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
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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.
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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
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
David Ludwig
d202bff7f5
merged with latest sources
2012-11-04 13:22:40 -05:00
David Ludwig
1621b95c10
WinRT: fixed SDL_main-related linker error when __WINRT__ is defined in an app
2012-11-04 13:17:18 -05:00
Sam Lantinga
2a972eadfe
Added documentation on loading assets on Android.
2012-11-04 09:45:18 -08:00
Sam Lantinga
48fe3e9f09
Cleaned up OpenGL initialization a bit so we fail if we can't create a surface.
2012-11-04 08:51:43 -08:00
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
7b60f488d9
WinRT: disabled threads to prevent SDL_Init(SDL_INIT_VIDEO) from crashing
2012-10-27 22:27:51 -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
David Ludwig
39084bc6b8
WinRT: made SDL.dll compile for ARM (and not just x86 or x64)
2012-10-27 18:39:09 -04:00
David Ludwig
db346c5593
WinRT: used Win32-style DECLSPEC and SDLCALL macros (for building a .dll)
2012-10-27 18:21:31 -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
Ryan C. Gordon
6969b0e744
Make Linux dynamically look up pthread_setname_np() for older glibc compat.
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Cleaned up the lookup code to make Mac OS X use most of the same code.
2012-11-03 12:06:27 -04:00
Ryan C. Gordon
0a9a0e077a
Cocoa_ShowMessageBox() should call Cocoa_RegisterApp().
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Otherwise, message boxes can fail if SDL_Init(SDL_INIT_VIDEO) wasn't completed.
2012-11-02 16:48:47 -04:00
Ryan C. Gordon
23ecca6648
X11: Handle _NET_WM_PING protocol, so window manager knows when app is hung up.
2012-11-02 15:22:37 -04:00
Ryan C. Gordon
a9ef0ac12a
WM_DELETE_WINDOW should check that the event message_type is WM_PROTOCOLS.
2012-11-02 14:15:21 -04:00
Ryan C. Gordon
6c4223b251
More compiler warning fixes.
2012-11-02 14:03:14 -04:00
Ryan C. Gordon
28fbd54ae5
Fixed compiler warnings about "/*" inside a multi-line comment.
2012-11-02 14:00:44 -04:00
Sam Lantinga
619c1d8cd0
Fixed bug 1632 - iOS CoreAudio doesn't close
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C.W. Betts 2012-10-28 19:42:01 PDT
I noticed when looking through the CoreAudio code of SDL 2.0 that there was a
fix me wondering how iOS closed the audio system. While working on my own audio
code on PlayerPRO, I discovered that Carbon's component code was replaced in
the audio subsystem with Audio Component Services.
2012-11-02 09:28:40 -07:00
Sam Lantinga
fd03084e6a
Try opening relative path files from internal storage.
...
I'm not falling back to external storage because the application should be
aware of whether external storage is available and choose whether or not to
use it.
2012-11-02 03:08:40 -07:00
Sam Lantinga
f7f237c125
Simplified the manifest a little - we don't need a Java class in there. :)
2012-11-02 03:03:55 -07:00
Sam Lantinga
94ca45bd69
Updated the Android project template and README.android
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Added information on how to customize your application name and icon.
Added information on using STL with an Android application
Increased the minimum API level to 10, because that's the lowest API
that currently has an emulator image for testing.
2012-11-02 02:37:49 -07:00
Sam Lantinga
525b3ca0e9
Added some platform specific API functions for Android:
...
SDL_AndroidGetJNIEnv()
SDL_AndroidGetActivity()
SDL_AndroidGetInternalStoragePath()
SDL_AndroidGetExternalStorageState()
SDL_AndroidGetExternalStoragePath()
2012-11-02 02:22:32 -07:00