Fri, 05 Oct 2012 23:18:53 -0400 XFlush() after setting the icon. SDL-1.2
Ryan C. Gordon <icculus@icculus.org> [Fri, 05 Oct 2012 23:18:53 -0400] rev 6563
XFlush() after setting the icon.
Fri, 05 Oct 2012 22:43:00 -0400 Fixed memory leak in X11_SetWindowIcon().
Ryan C. Gordon <icculus@icculus.org> [Fri, 05 Oct 2012 22:43:00 -0400] rev 6562
Fixed memory leak in X11_SetWindowIcon().
Fri, 05 Oct 2012 22:41:02 -0400 Try to use _NET_WM_ICON if possible for X11's SDL_WM_SetIcon() implementation. SDL-1.2
Ryan C. Gordon <icculus@icculus.org> [Fri, 05 Oct 2012 22:41:02 -0400] rev 6561
Try to use _NET_WM_ICON if possible for X11's SDL_WM_SetIcon() implementation. This lets us have larger icons with more colors.
Thu, 04 Oct 2012 23:56:37 -0400 Fixed compiler warning in debug code.
Ryan C. Gordon <icculus@icculus.org> [Thu, 04 Oct 2012 23:56:37 -0400] rev 6560
Fixed compiler warning in debug code.
Thu, 04 Oct 2012 20:41:22 -0700 Turn off video mode debugging
Sam Lantinga <slouken@libsdl.org> [Thu, 04 Oct 2012 20:41:22 -0700] rev 6559
Turn off video mode debugging
Thu, 04 Oct 2012 13:50:41 -0700 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.
Sam Lantinga <slouken@libsdl.org> [Thu, 04 Oct 2012 13:50:41 -0700] rev 6558
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)
Thu, 04 Oct 2012 02:56:25 -0700 Support iPhone 5 launch images
Sam Lantinga <slouken@libsdl.org> [Thu, 04 Oct 2012 02:56:25 -0700] rev 6557
Support iPhone 5 launch images
Thu, 04 Oct 2012 02:13:12 -0700 Keep the launch image up until the application has created an OpenGL view
Sam Lantinga <slouken@libsdl.org> [Thu, 04 Oct 2012 02:13:12 -0700] rev 6556
Keep the launch image up until the application has created an OpenGL view
Wed, 03 Oct 2012 20:49:16 -0700 Fixed bug 1614 - SDL for Android does not implement TextInput API
Sam Lantinga <slouken@libsdl.org> [Wed, 03 Oct 2012 20:49:16 -0700] rev 6555
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.
Wed, 03 Oct 2012 20:22:14 -0700 Fixed compiler warning
Sam Lantinga <slouken@libsdl.org> [Wed, 03 Oct 2012 20:22:14 -0700] rev 6554
Fixed compiler warning
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