Commit Graph

5166 Commits

Author SHA1 Message Date
Sam Lantinga
eaa80db90c Allow events at startup so we don't lose important events like SDL_DROPFILE 2012-10-14 01:30:42 -07:00
Sam Lantinga
2f139909b4 Implemented drop events in iOS 2012-10-14 01:05:04 -07:00
Sam Lantinga
1f9c1c3528 Updated testjoystick for SDL 2.0 API - patch from simon 2012-10-14 00:24:07 -07:00
Sam Lantinga
e3c79c3a45 The logical size set for a render target is temporary and shouldn't conflict with the logical size set for a window. 2012-10-12 02:56:41 -07:00
Sam Lantinga
05b7b71074 Don't use the --no-undefined linker option yet, it doesn't build on OpenBSD and BeOS.
The OpenBSD case is puzzling - it's complaining about symbols in the C library.  Do we need to explicitly link with -lc for shared libraries on OpenBSD?

The BeOS case is legitimate, it's calling back into the application code to initialize BeApp if it isn't already initialized.
2012-10-12 02:33:34 -07:00
Sam Lantinga
0ec818f3c0 Fixed a bug resetting the viewport with a render target. 2012-10-12 02:30:03 -07:00
Sam Lantinga
9a6b1c641a Added SDL_GetRenderTarget() API function
Also fixed a bug with setting logical size for a render target.
2012-10-12 02:20:10 -07:00
Sam Lantinga
5a6dc41726 Use the --no-undefined linker option if it's available, which will catch references to undefined functions which could fail at runtime. 2012-10-11 15:05:00 -07:00
Sam Lantinga
183b7313cd Merged Ryan's changes 2012-10-11 14:44:27 -07:00
Sam Lantinga
06953b8c81 Only install/uninstall the colormap if we've created a DirectColor colormap. 2012-10-11 14:43:13 -07:00
Sam Lantinga
547b5889c6 Added missing X11 call XUninstallColormap() 2012-10-11 14:42:49 -07:00
Ryan C. Gordon
39b14dda74 Added missing X11 symbol. 2012-10-11 17:20:43 -04:00
Michael Sartain
082afa789a Test commit. Adding space to TODO.. 2012-10-11 09:44:59 -07:00
Michael Sartain
325e9742c6 Add GLX_X_VISUAL_TYPE_EXT so created window will use DirectColor if available (instead of TrueColor).
Our new X11 window was being created with the TrueColor attribute, and trying to set the gamma
on that would fail. This change checks for the visual_info extension, and uses that to ask for
DirectColor if available.
2012-10-11 09:41:43 -07:00
Michael Sartain
635ebd967b Add XInitThreads to X11_CreateDevice.
The nVidia driver requires XInitThreads to be called for it to work in multithreaded mode. Sam also
says that the overhead for this is small enough that it should just be done by default at this point.
If this causes issues, we can add a hint later to enable / disable this call.
2012-10-11 09:37:38 -07:00
Michael Sartain
4e4ea5fb3a Fix Colormap when using X11_SetWindowFullscreenViaWM() path.
This was needed to get X11_SetWindowGammaRamp() working. Sam points out that there is an issue right now where
colormaps will only work with fullscreen windows, and we may want to set this when getting input focus for
windowed apps.
2012-10-11 09:34:13 -07:00
Ryan C. Gordon
d6da0196c1 Allow specifying of OpenGL 3.2 Core Profile on Mac OS X. 2012-10-10 23:10:04 -04:00
Sam Lantinga
0129aba6e7 Add flags to the vidmode debug output 2012-10-06 12:16:32 -07:00
Sam Lantinga
526c2679f9 When using Xinerama, XVidMode always works on screen 0. Otherwise use the real X11 screen. 2012-10-06 11:23:47 -07:00
Sam Lantinga
007c1d1502 XVidMode only works on the screen at the origin 2012-10-06 10:53:47 -07:00
Ryan C. Gordon
feb782ecf3 Fixed memory leak in X11_SetWindowIcon(). 2012-10-05 22:43:00 -04:00
Ryan C. Gordon
f901a7f481 Fixed compiler warning in debug code. 2012-10-04 23:56:37 -04:00
Sam Lantinga
a0d3a1d116 Turn off video mode debugging 2012-10-04 20:41:22 -07:00
Sam Lantinga
a1f39a5854 I'm becoming more and more convinced that the application should never use XRandR, and it's the window manager's responsibility to track and manage display modes for fullscreen windows.
Because it's so broken, I'm going to disable XRandR by default.  You can still enable it via environment variable or application hint (SDL_HINT_VIDEO_X11_XRANDR)
2012-10-04 13:50:41 -07:00
Sam Lantinga
d1e0e689a9 Support iPhone 5 launch images 2012-10-04 02:56:25 -07:00
Sam Lantinga
2cb47d9137 Keep the launch image up until the application has created an OpenGL view 2012-10-04 02:13:12 -07:00
Sam Lantinga
38732d0a49 Fixed bug 1614 - SDL for Android does not implement TextInput API
Andrey Isakov 2012-10-03 08:30:25 PDT

I've found out in the process of porting one OS project to Android/SDL2 that
there is no support for TextInput events/APIs on Android.
So I implemented some kind of initial support of that feature, and at the very
least it seems to work fine with latin chars input with soft and hardware
keyboards on my Moto Milestone2. I've also tried playing around with more
complex IMEs, like japanese, logging the process and it seemed to work too. I'm
not sure since the app itself I am working on does not have support for
non-latin input.

