David Ludwig
aa85d1c457
WinRT: fixed a build error when compiling Windows 8.1 .dlls
2015-12-06 17:32:33 -05:00
David Ludwig
9ea123ba58
WinRT: removed an unused variable from DXGI-based display-detection code
2015-12-06 17:07:37 -05:00
David Ludwig
13269309e5
WinRT: workaround for a possible bug in the Win10 Store's Certification Kit
...
DXGI fails to report any displays in at least one of the
"Windows App Certification Kit 10.0"'s tests for Store Apps. This was
causing SDL's video initialization code to fail, when the suspect test
("Direct3D Feature Test") was run, as DXGI was unable to report a
display-output at adapter-index 0, output-index 0.
The workaround that is applied here attempts to detect this case, then
use a hopefully-reasonable alternative means to calculate at least one
display output.
2015-12-06 17:06:40 -05:00
Philipp Wiesemann
3c97139fad
Windows: Added missing NULL check after SDL_stack_alloc().
...
SDL_stack_alloc() might wrap SDL_malloc() which can return NULL.
2015-12-06 17:51:11 +01:00
Philipp Wiesemann
efcbc7ceb9
Changed comment in test program to avoid confusion.
...
There is a library called SDL_sound which is not used here.
2015-12-06 17:50:51 +01:00
Philipp Wiesemann
f711bea9cd
X11: Fixed memory leak when initializing multiple screens.
2015-12-05 17:08:07 +01:00
Philipp Wiesemann
632b32ec5a
Fixed comment in filesystem test program.
2015-12-04 22:12:36 +01:00
David Ludwig
1c4559e08e
WinRT: minor tweak to NuGet package naming
2015-12-02 08:04:17 -05:00
David Ludwig
9aac2d5082
WinRT: allowed NuGet packaging code to get hg revision regardless of cwd
2015-12-02 07:58:23 -05:00
David Ludwig
974f532eb7
WinRT: added NuGet-package creation support to WinRT build script
2015-12-01 22:07:24 -05:00
Philipp Wiesemann
f1d3b82092
Fixed compile error in timer test program if PRIu64 not available.
2015-12-01 22:24:04 +01:00
Philipp Wiesemann
8f5f197236
Fixed compile warning in IME test program.
2015-12-01 22:22:58 +01:00
Philipp Wiesemann
f2375a7774
Fixed filesystem test program to compile with older versions of C.
2015-12-01 22:21:29 +01:00
David Ludwig
495e6800ed
WinRT: noted Win10/UWP support in WhatsNew.txt (under 2.0.4)
2015-11-30 23:30:01 -05:00
David Ludwig
2afce16ce1
WinRT: made WinRT build script create Win10/UWP .dll files
2015-11-30 21:11:33 -05:00
Edward Rudd
024067ae48
Add Logitech F510 Gamepad Direct input mode mapping
2015-11-30 10:39:34 -05:00
Alex Szpakowski
a9ec1941d8
Removed some debug prints.
2015-11-30 03:30:35 -04:00
Alex Szpakowski
daf6c761bc
Mac: Fixed SDL_SetWindowFullscreen not restoring the window's original size when exiting a Space.
2015-11-30 03:30:07 -04:00
David Ludwig
574e672678
WinRT: added Win10/UWP (Universal Windows Platform) support
...
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates
2015-11-29 19:33:11 -05:00
David Ludwig
3ecf06a4a5
WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms
...
WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created
thread's priority. WinRT 8.1 offered this API, along with several other
Win32 thread functions that were previously unavailable (in WinRT).
This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
2015-11-26 13:51:03 -05:00
David Ludwig
5c998e8b36
WinRT: minor code cleanup in window-creation code
...
Window flags can be detected on all WinRT platforms.
2015-11-26 11:15:43 -05:00
David Ludwig
1dfde4397a
WinRT: native windows are inherently resizable (in WinRT 8.x)
2015-11-26 11:09:50 -05:00
David Ludwig
75e4d044c1
WinRT: bug-fix, fullscreen mode wasn't getting reported in Windows 8.0 apps
...
This bug did not occur in Windows 8.1 apps, just Windows 8.0.
2015-11-26 02:37:51 -05:00
David Ludwig
929ab9a3db
WinRT: bug-fix, OpenGLES2 was failing to init, after recent windowing fixes
...
Some SDL_Window flags were getting lost inside WINRT_UpdateWindowFlags, namely
SDL_WINDOW_OPENGL.
