David Ludwig
dd673b6e08
WinRT: got SDL_UpdateWindowSurface working, rudimentarily
2012-11-21 23:44:58 -05:00
David Ludwig
3cb25cc986
WinRT: added code to update the main texture on each frame with dummy data
2012-11-21 17:38:17 -05:00
David Ludwig
9b3e8fe390
WinRT: removed now-unused 'color' parameter from shaders
2012-11-21 17:19:16 -05:00
David Ludwig
c7f3a001de
WinRT: made the fullscreen display be backed by a texture
2012-11-21 17:07:48 -05:00
David Ludwig
f2315e5a87
WinRT: included shaders in SDL library (moved from SDLWinRTTestApp)
2012-11-20 08:46:10 -05:00
David Ludwig
7974dae149
WinRT: minor code cleanups
2012-11-20 08:12:12 -05:00
David Ludwig
8f625d0105
WinRT: removed unused 4x4 matrix code from SDL_winrtrenderer
2012-11-19 22:30:00 -05:00
David Ludwig
76324a8dc3
Merged with local changes
2012-11-19 22:07:06 -05:00
David Ludwig
ebce3f9d47
WinRT: started work on renderer by getting Direct3D 11.1 to display a single, fullscreen rectangle
2012-11-18 23:29:52 -05:00
DavidLudwig
4f845c6e57
Merged with latest official SDL sources.
2012-11-12 13:25:44 -05:00
Sam Lantinga
2c223c749f
Fixed command line parsing for applications defining UNICODE
2012-11-10 10:37:38 -08:00
Sam Lantinga
abe40261ce
Already fixed the Android/iOS event initialization
2012-11-09 08:48:23 -08:00
Sam Lantinga
4ae5f8a7f2
We can't check for the screen keyboard in the event code because the video system isn't fully initialized yet.
2012-11-09 02:18:27 -08:00
Sam Lantinga
8deae22cac
Leave text input enabled unless text input shows some on-screen UI elements
2012-11-08 11:18:21 -08:00
Sam Lantinga
8d286a8753
Neither Windows nor Linux allow dragging out of the window without some sort of mouse capture, so for now punt on that behavior.
2012-11-08 11:15:02 -08:00
Sam Lantinga
a27278b586
Reset the mouse button state when losing mouse focus.
...
Implemented mouse focus handling entirely using mouse motion events, with SetCapture() semantics, as long as the windowing system continues to provide mouse events.
2012-11-08 02:26:40 -08:00
Sam Lantinga
751efe6a64
Reset the keyboard before we lose focus so the correct window is listed in focus events.
2012-11-08 01:07:29 -08:00
Sam Lantinga
18ff9bf137
Improved default behavior for pause/resume on Android
2012-11-07 20:17:27 -08:00
Sam Lantinga
cd5514f0ff
Fixed bug 1635 - SDL_ConvertPixels - missing break
2012-11-07 20:17:07 -08:00
Sam Lantinga
d3d6706dfc
SDL no longer grabs the keyboard by default on X11.
...
You can re-enable that functionality by setting a new hint SDL_HINT_GRAB_KEYBOARD
2012-11-07 15:55:43 -08:00
Sam Lantinga
4bf0dc9cdc
Reset the keyboard when we lose input focus
2012-11-07 11:13:28 -08:00
Sam Lantinga
f7c36cc162
Don't lose focus if a child window gains focus
2012-11-07 08:49:59 -08:00
Sam Lantinga
2e37ac8682
Fixed XBadWindow error when iconified under Unity3D
...
Apparently the root window changes in this case. We want to send to the root window that is being listened to by the window manager, so this should be okay.
2012-11-06 10:34:47 -08:00
Sam Lantinga
330328f439
Add a real fullscreen video mode on Android.
2012-11-05 00:58:52 -08:00
Sam Lantinga
4ff7b0238c
Added SDL_ReadU8() and SDL_WriteU8() for consistency with the rest of the API.
2012-11-04 23:44:13 -08:00
Sam Lantinga
9e89faaf15
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
8839386cd3
Whitespace cleanup
2012-11-04 20:20:53 -08:00
Sam Lantinga
e6dc6f6b17
Added mouse emulation for touch events on Android.
2012-11-04 20:11:51 -08:00
Sam Lantinga
17f1257e68
Added information on running valgrind on Android
2012-11-04 13:49:32 -08:00
David Ludwig
f67b2673ec
WinRT: build fix for SDL_assert.c
2012-11-04 13:26:53 -05:00
DavidLudwig
3114de8407
Merge with latest, official SDL code
2012-11-04 09:46:59 -05:00
David Ludwig
1f746f7001
WinRT: added key event support for most WinRT/VirtualKey-based keys
2012-11-04 09:02:58 -05:00
Ryan C. Gordon
fd68d5fcce
Fixed symbol typo.
2012-11-03 22:46:03 -04:00
David Ludwig
eb801fe007
WinRT: fixed bug whereby attempting to create a 2nd window (which intentionall fails, for now) would cause mouse input to stop working
2012-10-29 23:32:13 -04:00
David Ludwig
63cedf50fe
WinRT: explicitly allowed only one window at a time, pending multimonitor support (in SDL/WinRT)
2012-10-28 23:20:18 -04:00
David Ludwig
62d66e244e
WinRT: SDL_GetWindowSize and SDL_MOUSEMOTION works, and cursor position data is now attached to mouse button events
2012-10-28 23:01:31 -04:00
David Ludwig
7bd3c39cba
WinRT: added mouse button event support
2012-10-28 20:47:33 -04:00
David Ludwig
5a958f2c4b
WinRT: made SDL_PumpEvents() work, in theory
2012-10-28 20:04:26 -04:00
David Ludwig
b51d247eed
WinRT: removed an unneeded class created by MSVC 11's Direct3D template app
2012-10-28 19:47:33 -04:00
David Ludwig
131c8c8db4
WinRT: made the device's screen size be retrieve-able via SDL_GetDisplayMode()
2012-10-28 18:45:33 -04:00
David Ludwig
318dcf7a61
WinRT: made the WinRT video driver always be initialize-able
2012-10-27 22:57:07 -04:00
David Ludwig
345e645cb5
WinRT: created a skeleton for a video driver, using a copy of the dummy driver for a base
2012-10-27 22:48:04 -04:00
David Ludwig
9d8b05142c
WinRT: made SDL_Log output to Visual C++'s debug console (via existing Win32 code in SDL)
2012-10-27 22:15:54 -04:00
David Ludwig
c115d98c26
WinRT: got a C-style main(int,char**) function to be called on app init
2012-10-27 22:03:31 -04:00
David Ludwig
21de42bf8a
WinRT: removed some debugging code I added in earlier
2012-10-27 21:26:01 -04:00
David Ludwig
cde70a7630
WinRT: moved contents of platform-specific SDLmain into SDL.dll, where it should probably have been in the first place
2012-10-27 21:20:00 -04:00
David Ludwig
7652fa94d0
WinRT: created SDLmain library using most of VC++ 2012's template for Direct3D 11 apps. Most of this will be moved into SDL itself.
2012-10-27 20:12:31 -04:00
Sam Lantinga
9b0bc3b79f
Fixed compiling fseek64o on Linux systems
2012-10-22 15:35:19 -07:00
Sam Lantinga
e7ea5f6646
Added an API to get the size of a file - WARNING! ABI CHANGE!
2012-11-03 18:43:36 -07:00
Ryan C. Gordon
c6b8824839
Whoops, let's not redefine the actual symbol.
2012-11-03 12:11:49 -04:00