Commit Graph

3479 Commits

Author SHA1 Message Date
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