantinga
9d659bdaf5 Fixed copying headers to the Framework 2012-10-02 23:23:44 -07:00
Sam Lantinga
6f2480d364 Fixed bug where SDL thought the window was shown and it wasn't actually.
From Rick Johnson:

Here's the call pattern:

Create the window hidden
The game tells it to adjust the window position
Make the window visible.

A problem arises from the SetWindowsPos() - the default behavior of that would cause a WM_ACTIVATE message to be passed, of which SDL interprets that as the window now becoming visible and sets the flags.  The window is not visible though.  Now, when you try to call ShowWindow() - SDL sees those flags as indicating that the window is visible and early returns.

My proposed fix was that if we are calling set windows position and we aren't visible, add on the flag SWP_NOACTIVATE, which tells windows to not send down the WM_ACTIVATE flag.
2012-10-02 10:38:10 -07:00
Gabriel Jacobo
37e0c1517d Updated iOS Readme to reflect Game Center integration changes. 2012-10-02 13:29:59 -03:00
Sam Lantinga
778d89e384 Fixed texture list when swapping textures (thanks Drake Wilson!) 2012-10-02 00:28:23 -07:00
Sam Lantinga
732be0727f Initialized default scale for software renderer (thanks Marcus von Appen!) 2012-10-01 23:28:19 -07:00
Sam Lantinga
93b3a23ff2 Fixed a compiler warning 2012-10-01 23:23:04 -07:00
Sam Lantinga
3c4b366a81 Added SDL_RenderSetLogicalSize() and SDL_RenderGetLogicalSize() 2012-10-01 22:30:07 -07:00
Sam Lantinga
b88f38c169 The viewport is already scaled to the output coordinates 2012-10-01 21:57:09 -07:00
Sam Lantinga
f366b098d4 Added SDL_RenderSetScale() and SDL_RenderGetScale() 2012-10-01 20:59:33 -07:00
Sam Lantinga
0b35b7b0bf Do the src and dst rectangle clipping without affecting the surface clip rectangle. 2012-10-01 00:56:58 -07:00
Sam Lantinga
635ef29e91 Fixed scaled blitting for complex blit operations (e.g. color modulation and alpha blending) 2012-10-01 00:40:26 -07:00
Sam Lantinga
805e184f75 Whoops, that's a header! 2012-10-01 00:02:07 -07:00
Sam Lantinga
f6f13fc7c4 Added SDL_dropevents.c to the Visual C projects 2012-09-30 23:08:46 -07:00
Sam Lantinga
b6fe53e5ea Fixed bug 1593 - SDL_DROPFILE event doesn't work on Windows
Philipp Wiesemann 2012-09-30 05:56:09 PDT

I attached a patch which tries to implement the dropfile support for Microsoft
Windows. If applied SDL_DROPFILE events should be sent for single or multiple
files which are dropped on window.

The handling on Windows side is always activated (cursor will change and so on)
because there is no connection between SDL_EventState() and the window setup. I
assumed this additional overhead would be small and can be ignored.
2012-09-30 11:10:17 -07:00
Sam Lantinga
8c71219642 The gl_data is optional for the driver, so don't early out of the context delete call if it doesn't exist. 2012-09-30 01:08:48 -07:00
Sam Lantinga
af57171b72 Remove the viewcontroller from the window when he OpenGL context is destroyed 2012-09-30 01:01:48 -07:00