Sam Lantinga
27224491cb
Expose the EGL display and window for Vivante SDL windows
2016-01-16 21:58:49 -08:00
Philipp Wiesemann
1785faee11
Fixed compile warnings about type conversion.
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Found by buildbot.
2016-01-16 21:25:10 +01:00
Philipp Wiesemann
d880e95d7f
Android: Fixed finishing Activity on some devices if right mouse button pressed.
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Partially fixes Bugzilla #3227 .
2016-01-13 19:31:03 +01:00
Philipp Wiesemann
cdd5322c71
Fixed two typos in documentation.
2016-01-12 22:23:53 +01:00
Philipp Wiesemann
3373b66792
Android: Added mouse initialization to reset state.
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If the app is launched again then the shared object may be reused (on Android).
2016-01-12 22:23:00 +01:00
Philipp Wiesemann
c518619898
Android: Fixed a comment.
2016-01-12 22:22:24 +01:00
Philipp Wiesemann
7e691104db
Android: Added mapping of mouse forward button and mouse back button.
2016-01-11 20:02:48 +01:00
Alex Szpakowski
e9af2aaad0
Removed dead code (caught by Clang's static analyzer).
2016-01-09 17:41:09 -04:00
Ryan C. Gordon
e616988fd6
CMake: only set "-O3 -g" defaults if CMAKE_BUILD_TYPE wasn't set at all.
2016-01-08 07:32:51 -05:00
Ryan C. Gordon
19ea7d41a4
Fixed buildbot's static analysis script to enable assertions.
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This removes false positives. Apparently someone forced the default CMake
builds to use -O3, turning these off by default. :/
2016-01-08 07:21:15 -05:00
Ryan C. Gordon
42c8c55ea2
x11: make last mouse coords sane upon window entry (thanks, Cengiz!).
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(and thanks to Cengiz for many of the previous Unreal-related
patches! They were generically credited to Epic Games, but a large
amount of that work was his contribution.)
Fixes Bugzilla #3067 .
2016-01-07 19:58:00 -05:00
Sam Lantinga
469ea3a75d
Fixed --enable-new-dtags check with cmake
2016-01-07 17:21:50 -08:00
Sam Lantinga
e802ca177e
Use --enable-new-dtags to set RUNPATH rather than RPATH so that LD_LIBRARY_PATH is not overridden by the application.
2016-01-07 16:42:30 -08:00
Ryan C. Gordon
7e3ed918dd
Fixed NULL dereference on drop events with no window associated.
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(such as when dropping a file onto an app's icon to launch.)
This bug caught by Clang's static analyzer.
2016-01-07 16:01:24 -05:00
Sam Lantinga
c809629b7b
Updated debian packaging files
2016-01-07 12:01:51 -08:00
Ryan C. Gordon
f3c5e0378f
Updated dynamic API table.
2016-01-07 14:51:22 -05:00
Ethan Lee
90917e91c8
SDL_RenderSetIntegerScale
2016-01-05 16:39:18 -05:00
Ryan C. Gordon
15cec4cfce
Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
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Fixes Bugzilla #3223 .
2016-01-07 14:02:37 -05:00
Philipp Wiesemann
0bfcdcd7a0
Fixed compile warnings about uninitialized variables in test library.
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Found by buildbot.
2016-01-06 22:39:29 +01:00
Philipp Wiesemann
327027d07d
Fixed outdated information in a README for iOS.
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Four of the listed programs do not exist anymore.
2016-01-06 22:39:04 +01:00
Philipp Wiesemann
f7aacf3f63
Fixed doxygen warnings.
2016-01-06 22:38:35 +01:00
Ryan C. Gordon
607ee48f9d
CMake: Turned off Mac OS X rpath warning kludge.
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Apparently CMake errors out if it doesn't know this policy, and we don't
otherwise require CMake 3.0 yet. Sigh.
2016-01-05 05:44:32 -05:00
Ryan C. Gordon
01a557d29b
Patched to compile on iOS.
2016-01-05 05:38:55 -05:00
Ryan C. Gordon
de04391e1d
Android: Fixed up drop events for new interface.
