Commit Graph

7132 Commits

Author SHA1 Message Date
Sam Lantinga
49ae998d51 Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
2018-01-30 18:08:34 -08:00
Sam Lantinga
1b5f04bdc1 Fixed misleading indentation 2018-01-30 16:53:24 -08:00
Sam Lantinga
2173d3e946 Fixed bug 3985 - SDL_CreateWindow() has stopped changing screen mode when SDL_WINDOW_FULLSCREEN is used
Anthony

This worked in 2.0.5 as normal, but stopped working in 2.0.7. The monitor's resolution doesn't change, a window is created in full screen mode at the virtual desktop resolution instead.
2018-01-25 11:12:20 -08:00
Ryan C. Gordon
4ef584cdec android: Fixed compiler warning about nested '/*' comments. 2018-01-22 09:45:16 -05:00
Ryan C. Gordon
06639321b9 wasapi: Fixed some compiler warnings. 2018-01-22 09:36:40 -05:00
Sam Lantinga
03f8b2992b Added a hint SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS to prevent turning Apple TV remote swipes into arrow key events 2018-01-17 17:24:15 -08:00
Dawid Gan
1fb115e6b3 EGL: Request sRGB framebuffer in correct place.
The EGL_GL_COLORSPACE_KHR is an attribute for eglCreate*Surface.

As written in EGL_KHR_gl_colorspace documentation:

    Accepted as an attribute name by eglCreateWindowSurface,
    eglCreatePbufferSurface and eglCreatePixmapSurface

        EGL_GL_COLORSPACE_KHR                   0x309D
    (...)
2018-01-16 21:29:32 +01:00
"Guillermo A. Amaral"
3d45bb837a Make rpi video cross-compiler friendly.
* Stops using fixed path to find GLES/EGL libs.
* Tries pkg-config to locate bcm_host.

Signed-off-by: Guillermo A. Amaral <g@maral.me>
2018-01-17 13:17:10 -08:00
Sam Lantinga
5339a6c805 Fixed formatting, added actual count to SDL error message 2018-01-17 13:12:39 -08:00
John Bartholomew
39986e1a07 Vulkan: Allow SDL_Vulkan_GetInstanceExtensions to be called with a larger array than necessary. 2018-01-14 13:34:50 +00:00
Marius Gripsgard
7fd8671850 Mir: Handle close window events 2018-01-13 01:58:11 +01:00
Sam Lantinga
e287d48cf0 Fixed bug 4043 - SDL_windowswindow.c incorrect icon height
Needed to allocate space for the mask in the ICONIMAGE structure
2018-01-15 10:29:53 -08:00
Sam Lantinga
d1a82c24d7 Restored borderless window behavior where DOTA created a borderless window the size of the desktop and expected it to behave like a fullscreen desktop window.
A future SDL release will change the borderless window to act more like a normal window that happens to have no chrome, to support windows that draw their own chrome. In the meantime, those applications should set the "SDL_BORDERLESS_WINDOWED_STYLE" hint.
2018-01-10 18:00:51 -08:00
Alex Szpakowski
cedec6290d Android: resolve symlinks in SDL_AndroidGetInternalStoragePath (thanks Henrique Gemignani and cigumo!)
Fixes issues on modern Android versions when the path is used in code that explicitly doesn't follow symlinks (such as PHYSFS_mkdir).
2018-01-10 19:56:51 -04:00
Sam Lantinga
134a3fc30a Added availability check to fix compiler warning for symbol only available on tvOS 11.0 and newer 2018-01-10 10:42:40 -08:00
Alex Szpakowski
9f3768824b metal: set max texture size based on device capability. 2018-01-07 22:00:37 -04:00
Alex Szpakowski
de055cbcff metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format. 2018-01-07 16:57:32 -04:00
Alex Szpakowski
af0762058b metal: Add support for YUV/NV12 texture formats. 2018-01-06 18:54:12 -04:00
Alex Szpakowski
1f6ee4943d metal: use a private instead of managed buffer for the renderer's non-changing constant data.
Recommended by Xcode's Metal frame capture analysis.
2018-01-04 22:16:42 -04:00
Alex Szpakowski
9c20051195 metal: Implement fast hardware clearing when possible, by deferring the start of a render pass until a clear or draw operation happens. 2018-01-04 19:29:33 -04:00
Sam Lantinga
865821287c Fixed spacing in copyright headers 2018-01-03 11:31:42 -08:00
Sam Lantinga
713e41ec7f Fixed bug 4018 - Implement SDL_GetWindowBordersSize() under Windows/Win32/WinAPI
Ismael Ferreras Morezuelas (Swyter)

