Commit Graph

190 Commits

Author SHA1 Message Date
Philipp Wiesemann
3b2e0bf33c Fixed comments in headers for doxygen output. 2017-06-04 23:15:39 +02:00
Sam Lantinga
412cf5a3d8 SDL - add SDL_WINDOW_VULKAN and make Android_CreateWindow only create an EGLSurface when SDL_WINDOW_VULKAN is not present. This makes it so the ANativeWindow* can be used with vkCreateAndroidSurfaceKHR, otherwise it will fail because having both an EGLSurface and VkSurfaceKHR attached to a window is not allowed according to the Vulkan spec:
"In particular, only one VkSurfaceKHR can exist at a time for a given window. Similarly, a native window cannot be used by both a VkSurfaceKHR and EGLSurface simultaneously"

CR: SamL
2017-05-16 06:30:39 -07:00
Sam Lantinga
d77ab77a7a Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Sam Lantinga
23ab0d83a2 Fixed ABI, don't change the return type of SDL_GL_SwapWindow() 2016-12-11 12:01:44 -08:00
Sam Lantinga
b505909719 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
2016-12-09 01:47:43 -08:00
Sam Lantinga
9cc7ce9008 Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
2016-11-20 21:34:54 -08:00
Sam Lantinga
4e8caf312b Fixed bug 3165 - define numbers don't match types in Swift
C.W. Betts

Swift is very strict with types, so much that those of different signedness/size must be cast. Most of the defines are imported as 32-bit signed integers, while the corresponding field in a struct is a 32-bit unsigned integer. Appending a "u" would cause the defined types to be imported as 32-bit unsigned integers.
2016-10-01 13:35:36 -07:00
Ryan C. Gordon
e5dd6e9985 Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Philipp Wiesemann
6cb7540dbe Added link in header comment. 2016-08-17 21:05:00 +02:00
Philipp Wiesemann
9d15a379e5 Fixed two old identifiers in header comments. 2016-08-03 22:39:44 +02:00
Philipp Wiesemann
00b6e1b520 Updated documentation of SDL_IsScreenSaverEnabled().
The screensaver is deactivated by default since SDL 2.0.2.
2016-05-20 22:18:15 +02:00
Philipp Wiesemann
40f3cd52b1 Updated documentation of SDL_CreateWindow() and SDL_CreateWindowFrom(). 2016-05-11 21:09:45 +02:00
Philipp Wiesemann
f7aacf3f63 Fixed doxygen warnings. 2016-01-06 22:38:35 +01:00
Ryan C. Gordon
35626f1605 Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.

This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2016-01-05 02:27:50 -05:00
Ryan C. Gordon
9c9fe9d825 Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 10:10:59 -04:00
Ryan C. Gordon
6e05fc7475 Added SDL_SetWindowModalFor().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
ba5c3a4e15 Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
72069d9f3d Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
18612a605a Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
a60edd4038 Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.

This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 01:30:40 -05:00
Ryan C. Gordon
34581fedd1 Added SDL_GetDisplayUsableBounds(). 2016-01-04 23:52:40 -05:00
Ryan C. Gordon
5ec76facb4 Added a few FIXMEs. 2015-04-21 09:46:48 -04:00
Sam Lantinga
255c182471 Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Philipp Wiesemann
dfb16e7d5a Added brackets to function names in header comments so doxygen links them. 2016-01-01 17:39:55 +01:00
Alex Szpakowski
d95053a6c6 Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes. 2015-12-31 21:16:43 -04:00
Alfred Reynolds
d1b2428816 Add SDL_GetDisplayDPI routine and implement for Windows. 2015-07-29 17:18:56 -07:00
Sam Lantinga
78f2198e6c Updated the copyright year to 2015 2015-05-26 06:27:46 -07:00
Ryan C. Gordon
8873c00053 Minor input grab clarifications.
Clarify that grabbing the mouse only works with one window at a time; this was
always true at the system level, though SDL could previously get confused
by multiple simultaneous grabs, so now we explicitly break any existing
grab before starting a new one and document it as such.

Also track the window that is currently grabbed, and provide an API to query
for that window. This makes it easy to automate mouse ungrabbing at
breakpoints with gdb7's scripting, since the scripts can now know which window
to ungrab.

