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8873c000539d596bc9bc52d39b388fb45fdc6933
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.
Fixed bug 2626 - iOS: fix test and template Xcode projects and build scripts to link with CoreMotion
Simple DirectMedia Layer
(SDL)
Version 2.0
---
http://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)
Description
SDL2 for the Nintendo Wii U (build with "cmake [SDL source path] -DCMAKE_TOOLCHAIN_FILE=$WUT_ROOT/share/wut.toolchain.cmake -DCMAKE_INSTALL_PREFIX=$DEVKITPRO/portlibs/wiiu")
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