As a new year gift I have implemented the Windows version of SDL_GetWindowBordersSize(). I needed it for auto-selecting a cozy window size for the game I'm currently working on and noticed that it only worked under X11, so I thought it could be a good excuse to contribute back more stuff. The Mercurial patch is attached as a .diff file. Let me know what you think.

Happy 2018 to all the SDL2 devs and users!

--

PS: Keep in mind that Windows 10 includes the 8px invisible grip borders as part of the frame. There's a way of detecting if Aero/DWM is being used and ask only for the visible rect, but I believe that GetWindowRect() is doing that for a reason and working as intended, so I haven't changed it. (See [2])


References:
[1]: http://www.firststeps.ru/mfc/winapi/r.php?72
[2]: https://stackoverflow.com/a/34143777/674685
[3]: https://stackoverflow.com/a/431548/674685
[4]: https://wiki.libsdl.org/SDL_GetWindowBordersSize
2018-01-03 10:58:58 -08:00
Sam Lantinga
88de0432b2 Fixed bug 4013 - Wayland: fix videoquit on multimonitor system
Vladimir

On multimonitor system Wayland_VideoQuit invalid deiniting.

Tested in Centos7 + Weston
2018-01-03 10:49:26 -08:00
Sam Lantinga
89c28b3a57 Fixed bug 4012 - Wayland: invalid direction on mouse wheel
Vladimir

Invalid direction on mouse wheel

Patch tested in Centos 7 + Weston
2018-01-03 10:43:01 -08:00
Sam Lantinga
540ade46bf Fixed bug 4011 - Wayland: fix free cursor
Vladimir

Sometimes SDL application crashes on cursor free.

Patch tested under Centos 7 + weston
2018-01-03 10:07:27 -08:00
Sam Lantinga
a9072159b2 Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Alex Szpakowski
175097b723 metal: Misc. improvements.
- Use a single buffer for various non-changing constants accessed by the GPU, instead of multiple buffers.
- Do the half-pixel offset for points and lines using a transform matrix so we don't need a malloc when rendering.
- Don't add a half-pixel offset for other primitives and textures. This matches D3D and GL render behaviour.
- Remove the half-texel texture coordinate offset since it's not needed now that there's no more half-pixel position offset when rendering a texture.
- Don't try to set texture usage on iOS 8 since it doesn't exist there.
2018-01-03 00:43:01 -04:00
Alex Szpakowski
ead5bca2aa metal and moltenvk: fix highdpi. 2018-01-02 21:44:28 -04:00
Sam Lantinga
bfc13303db Fixed direction of y adjustment for new orthographic projection in the metal renderer 2018-01-02 14:32:15 -08:00
Sam Lantinga
df064d1ac6 Fixed metal renderer pixel centers when drawing 2018-01-02 14:11:10 -08:00
Alex Szpakowski
4b06a8bbe9 metal: Fix a typo preventing iOS compilation... 2018-01-01 23:06:08 -04:00
Alex Szpakowski
b2fa720234 metal: Clean up manual reference counting. Fixes some memory leaks. 2018-01-01 23:03:50 -04:00
Ryan C. Gordon
1296896cd6 windows: Remove references to GetVersionExA (thanks, Andrew Pilley!).
"GetVersionExA is deprecated in windows 8.1 and above's SDK, causing a warning
when building against the win10 SDK. Attached patch cleans up the usage for a
warning-free build.