2016-01-05 05:31:33 -05:00
Ryan C. Gordon
5416373cf0
Patched to compile.
2016-01-05 05:22:35 -05:00
Ryan C. Gordon
0170123536
Use SDL's stdinc functions instead of C runtime calls.
2016-01-05 02:29:16 -05:00
Ryan C. Gordon
35626f1605
Added SDL_WINDOWEVENT_TAKE_FOCUS.
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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.
2016-01-05 02:27:50 -05:00
Ryan C. Gordon
9c9fe9d825
Added SDL_WINDOWEVENT_HIT_TEST.
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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.
2015-04-21 10:10:59 -04:00
Ryan C. Gordon
6e05fc7475
Added SDL_SetWindowModalFor().
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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.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
ba5c3a4e15
Added SDL_SetWindowInputFocus().
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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.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
72069d9f3d
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
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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.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
18612a605a
Added SDL_GetWindowBordersSize().
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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.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
31f529b0b4
x11: Put a matching window_group wmhint on every window created.
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This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
2016-01-05 02:27:26 -05:00
Ryan C. Gordon
e83e190025
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
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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.
2016-01-05 01:42:00 -05:00
Ryan C. Gordon
a60edd4038
Added special window type flags.
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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.
2016-01-05 01:30:40 -05:00
Ryan C. Gordon
4711bc9d8b
Added SDL_DROPTEXT event, for dragging and dropping string data.
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This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:26:45 -05:00
Ryan C. Gordon
34581fedd1
Added SDL_GetDisplayUsableBounds().
2016-01-04 23:52:40 -05:00
Ryan C. Gordon
5ee3b32f7c
x11: Optimize SDL_GetGlobalMouseState() a little.
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Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
2015-04-22 16:50:48 -04:00
Ryan C. Gordon
07be793e41
x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
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This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 10:14:17 -04:00
Ryan C. Gordon
f81963db35
x11: Workaround window managers that mark fullscreen windows as maximized.
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This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 01:22:32 -04:00
Ryan C. Gordon
6b5949871d
x11: Let apps specify that video init should fail if XRandR is unavailable.
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Notably: it sets the error string to inform you that your custom SDL is built
without xrandr support, which apparently has been a support issue for
Unreal Engine 4 developers.
2016-01-04 23:44:27 -05:00
Ryan C. Gordon
f912e0fc17
x11: _NET_WM_PID needs a long, not a pid_t, I think.
2016-01-05 02:40:14 -05:00
Ryan C. Gordon
224a27f7c5
CMake: Let static libraries optionally be built with Position Independent Code.
2016-01-05 01:26:32 -05:00
Ryan C. Gordon
f6fcfa5a60
CMake: use the old MACOSX_RPATH behavior (for now), silence the warning.
2016-01-05 01:25:54 -05:00
Ryan C. Gordon
b684c6500f
Updated comment: this is the correct way to do fullscreen on X11 now.
2015-04-21 10:19:20 -04:00
Ryan C. Gordon
5ec76facb4
Added a few FIXMEs.
2015-04-21 09:46:48 -04:00
Ryan C. Gordon
455075b870
Try to build with GCC's -Wdeclaration-after-statement.
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This will help catch things that'll cause issues on C89 compilers before we
send them on to fail on Buildbot.
2016-01-04 22:58:38 -05:00
Ryan C. Gordon
0e34ad3df4
Mac: allows apps to use OpenGL on a slower, integrated GPU.
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This is often useful for SDL apps that aren't meant to be games: the
integrated GPU starts up faster, uses less power, and is often more than
fast enough.
Note that even with this change, the app will still default to the more
powerful, discrete GPU if one is available; an app that prefers the integrated
GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly
set in its Info.plist and Mac OS X 10.7 or later.
https://developer.apple.com/library/mac/qa/qa1734/_index.html
2016-01-04 22:00:04 -05:00
Ryan C. Gordon
2e08746fbd
Patch to compile on C89 compilers.
2016-01-04 16:36:42 -05:00
Ryan C. Gordon
d4b8f1a24d
x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
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Fixes Bugzilla #3056 .
2016-01-04 16:25:27 -05:00