Commit graph

5229 commits

Author SHA1 Message Date
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
Sam Lantinga
9a82a89800 Make sure mode width/height and status bar orientation match 2012-09-29 18:52:00 -07:00
Sam Lantinga
767bcb961b Fixed issue with touch input on retina displays 2012-09-29 17:38:54 -07:00
Sam Lantinga
08f58acb7a Refactored the UIKit mode code into a separate file so it's cleaner and more consistent with other backends 2012-09-29 17:23:40 -07:00
Sam Lantinga
6266e7fcdc Added a couple new test executables to be ignored 2012-09-29 17:22:32 -07:00
Sam Lantinga
9b357d17de Only change the UI orientation if it's actually necessary for the mode. 2012-09-29 16:41:32 -07:00
Sam Lantinga
52780b8ca7 Bring Cocoa application menus up to par with the OS X Human Interface Guidelines, including supporting key equivalents. 2012-09-29 03:42:40 -07:00
Sam Lantinga
57751eb145 Fixed beeping introduced when we started passing key events through the responder chain. 2012-09-29 02:50:42 -07:00
Sam Lantinga
431fcd7fca If the window is resizable, reset the viewport by default if the window size changes. 2012-09-29 01:12:40 -07:00
Sam Lantinga
316add4b4b WINDOW_RESIZED events shouldn't flush WINDOW_SIZE_CHANGED events and vice versa. 2012-09-29 01:10:53 -07:00
Sam Lantinga
e4c54831a2 Updated support for external video output on the iPad 2012-09-29 00:17:34 -07:00
Sam Lantinga
72cdf43759 No variable shadowing, reuse the size variable 2012-09-29 00:01:32 -07:00
Sam Lantinga
bc8faecadd SDL 2.0 supports 32-bit icons with alpha. :) 2012-09-28 15:59:36 -07:00
Sam Lantinga
a58d4e8d1a Show the size changed window message 2012-09-28 14:42:47 -07:00
Sam Lantinga
d1d2544a95 Merged Ryan's commits 2012-09-28 14:22:33 -07:00
Sam Lantinga
5d20dc56bf Get the correct screen bounds from xinerama 2012-09-28 14:22:18 -07:00
Sam Lantinga
403f5ab53d Print the bounds of each display when showing mode information 2012-09-28 14:21:15 -07:00
Sam Lantinga
2c196568a8 We need to queue the focus in/out changes because they may occur during video mode changes and we can respond to them by triggering more mode changes. 2012-09-28 14:01:55 -07:00
Sam Lantinga
b40f346c7e Don't warn about the window size changing if the window is resizable 2012-09-28 14:00:43 -07:00
Sam Lantinga
49cba901a5 Fixed detection of display bounds after a mode switch when Xinerama is enabled. 2012-09-28 11:51:16 -07:00
Ryan C. Gordon
3861a6c17c Patched to compile on Visual Studio. 2012-09-28 14:17:30 -04:00
Ryan C. Gordon
f75687d3e7 Add a safety net X11 error handler, to reset the vidmodes before crashing.
--HG--
extra : rebase_source : 750eb796a465f53d50d47b297ccd3f17aeda6f9e
2012-09-28 14:12:45 -04:00
Sam Lantinga
a6fdbb6213 Theoretically fixed the position of the child window, though it's always ending up at the upper left corner for some reason. 2012-09-28 10:54:26 -07:00
Sam Lantinga
26efe14fd6 A few more tweaks for the legacy fullscreen support 2012-09-28 10:24:28 -07:00
Sam Lantinga
9bea482166 Fixed bug 1579 - Creating a texture with unsupported format may cause double-destruction
Alexander Hirsch 2012-08-25 20:01:29 PDT

When creating a SDL_Texture with unsupported format (I'll now refer to it as
texture A), SDL_CreateTexture will call SDL_CreateTexture again with
GetClosestSupportedFormat to set texture->native (which I will now refer to as
texture B).
This causes texture B to be put before A in renderer->textures.

If texture A is explicitly destroyed, everything is fine. Otherwise, upon
SDL_DestroyRenderer, the loop will first encounter texture B, destroy it, then
texture A, destroy that which will want to destroy texture->native and since it
is already destroyed set an error.

The solution could be as simple as swapping texture A with B after
texture->native gets set in SDL_CreateTextures.
2012-09-28 04:09:06 -07:00
Sam Lantinga
360f769275 Fixed bug 1605 - SDL_DestroyWindow causes erroneous error message
You can't pass a NULL window into SDL_GL_MakeCurrent()
2012-09-28 04:03:06 -07:00
Sam Lantinga
29b5947d0c Clear the queue active flag when we shutdown, so we don't have a mutex error trying to read the queue. 2012-09-28 03:54:39 -07:00