GetVersionExA was being used to test to see if SDL was running on win9x or
winnt. A quick chat with Ryan on twitter suggested that SDL doesn't
officially support win9x anymore, so the call to this can be outright removed.

As an aside, replacing the call to GetVersionExA with VerifyVersionInfoA (the
recommended path) would have been pointless, as VerifyVersionInfoA only
supports VER_PLATFORM_WIN32_NT and doesn't officially support any other value
for dwPlatformId currently. (And it's probable that win9x SDKs didn't have
VerifyVersionInfo* in them anyway.)"

Fixes Bugzilla #4019.
2018-01-01 19:16:51 -05:00
Alex Szpakowski
bac2d33f26 iOS: fix build 2018-01-01 19:40:29 -04:00
Alex Szpakowski
1eae9d188d metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering.
This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
2018-01-01 19:37:16 -04:00
Alex Szpakowski
a0e694d0ca metal: Add support for custom blend modes. 2018-01-01 18:06:27 -04:00
Alex Szpakowski
c33a6b3ce4 metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture. 2017-12-31 21:06:16 -04:00
Alex Szpakowski
1b25da8df6 metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized. 2017-12-31 15:30:08 -04:00
Alex Szpakowski
dd08a43e22 macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan. 2017-12-31 15:21:25 -04:00
Ryan C. Gordon
124a23fbf8 winrt: workaround for pre-UWP builds.
There's probably a better way to do this for legacy platforms, though.
2017-12-31 03:36:54 -05:00
Ryan C. Gordon
6e7a3f85de windows: Use WaitForSingleObjectEx() always
This is available since Windows XP, so it's safe to use always, not just in
a WinRT ifdef.
2017-12-31 03:35:41 -05:00
Ryan C. Gordon
4dc2db7ece wasapi: Patched to compile on non-UWP WinRT builds. 2017-12-31 03:34:16 -05:00
Alex Szpakowski
e73a40e4b9 metal: Respect the vsync flag on macOS 10.13+. 2017-12-30 22:39:55 -04:00
Alex Szpakowski
fcba10a87d metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU. 2017-12-30 20:32:22 -04:00
Alex Szpakowski
c748bae9d4 metal: only 4 (instead of 5) vertices are needed to draw rectangles and textures, and only 3 (instead of 5) vertices are needed to cover the screen for the 'full-screen quad' when clearing. 2017-12-30 18:48:07 -04:00
Alex Szpakowski
3e28cab7c4 macOS: Make sure the desktop's display mode is always in SDL's list of display modes. 2017-12-29 22:13:40 -04:00
Sam Lantinga
06535786e9 Fixed bug 4000 - SDL2 on raspberry: mouse displayed at 0,0 after SDL_ShowCursor
Laurent Merckx

I have a problem with the SDL_ShowCursor method on Raspberry.

Depending on the context, my application hides or show the mouse cursor with SDL_ShowCursor.
But when calling SDL_ShowCursor(true), the cursor is displayed at 0,0 (and not at last position).

After debugging sources by myself, it seems that the problem is in SDL_rpimouse.c - RPI_ShowCursor:

vc_dispmanx_rect_set( &dst_rect, 0, 0, curdata->w, curdata->h);
should be
vc_dispmanx_rect_set( &dst_rect, mouse->x, mouse->y, curdata->w, curdata->h);

For me, it solves the problem.
2017-12-19 11:17:37 -08:00
Sam Lantinga
4b77134b29 Fixed bug 4003 - HAVE_POLL undefined in SDL_poll.c, making it impossible to use.
tomwardio

HAVE_POLL is correctly defined in SDL_config.h when running configure. However, in the only place where it's used, it's undefined at the start of the file.
2017-12-19 11:14:06 -08:00
Sam Lantinga
ef7a48c03e Fixed bug 4004 - iOS: don't hide keyboard on RETURN
Dominik Reichardt