The main point of the patch is to place a fake input view in the region
specified by SDL_SetTextInputRect and create a custom InputConnection for it.
The reason to make it a separate view is to support Android's pan&scan on input
feature properly. For details please refer to
http://android-developers.blogspot.com/2009/04/updating-applications-for-on-screen.html
Even though the manual states that SetTextInputRect is used to determine the
IME variants position, I thought this would be a proper use for this too.
2012-10-03 20:49:16 -07:00
Sam Lantinga
96da5bb5b4 Fixed compiler warning 2012-10-03 20:22:14 -07:00
Sam Lantinga
768d4d20db This hack doesn't work very well. I'd rather just show the problem so it can be fixed. 2012-10-03 19:39:12 -07:00
Sam Lantinga
58061aad7b Merged Ryan's changes 2012-10-03 19:26:07 -07:00
Sam Lantinga
90d4ddcac4 Fixed refresh rate calculation 2012-10-03 19:25:08 -07:00
Sam Lantinga
5afe2b45e4 Don't try to query outputs that are not hooked up to a crtc 2012-10-03 19:24:11 -07:00
Sam Lantinga
4b635c333f Added a delay hack to let the window manager adjust to the mode change. I'm not sure if this is a good idea, but at least it works sometimes now. :) 2012-10-03 19:02:46 -07:00
Sam Lantinga
5624b76a13 Rewritten X11 video mode support to directly set requested modes and exactly restore the desktop mode at shutdown. 2012-10-03 18:56:29 -07:00
Sam Lantinga
f5d648bfe4 A window being fullscreen takes precedence over coordinate checks
This fixes restoring video mode on the second display at shutdown in some circumstances.
2012-10-03 18:54:31 -07:00
Ryan C. Gordon
6812b2e9cf Helps to initialize variables in the right function. :) 2012-10-03 20:02:13 -04:00
Ryan C. Gordon
f4c5703d8f Fixed compiler warning. 2012-10-03 19:20:53 -04:00
Sam Lantinga
dabd9f547c Use Ctrl modifier for window resize key bindings 2012-10-03 13:39:42 -07:00
Sam Lantinga
152311bd12 Added key bindings to resize the window (+/-) 2012-10-03 13:38:22 -07:00
Sam Lantinga
80b10a063c Keep track of the configure events we've received from the X server.
When programmatically resizing a window on Unity 3D, we'll get a move event with the old size before we get a size event with the new size, and we don't want to clobber our internal state with the old size.
2012-10-03 13:37:44 -07:00
Sam Lantinga
939294328b Poke window managers to get them to respect the resize hints. 2012-10-03 12:33:42 -07:00
Sam Lantinga
7b6996cf0d Fix the size to the windowed mode, not the fullscreen mode. 2012-10-03 12:19:55 -07:00
Sam Lantinga
2d91f7c6fd Always set the size hints for consistent behavior with all window managers, and it wasn't resetting when switching back from fullscreen mode. 2012-10-03 12:14:04 -07:00
Sam Lantinga
59085a92bb Fixed compile error - had work in progress in there. 2012-10-03 12:04:30 -07:00
Sam Lantinga
0d7982b18c Fixed XRandR code to change resolution on the correct monitor in a multi-monitor setup. 2012-10-03 11:33:09 -07:00
Sam Lantinga
12f7e857fb Fixed copying headers to the Framework 2012-10-02 23:23:44 -07:00
Sam Lantinga
12c6a1cec8 Fixed bug where SDL thought the window was shown and it wasn't actually.
From Rick Johnson:

Here's the call pattern:

Create the window hidden
The game tells it to adjust the window position
Make the window visible.

A problem arises from the SetWindowsPos() - the default behavior of that would cause a WM_ACTIVATE message to be passed, of which SDL interprets that as the window now becoming visible and sets the flags.  The window is not visible though.  Now, when you try to call ShowWindow() - SDL sees those flags as indicating that the window is visible and early returns.

My proposed fix was that if we are calling set windows position and we aren't visible, add on the flag SWP_NOACTIVATE, which tells windows to not send down the WM_ACTIVATE flag.
2012-10-02 10:38:10 -07:00
Gabriel Jacobo
5918660a41 Updated iOS Readme to reflect Game Center integration changes. 2012-10-02 13:29:59 -03:00
Sam Lantinga
04275d9bfb Fixed texture list when swapping textures (thanks Drake Wilson!) 2012-10-02 00:28:23 -07:00
Sam Lantinga
873ecde0ad Initialized default scale for software renderer (thanks Marcus von Appen!) 2012-10-01 23:28:19 -07:00