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