As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768	0f2fb9ec6ad6.
2017-12-19 10:57:21 -08:00
Sam Lantinga
9b0cab6f48 Fixed bug 4005 - Android, SDL_IsGameController() crashes is index is out of range
Sylvain

On Android, if you give an invalid index to SDL_IsGameController(), it will crash in SDL_SYS_IsDPAD_DeviceIndex().
2017-12-19 10:48:29 -08:00
Sam Lantinga
8b2a0b0d48 Fixed default Android D-PAD mapping so the back button is treated as B 2017-12-16 10:40:47 -08:00
Sam Lantinga
962fe140fd Fixed handling of the Apple TV remote buttons
The menu button on the remote is the back button
2017-12-16 10:40:45 -08:00
Sam Lantinga
996fe01ee2 Added support for the ASUS TV500BG Android gamepad 2017-12-16 10:40:43 -08:00
Ryan C. Gordon
688dcf69d6 wasapi: switched to event-driven interface.
This reduces latency and improves battery life.
2017-12-13 14:35:55 -05:00
Ryan C. Gordon
c7906e913a windows: Fixed a comment. 2017-12-12 22:25:39 -05:00
Sam Lantinga
2554acbc9c Fixed bug 3992 - SDL_GetColorKey doesn't set error message
Luke A. Guest

SDL_GetColorKey does not set an error message on failure. The current source just returns -1.

The documentation https://wiki.libsdl.org/SDL_GetColorKey?highlight=%28%5CbCategoryAPI%5Cb%29%7C%28SDLFunctionTemplate%29 says to call SDL_GetError but that is useless in this case.
2017-12-12 16:37:23 -08:00
Sam Lantinga
860c315655 Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature
Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
2017-12-12 16:34:16 -08:00
Sam Lantinga
8511ae4e32 Fixed bug 3996 - Corrupted or over-released critical section on SDL_Quit (SDL_event_watchers_lock)
Andrew

This likely comes down to an additional 'unlock' being called before destroying it, without a matching 'lock'.
2017-12-12 16:10:20 -08:00
Sam Lantinga
2847b1d85b Added support for Android video textures 2017-12-12 12:52:17 -08:00
Sam Lantinga
2006b1f102 Merged latest changes from rel/streaming_client 2017-12-12 12:52:09 -08:00
Sam Lantinga
0c6273f8f5 Fixed bug 3999 - Build failed when try to build with configure script for Android 2017-12-11 14:44:34 -08:00
Sam Lantinga
ac167a144f Fixed Windows gcc build 2017-12-11 11:47:52 -08:00
Sam Lantinga
b01e3b7932 The newer compilers generate the property boilerplate automatically 2017-12-11 11:34:53 -08:00
Sam Lantinga
6ede3ac8a8 Fixed Mac OS X build 2017-12-11 11:02:51 -08:00
Sam Lantinga
fa4966bae0 Workaround for bug 3931 - spurious SDL_MOUSEMOTION events with SDL_HINT_MOUSE_RELATIVE_MODE_WARP 1 since Windows 10 Fall Creators update
Elisée Maurer

The attached minimal program sets the SDL_HINT_MOUSE_RELATIVE_MODE_WARP to 1, enables relative mouse mode then logs all SDL_MOUSEMOTION xrel values as they happen.

When moving the mouse exclusively to the right:

 * On a Windows 10 installation before Fall Creators update (for instance, Version	10.0.15063 Build 15063), only positive values are reported, as expected
 * On a Windows 10 installation after Fall Creators update (for instance, Version 10.0.16299 Update 16299), a mix of positive and negative values are reported.

3 different people have reproduced this bug and have confirmed it started to happen after the Fall Creators update was installed. It happens with SDL 2.0.7 as well as latest default branch as of today.

It seems like some obscure (maybe unintended) Windows behavior change? Haven't been able to pin it down more yet.

