Commit graph

1458 commits

Author SHA1 Message Date
Alex Szpakowski
bcb782f88c Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X.
Fixes bug #3300.
2016-04-02 11:54:05 -03:00
Sam Lantinga
438241a969 Expose the EGL display and window for Vivante SDL windows 2016-01-16 21:58:49 -08:00
Ethan Lee
c93d43c4e0 SDL_RenderSetIntegerScale 2016-01-05 16:39:18 -05:00
Philipp Wiesemann
ec0694a978 Fixed doxygen warnings. 2016-01-06 22:38:35 +01:00
Ryan C. Gordon
3230d74d35 Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.

This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.

--HG--
extra : histedit_source : 6fd97aa1e055c3b27127ea1ca2fc2a2022f2a65f
2016-01-05 02:27:50 -05:00
Ryan C. Gordon
8c55bb48fe Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.

--HG--
extra : histedit_source : 28a87f5e035dcf9b84e2a343c36e55795e2d4dcc
2015-04-21 10:10:59 -04:00
Ryan C. Gordon
cdd64f2020 Added SDL_SetWindowModalFor().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.

--HG--
extra : amend_source : 645293aaac39f2f9740ead48719b5d285a53ba2c
extra : histedit_source : ab4c8f32ee931de00f9f632dd34d860f65279922
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
19373e60da Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.

--HG--
extra : amend_source : 730a99950b9cece544b7bebc4e5ae89a76ece0c8
extra : histedit_source : 2ade56ac0691a527638010cf47ed23467e38d21b
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
2875d70eba Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.

--HG--
extra : amend_source : 99ddce333d2a4de7d59adb88d5059b34d731d907
extra : histedit_source : 012e8cb2f7822cd55cbbc124f642ccc530e3f75b%2Cbddf95ecf18ca97e1e3d7840971ef14ca739c9da
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
8afe3ca698 Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.

--HG--
extra : amend_source : dfbcf454974baeb9dea6aeee929dcecb14924e7c
extra : histedit_source : 9d688d7641ae624a1d0129796a338f4ff2b50896
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
eb318de919 Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.

This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.

--HG--
extra : amend_source : d117ff057792aa4827cd846e7786f863a5b55214
extra : histedit_source : e412d6129e61512374a548b1549cbb73de587b5b
2016-01-05 01:42:00 -05:00
Ryan C. Gordon
7344ea2528 Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.

This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.

--HG--
extra : histedit_source : e9036b7eb9238337f3d98b9c610ff3e1ed027a70
2016-01-05 01:30:40 -05:00
Ryan C. Gordon
b8b82c170e Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.

--HG--
extra : histedit_source : e662a1d2d2a9bba6a75c799d9f7228303d654de1
2016-01-05 02:26:45 -05:00
Ryan C. Gordon
6a3cfbf68f Added SDL_GetDisplayUsableBounds().
--HG--
extra : histedit_source : 3c9c2d344e3e3ff20bd86035066b65810346ac3e
2016-01-04 23:52:40 -05:00
Ryan C. Gordon
42fe73367b Added a few FIXMEs.
--HG--
extra : histedit_source : 53a67a6787730f05bb1e357680274e2473621629
2015-04-21 09:46:48 -04:00
Sam Lantinga
7ee8dda270 Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann
410efa90a8 Added brackets to function names in header comments so doxygen links them. 2016-01-01 17:39:55 +01:00
Alex Szpakowski
1c47d39ad1 Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes. 2015-12-31 21:16:43 -04:00
Ryan C. Gordon
54ded44867 CMake: Changes to get CMake project to work with Android (thanks, Martin!).
Fixes Bugzilla #3194.

(but note that Bugzilla #3200 still needs to be resolved to get this really
going on Android, at a minimum.)
2015-12-29 00:57:24 -05:00
Philipp Wiesemann
23adb84a3e Pandora: Fixed deactivating no more available CD-ROM support in config header. 2015-12-07 21:41:55 +01:00
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
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
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
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
Sam Lantinga
bf785c766b SDL - added new SDL_JoystickCurrentPowerLevel() API that returns the battery level of the selected joystick. Currently only implemented for XInput devices, other platforms are a TODO.
CR: Sam
2015-09-30 15:39:30 -07:00
Alex Szpakowski
0023cbb086 Added initial support for MFi game controllers on iOS. 2015-09-20 23:08:36 -03:00
Philipp Wiesemann
374505fcdb Android: Added to APK expansion file hint documentation in header file. 2015-09-17 22:21:12 +02:00
Philipp Wiesemann
56e17dd71f Corrected documentation of the SDL_CreateTexture() functions in header file. 2015-08-21 23:50:59 +02:00
Alex Szpakowski
3ee7f4d0c5 Updated SDL_egl.h to have the latest EGL version and extension information. 2015-08-21 00:19:36 -03:00
Philipp Wiesemann
9fb5a1fb89 Corrected documentation of SDL_AddTimer() in header file. 2015-08-19 22:29:37 +02:00
andrewb@andrewb-linux.valvesoftware.com
9f0c34896d Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4. 2015-08-03 11:37:03 -07:00
Philipp Wiesemann
f565d64e86 Fixed documentation of SDL_DropEvent in header file. 2015-07-31 20:16:18 +02:00
Alfred Reynolds
fd04003739 SDL
- add a new SDL_HINT_MAC_BACKGROUND_APP hint, when set or set to 1 don't force the app to be foreground
2015-07-29 17:19:15 -07:00
Alfred Reynolds
e26124316e Add SDL_GetDisplayDPI routine and implement for Windows. 2015-07-29 17:18:56 -07:00
Alex Szpakowski
d81533aeed Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
2015-07-19 19:44:40 -03:00
Ryan C. Gordon
0a790ca20c SDL_WarpMouseGlobal() should return non-void.
There are platforms it isn't implemented on (and currently can't be
implemented on!), and there's currently no way for an app to know this.