2015-11-26 02:13:15 -05:00
David Ludwig
4c2c6ca7aa
WinRT: bug-fix, fullscreen window flags weren't set if device was rotated 90 degrees
2015-11-26 01:36:36 -05:00
David Ludwig
64a721b2dd
WinRT: lots of display and windowing related fixes
...
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work). The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
programmatically possible in Win 8.x apps).
2015-11-26 00:41:39 -05:00
David Ludwig
94d3620fae
WinRT: fixed crash in SDL_CondWaitTimeout, when using Win10's MSVC runtime
2015-11-15 13:04:42 -05:00
Philipp Wiesemann
9677d33467
Replaced tabs with spaces in test programs.
2015-11-25 21:39:28 +01:00
Philipp Wiesemann
2815b9a5e2
Added SDL_HINT_VIDEO_X11_NET_WM_PING to WhatsNew.txt for 2.0.4.
2015-11-25 21:31:02 +01:00
Ryan C. Gordon
dc3024e96b
X11: Let XRandR respect multiple screens (DISPLAY=:0.0 vs :0.1, etc).
2015-11-17 12:15:35 -05:00
Sam Lantinga
96fc7da0e7
Fixed bug 3168 - xinput build failure with dxsdk
...
Ozkan Sezer
Yes, the annotations can actually be removed. They are used only by MSVC and aren't vital.
2015-11-16 21:20:38 -08:00
David Ludwig
c3556a855c
WinRT: fixed build error in latest XInput code
...
This change has also been tested as buildable + runnable on Win32 + MSVC 2015,
2013, 2012, and 2010. It may fix similar build errors (in XInput code) that
are appearing in MingW builds (on buildbot).
2015-11-14 21:29:14 -05:00
Ryan C. Gordon
24c41a081f
Minor whitespace fix.
2015-11-14 14:53:44 -05:00
Ryan C. Gordon
87c985cd18
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
2015-11-14 12:35:45 -05:00
Alex Szpakowski
3d11d79c32
Mac: Fix a warning about implicit declaration of SDL_SendKeymapChangedEvent (bug #3167.)
2015-11-14 04:24:39 -04:00
Sam Lantinga
a5ee3d198c
Added support for the Gamestop Logic3 Controller
2015-11-13 14:26:00 -08:00
Alex Szpakowski
6daced3540
Mac: Added SDL_GameController mappings for the Steelseries Stratus XL and Nimbus gamepads.
2015-11-12 22:53:37 -04:00
Alex Szpakowski
355f6fcfac
Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.)
2015-11-12 22:44:32 -04:00
Alex Szpakowski
524af61f88
iOS: Fixed crashes when rotating the screen after destroying a window.
2015-11-12 20:58:11 -04:00
Sam Lantinga
292cb7b024
Added Linux support for the Razer Sabertooth game controller
2015-11-12 13:13:36 -08:00
Alex Szpakowski
3e1d006d3b
iOS: Set the 'player index' of MFi game controllers when they're opened for use.
...
MFi controllers display their player index via LEDs on the controller.
2015-11-09 18:13:47 -04:00
Alex Szpakowski
2efd918e05
iOS: Fixed MFi game controller triggers to report the proper range of values.
2015-11-09 17:41:54 -04:00
Sam Lantinga
7b93907500
one last SDL fix: restore menu bar if we destroy a fullscreen window without transitioning it back to a non-fullscreen window first
2015-11-09 08:55:07 -08:00
Sam Lantinga
064a78391a
don't toggle SDL fullscreen state on OSX if we're destroying the window
2015-11-09 08:55:01 -08:00
Sam Lantinga
90e8d7aebd
more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state
2015-11-09 08:54:56 -08:00
Sam Lantinga
ceb8589675
SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing.
2015-11-09 08:54:49 -08:00
Sam Lantinga
a9fb4588b1
add hacky support for failed fullscreen transitions. SDL doesn't have the concept of a fullscreen transition that failed. if the user is actively changing spaces while the app goes fullscreen, it fails to go fullscreen; now it will just try again instead of hanging around with the wrong window styles.
2015-11-09 08:54:42 -08:00
Alex Szpakowski
7d55557677
iOS MFi game controllers: inverted the thumbstick y axis values to match the behavior of other controllers.
2015-11-09 02:32:37 -04:00
Sam Lantinga
606e5f2a51
Added Linux binding for Wii-U Pro controller
2015-11-05 18:10:19 -08:00
Sam Lantinga
d7d5fcde10
Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
...
_NET_WM_PING protocol handling in CreateWindow if
desired.
2015-10-27 11:18:04 -07:00