(To force-upgrade a Windows installation to the Fall Creators update, you can use the update assistant at https://www.microsoft.com/en-us/software-download/windows10)

Eric Wasylishen

Broken GetCursorPos / SetCursorPos based games on Win 10 fall creators are not limited to SDL.. I just tested winquake.exe (original 1997 exe) and it now has "jumps" in the mouse input if you try to look around in a circle. It uses GetCursorPos/SetCursorPos by default. Switching WinQuake to use directinput (-dinput flag) seems to get rid of the jumps.

Daniel Gibson

A friend tested on Win10 1607 (which is before the Fall Creators Update) and the  the bug doesn't occur there, so the regression that SetCursorPos() doesn't reliably generate mouse events was indeed introduced with that update.
I even reproduced it in a minimal WinAPI-only application (https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68), the weird thing is that if you don't do anything each "frame" (i.e. the mainloop only polls the events and does nothing else), there are a lot of mouse events with the coordinates you passed to SetCursorPos(), but when sleeping for 10ms in each iteration of the mainloop, those events basically don't happen anymore. Which is bad, because in games the each iteration of the mainloop usually takes 16ms..

I have a patch now that I find acceptable.
It checks for the windows version with RtlGetVersion() (https://msdn.microsoft.com/en-us/library/windows/hardware/ff561910.aspx) and only if it's >= Win10 build 16299, enables the workaround.
All code is in video/windows/SDL_windowsevents.c
and the workaround is, that for each WM_MOUSEMOVE event, "if(isWin10FCUorNewer && mouseID != SDL_TOUCH_MOUSEID && mouse->relative_mode_warp)", an addition mouse move event is generated with the coordinates of the center of the screen
(SDL_SendMouseMotion(data->window, mouseID, 0, center_x, center_y);) - which is exactly what would happen if windows generated those reliably itself.
This will cause SDL_PrivateSendMouseMotion() to set mouse->last_x = center_x; and mouse->last_y = center_y; so the next mouse relative mouse event will be calculated correctly.

If Microsoft ever fixes this bug, the IsWin10FCUorNewer() function would have to
be adjusted to also check for a maximum version, so the workaround is then disabled again.
2017-12-10 09:17:33 -08:00
Sam Lantinga
a845d73a24 Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!) 2017-12-10 09:10:02 -08:00
Sam Lantinga
288bf64698 Backed out using pixel texture coordinates, it had weird visual side effects 2017-12-09 19:48:38 -08:00
Sam Lantinga
eba0fa2295 Fixed normalized coordinates when the viewport is set 2017-12-09 19:41:08 -08:00
Sam Lantinga
d938403c4a Added support for linear sampling and pixel coordinates in the metal renderer 2017-12-09 15:00:41 -08:00
Sam Lantinga
d67f5a4058 Fixed compiler warning 2017-12-09 13:05:56 -08:00
Sam Lantinga
dc37345324 Fixed pixel positioning and size for the Metal renderer 2017-12-09 12:58:41 -08:00
Ryan C. Gordon
349275e421 metal: fixed render target support. 2017-12-09 03:28:23 -05:00
Ryan C. Gordon
27f83a891f metal: Added some comments and FIXMEs. 2017-12-09 03:27:52 -05:00
Ryan C. Gordon
377fac1c42 metal: Cleaned up some reference count politics. 2017-12-08 18:26:26 -05:00
Sam Lantinga
4365b10afb Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Sam Lantinga
c72e8810fd Fixed Metal renderer memory leak 2017-12-08 13:20:20 -08:00
Ryan C. Gordon
b3da02bb3b metal: Don't check if Metal is available if targeting modern macOS versions. 2017-12-08 14:03:36 -05:00
Sam Lantinga
4d5ce19660 Minor cleanup 2017-12-08 12:02:23 -08:00
Sam Lantinga
2696845abf Fixed minor memory leak in the Metal renderer 2017-12-08 11:35:19 -08:00
Sam Lantinga
37062fbdc5 Added check for failure of D3D_ActivateRenderer() 2017-12-08 11:34:32 -08:00
Sam Lantinga
ef2b2d41c1 Fixed compiler warning 2017-12-08 11:33:27 -08:00
Sam Lantinga
2705bc1deb Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts.
Yuri K. Schlesner

