Wed, 07 Aug 2013 16:29:25 -0700 Mac: Support for multiple contexts per SDL_Window.
Jørgen P. Tjernø <jorgen@valvesoftware.com> [Wed, 07 Aug 2013 16:29:25 -0700] rev 7595
Mac: Support for multiple contexts per SDL_Window.
Wed, 07 Aug 2013 16:29:21 -0700 Mac: Don't -[NSOpenGLContext update] on (potentially) the wrong thread.
Jørgen P. Tjernø <jorgen@valvesoftware.com> [Wed, 07 Aug 2013 16:29:21 -0700] rev 7594
Mac: Don't -[NSOpenGLContext update] on (potentially) the wrong thread. If the user is using their context from a non-main thread, we could be calling -[NSOpenGLContext update] on our thread, while they were accessing it on their thread. With this change, we schedule updates when the event comes in on the main thread, and act on them when the user calls SDL_GL_MakeCurrent or SDL_GL_SwapWindow.
Wed, 07 Aug 2013 16:29:15 -0700 Mac: Better mouse-grab if you define SDL_MAC_NO_SANDBOX.
Jørgen P. Tjernø <jorgen@valvesoftware.com> [Wed, 07 Aug 2013 16:29:15 -0700] rev 7593
Mac: Better mouse-grab if you define SDL_MAC_NO_SANDBOX. This uses a better mouse grab if you define SDL_MAC_NO_SANDBOX. This mouse grab uses CGEventTapCreate, which you cannot access if you have sandboxing enabled.
Wed, 07 Aug 2013 14:00:41 -0700 Updated the name of the iOS platform
Sam Lantinga <slouken@libsdl.org> [Wed, 07 Aug 2013 14:00:41 -0700] rev 7592
Updated the name of the iOS platform
Wed, 07 Aug 2013 12:17:33 -0700 Whoops, forgot to commit this piece.
Ryan C. Gordon <icculus@icculus.org> [Wed, 07 Aug 2013 12:17:33 -0700] rev 7591
Whoops, forgot to commit this piece.
Wed, 07 Aug 2013 11:14:16 -0700 SDL_Init() is now just a wrapper around SDL_InitSubSystem().
Ryan C. Gordon <icculus@icculus.org> [Wed, 07 Aug 2013 11:14:16 -0700] rev 7590
SDL_Init() is now just a wrapper around SDL_InitSubSystem().
Wed, 07 Aug 2013 11:12:11 -0700 SDL_*Parachute() are no-ops, remove them.
Ryan C. Gordon <icculus@icculus.org> [Wed, 07 Aug 2013 11:12:11 -0700] rev 7589
SDL_*Parachute() are no-ops, remove them.
Wed, 07 Aug 2013 11:00:44 -0700 Removed SDL_AssertionsInit(). It's a no-op, let's keep it that way. :)
Ryan C. Gordon <icculus@icculus.org> [Wed, 07 Aug 2013 11:00:44 -0700] rev 7588
Removed SDL_AssertionsInit(). It's a no-op, let's keep it that way. :)
Wed, 07 Aug 2013 09:20:41 -0700 Fix building the tests with Visual Studio 2012 (thanks Isaac!)
Sam Lantinga <slouken@libsdl.org> [Wed, 07 Aug 2013 09:20:41 -0700] rev 7587
Fix building the tests with Visual Studio 2012 (thanks Isaac!)
Wed, 07 Aug 2013 01:14:04 -0700 Reset the viewport when we reset the other D3D state.
Sam Lantinga <slouken@libsdl.org> [Wed, 07 Aug 2013 01:14:04 -0700] rev 7586
Reset the viewport when we reset the other D3D state. From Sythical: Hello, I've created a simple SDL2 application which draws a texture on the screen. The problem I'm having is that if I launch another program which loads the UAC popup or if I lock my PC and then login again, the application stops drawing the texture. I tried adding SDL_Delay(10000) after SDL_RenderPresent(renderer). This made the texture stay on the screen for a little bit but the texture wasn't drawn again after the delay. Here's my code: #include "SDL.h" int main(int argc, char *argv[]) { SDL_Renderer *renderer; SDL_Window *window; SDL_Surface *surface; SDL_Texture *rect_texture; SDL_Event main_event; SDL_Rect rect_data; int enable_vsync = 1; if(SDL_Init(SDL_INIT_VIDEO) < 0) return 1; window = SDL_CreateWindow("SDL2 Application", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 600, SDL_WINDOW_RESIZABLE); renderer = SDL_CreateRenderer(window, -1, enable_vsync ? SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC : SDL_RENDERER_ACCELERATED); SDL_SetRenderDrawColor(renderer, 20, 20, 30, 255); surface = SDL_LoadBMP("icon.bmp"); rect_texture = SDL_CreateTextureFromSurface(renderer, surface); rect_data.w = 32; rect_data.h = 32; rect_data.x = 300; rect_data.y = 300; while(main_event.type != SDL_QUIT) { SDL_PollEvent(&main_event); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, rect_texture, NULL, &rect_data); SDL_RenderPresent(renderer); } SDL_DestroyTexture(rect_texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; }
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