Commit Graph

5313 Commits

Author SHA1 Message Date
David Ludwig
bbc13a8ecb WinRT: video code cleanup: combined files Direct3DBase.* and SDL_winrtrenderer.* 2012-11-25 19:05:56 -05:00
David Ludwig
7b43dbe1a1 WinRT: made the WinRT video driver report its name correctly 2012-11-25 17:35:41 -05:00
David Ludwig
fb9e63614b WinRT: allow windows in non-native screen sizes. Scaling is applied for such. 2012-11-25 17:34:41 -05:00
David Ludwig
51e95604b7 WinRT: fixed Win32 compile error in XAudio2 backend 2012-11-25 14:45:22 -05:00
David Ludwig
aca89bc12b WinRT: fixed Win32 builds by prevented __WINRT__ from being defined 2012-11-25 14:45:04 -05:00
David Ludwig
a88bd2513b WinRT: got timers working 2012-11-24 12:07:35 -05:00
David Ludwig
3df1f642d6 WinRT: cleaned up SDL_platform_windowsrt.h 2012-11-24 11:46:15 -05:00
David Ludwig
c728870637 WinRT: disabled the XAudio2 backend, pending work on stability and quality 2012-11-24 11:20:59 -05:00
David Ludwig
d431c1c16f WinRT: got XAudio2 sort-of working (it plays stuff poorly, then crashes) 2012-11-24 11:19:06 -05:00
David Ludwig
e597faf23f WinRT: added a functional threading backend using C++11 apis 2012-11-24 11:17:23 -05:00
David Ludwig
8cb99f7311 WinRT: made testthread to use SDL_Log, not printf or fprintf, for MSVC++ logging 2012-11-24 11:16:45 -05:00
David Ludwig
eb5bc65363 WinRT: cleanups in SDL_platform.h 2012-11-23 00:02:27 -05:00
David Ludwig
0ff36e7874 WinRT: made the skeleton C++11 thread implementation use .cpp files, not .c 2012-11-22 23:12:06 -05:00
David Ludwig
a10ba5bcb9 WinRT: added a skeleton SDL backend for C++11-based threads 2012-11-22 23:03:56 -05:00
David Ludwig
2995bb36ae WinRT: pseudo-implemented SDLmain for WinRT. It has to be compiled directly into apps, for now. 2012-11-22 22:36:34 -05:00
David Ludwig
390acc322a WinRT: modified the loopwave test to run if and when argv is NULL 2012-11-22 22:35:38 -05:00
David Ludwig
18cc7d9a0c WinRT: got the XAudio2 backend compiling (but not running, yet) 2012-11-22 22:34:50 -05:00
David Ludwig
7a6a66c59e WinRT: made SDL_platform.h auto-detect WinRT 2012-11-22 13:11:05 -05:00
David Ludwig
63e383e03b WinRT: added a VC++ 2012 project to help compile the loopwave test 2012-11-22 12:37:31 -05:00
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
Andreas Schiffler
f70416e545 Added VS2012 project files 2012-11-08 21:53:57 -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
b7b4b8b28a Added new test to ignore list 2012-11-06 10:20:14 -08:00
Sam Lantinga
7076f62767 Yes, you should customize AndroidManifest.xml 2012-11-05 07:39:03 -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
4a2bb79adf Added link to the emulator info, which is extremeley useful for testing OpenGL ES 2.0 2012-11-04 20:20:36 -08:00