When using texture filtering, there are filtering artifacts visible on the edges of scaled textures, where the texture filtering pulls in texels from the other side of the texture. Using clamping texture modes wouldn't completely fix this since source rectangles don't need to cover the whole texture. (See screenshot attached in next post.)

The opengl driver uses clamping on textures and so avoid this at least in the cases where the source rect is the whole texture. The direct3d driver does not and so has problems in every case. I'm not sure if it can actually completely be fixed, but at least enabling clamping for direct3d would be one step in the right direction.
2017-12-08 11:09:05 -08:00
Sam Lantinga
c2df1f3b0a Defer getting the next drawable until we actually start rendering
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.
2017-12-08 08:58:02 -08:00
Sam Lantinga
386b0ff6cd Fixed runtime errors on iOS 2017-12-07 18:08:51 -08:00
Sam Lantinga
31404706b5 Fixed building for simulators or older iOS SDKs 2017-12-07 17:47:01 -08:00
Sam Lantinga
c6972eecc2 Fixed compiling Metal renderer on iOS 2017-12-07 17:12:03 -08:00
Sam Lantinga
ed87981384 Added iOS and OSX versions of the Metal shaders 2017-12-07 16:08:47 -08:00
Sam Lantinga
09763d0c06 Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs
Also generate iOS versions of the Metal shaders
2017-12-07 16:08:09 -08:00
Ryan C. Gordon
79bc65ee91 Initial shot at a renderer target for Apple's Metal API.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.

This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
2016-04-21 03:16:44 -04:00
Sam Lantinga
2505a8a1a7 The Metal view is a full SDL_uikitview to support multi-touch 2017-12-07 09:35:28 -08:00
Ryan C. Gordon
e42706615a cocoa: Added two missing files from hg changeset bc7ca7cfa6ca.
Fixes Bugzilla #3975.
2017-12-06 16:37:55 -05:00
Ryan C. Gordon
52015b0cc8 audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.

The support matrix now looks like:

WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
2017-12-06 12:24:32 -05:00
Sam Lantinga
1a87aadb91 Fixed bug 3974 - Fix SDL_WarpMouseInWindow on both KMSDRM and RaspberryPi drivers
Manuel Alfayate Corchete

This patch fixes SDL_WarpMouseInWindow() in both the KMSDRM and Raspberry Pi graphic backends.
2017-12-04 20:37:01 -08:00
Sam Lantinga
67b01334a4 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey

Seems latest google angle library successfully built & tested under macOS'es.

https://github.com/google/angle

We need to use GLES2 to implement true cross-platform code.
2017-12-04 20:35:01 -08:00
Sam Lantinga
6421511caf Removed spurious debug output 2017-12-04 20:26:09 -08:00
Olli Kallioinen
7751f525ca Fixed SDL_Log not working on windows if the output is being redirected. 2017-12-04 19:28:03 +02:00
Sam Lantinga
bd378489d6 Fixed typos (thanks Martin!) 2017-12-04 20:21:52 -08:00
Sam Lantinga
8848883b02 Fixed name of eglCreatePbufferSurface function 2017-12-03 20:27:08 -08:00
Sam Lantinga
fcbcb8e5d6 Fixed bug 3945 - Add eglCreatePbufferSurface function
tomwardio

Proposed patch loads eglCreatePbufferSurface in same manner as other 1.1 functors. This allows custom video drivers to create pbuffer surfaces.
2017-12-03 20:25:55 -08:00
Sam Lantinga
206efbd586 Non-resizable windows need to have their window rect set to the client rect 2017-11-28 18:31:18 -08:00