In 2.1, we should probably change this API to SDL_GrabInput(win) and
SDL_UngrabInput(void), or something.
2015-03-28 00:48:03 -04:00
Marc Di Luzio
d4df74cd6f Allow setting of GL_CONTEXT_RELEASE_BEHAVIOR when creating the GL context when GLX_ARB_context_flush_control is available.
This extension allows the user to specify whether a full flush is performed when making a context not current.
The only way to set this currently is at context creation, so this patch provides that functionality.
Defualt behaviour is set at FLUSH, as per the spec.

This patch does not contain the changes to WGL, appleGL or other platforms as I do not have access to GL 4.5 hardware on those platforms.

Full details on the use of KHR_context_flush_control can be found here:
https://www.opengl.org/registry/specs/KHR/context_flush_control.txt
2015-03-06 16:03:40 +00:00
Ionut Leonte
686a5dabf5 Added SDL_HITTEST_RESIZE_*, and implemented for X11. 2014-06-05 00:45:16 -04:00
Ryan C. Gordon
61463598b2 Tweaked hit-testing documentation. 2014-05-29 13:38:39 -04:00
Ryan C. Gordon
7af1c6e050 Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
 WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
 control over the regions (how do you use rects to cleanly surround a circular
 button?), the callback can be more optimized than a iterating a list of
 rects, and you don't have to send an updated list of rects whenever the
 window resizes or layout changes.
2014-05-28 01:22:47 -04:00
Ryan C. Gordon
6146fd1f61 First shot at SDL_SetWindowDragAreas().
Only Cocoa implemented right now.
2014-05-27 01:27:42 -04:00
Ryan C. Gordon
c28b3364b0 Implemented SDL_CaptureMouse(). 2014-05-24 01:30:37 -04:00
Philipp Wiesemann
b1242be50b Fixed typo in header comment. 2014-05-18 21:05:39 +02:00
Sam Lantinga
dba255c1e5 Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
2014-02-02 00:53:27 -08:00
Jørgen P. Tjernø
7e4c549afe Add SDL_GL_ResetAttributes. 2014-01-29 18:38:13 -08:00
Ryan C. Gordon
a8429a56ac Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!).
Fixes Bugzilla #1985.
2013-10-20 21:18:05 -04:00
Sam Lantinga
3795e34c5a Fixed bug 2119 - compiler warnings (-pedantic) SDL_video.h:111:42 2013-09-30 21:57:03 -07:00
Philipp Wiesemann
5d90db278a Fixed doxygen warning. 2013-09-28 12:55:32 +02:00
Edward Rudd
fab88c0df2 add in High DPI support (aka Retina)
- based on Jørgen's patch with a few bug fixes
2013-09-20 13:43:00 -04:00
Gabriel Jacobo
8515791f86 OCD fixes: Adds a space after /* (glory to regular expressions!) 2013-08-21 09:47:10 -03:00
Gabriel Jacobo
871473e032 OCD fixes: Adds a space before */ 2013-08-21 09:43:09 -03:00
Gabriel Jacobo
84f07d804a Fixes bug #2037, common EGL code for Android and X11 2013-08-19 16:29:46 -03:00
Jørgen P. Tjernø
c96b5c574e Fix #1667: Docs about SDL_CreateWindow and flags.
Updates the docs to say you can use SDL_WINDOW_HIDDEN, instead of (the ignored)
SDL_WINDOW_SHOWN.
2013-07-14 15:46:43 -07:00
Sam Lantinga
2172f538cc Fixed bug 1946 - OpenGL contexts in threads
The SDL OpenGL context code is now properly thread aware.  There are two new functions which return the current OpenGL window and context for the current thread.

There are still places in the cocoa driver where the OpenGL context needs to be updated when the view changes.  These will need a different solution and still use the last globally set context to avoid changing behavior.
2013-07-11 22:59:20 -07:00
Sam Lantinga
0d9b661db8 File style cleanup for the SDL 2.0 release 2013-05-18 14:17:52 -07:00
Philipp Wiesemann
27e1a7ca41 Fixed Doxygen warnings. 2013-05-18 14:48:19 +02:00
Philipp Wiesemann
f9a69af2f0 Fixed Doxygen warnings. 2013-05-15 22:00:28 +02:00
Sam Lantinga
4b50e8b609 Fixed bug 1763 - Constify SDL_UpdateWindowSurfaceRects()
Ryan C. Gordon

With this function...
   SDL_UpdateWindowSurfaceRects(SDL_Window * window, SDL_Rect * rects, int numrects);
...is there any reason rects isn't "const SDL_Rect *" ?
2013-03-19 21:53:33 -07:00