This shouldn't break ABI on apps that moved to a revision between 2.0.3 and
2.0.4.

--HG--
extra : rebase_source : 289ffe9b7b92eb812f3d1421c52a561d0d37b717
2015-07-17 21:03:58 -04:00
Philipp Wiesemann
b032dd985f Fixed spaces in header file. 2015-07-16 21:48:35 +02:00
Philipp Wiesemann
b7e03d261f Fixed typo in test header file comment. 2015-07-15 21:12:04 +02:00
Sam Lantinga
e144065e28 Android has clock_gettime() - thanks Michael Labbe! 2015-06-19 23:40:23 -07:00
Ryan C. Gordon
c6c3f10445 Removed Edgar's name from SDL_haptic.h at his request.
--HG--
extra : rebase_source : 908ec7e72e9a1320ae5e6b15f32a991df5d22eb8
2015-06-17 12:59:12 -04:00
Sam Lantinga
b15e71afdc Partial fix for bug 2758 - Android issues with NDK r10c and API-21
Sylvain

When using API 21 and running on an old device (android < 5.0 ?) some function are missing.

functions are (at least) : signal, sigemptyset, atof, stpcpy (strcat and strcpy), srand, rand.


Very few modifications on SDL to get this working :

on SDL
======

Undefine android configuration :

HAVE_SIGNAL
HAVE_SIGACTION
HAVE_ATOF

In "SDL_systrhead.c", comment out the few block of lines with "sigemptyset".

Android.mk:
remove the compilation of "test" directory because it contains a few rand/srand calls

Also, there are more discussions about this in internet :
https://groups.google.com/forum/#!topic/android-ndk/RjO9WmG9pfE
http://stackoverflow.com/questions/25475055/android-ndk-load-library-cannot-locate-srand
2015-06-17 00:07:45 -07:00
Sam Lantinga
6c13c2bf5c Fixed bug 3009 - Cannot compile SDL2 on Windows
CMakeLists.txt was missing handling for running CMake with -DDIRECTX=0
2015-06-13 10:47:55 -07:00
Ryan C. Gordon
ce5063420d configure/cmake/x11: Removed SDL_VIDEO_DRIVER_X11_CONST_PARAM_XDATA32 test.
This was the only thing that made SDL_config.h generate differently between
32 and 64-bit versions of Linux, so instead we force a function cast in our
X11 code to match our dynamic loader version, which removes the compile error
on some machines that prompted this test in the first place.

Xlib never wrote to this data, so if you're on an older Xlib where this param
wasn't const, your data should still be intact when we force the caller to
think it was actually const after all.

Fixes Bugzilla #1893.
2015-06-08 01:13:51 -04:00
Philipp Wiesemann
94fac461b4 Fixed comments at conditional compilation macro in header file. 2015-06-05 19:41:34 +02:00
Ryan C. Gordon
f7c1221947 Fixed SDL_ISPIXELFORMAT_ALPHA to check pixel orders that match pixel type.
Otherwise, SDL_PIXELFORMAT_BGR24 is reported as having alpha, because
 its SDL_ARRAYORDER_BGR pixel order uses the same integer value as
 SDL_PACKEDORDER_RGBA, since we weren't checking the pixel type to
 differentiate.

Fixes Bugzilla #2977.
2015-05-31 01:45:20 -04:00
Philipp Wiesemann
d183a00458 Fixed typo in header file documentation comment. 2015-05-29 22:24:38 +02:00
Ryan C. Gordon
b007cfea84 X11: Add Xdbe support to message boxes (thanks, Melker!).
Without this, message boxes with a lot of text will noticibly flicker as
you mouse over buttons.

Fixes Bugzilla #2343.
2015-05-28 00:30:21 -04:00