Tue, 05 Jan 2016 05:22:35 -0500 Patched to compile.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 05:22:35 -0500] rev 10031
Patched to compile.
Tue, 05 Jan 2016 02:29:16 -0500 Use SDL's stdinc functions instead of C runtime calls.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:29:16 -0500] rev 10030
Use SDL's stdinc functions instead of C runtime calls.
Tue, 05 Jan 2016 02:27:50 -0500 Added SDL_WINDOWEVENT_TAKE_FOCUS.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:27:50 -0500] rev 10029
Added SDL_WINDOWEVENT_TAKE_FOCUS. This is for corner cases where a multi-window app is activated and wants to make a decision about where focus should go. This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
Tue, 21 Apr 2015 10:10:59 -0400 Added SDL_WINDOWEVENT_HIT_TEST.
Ryan C. Gordon <icculus@icculus.org> [Tue, 21 Apr 2015 10:10:59 -0400] rev 10028
Added SDL_WINDOWEVENT_HIT_TEST. This lets windows know when they are dropping a mouse event because their hit test reported something other than SDL_HITTEST_NORMAL. It lets them know exactly where in the event queue this happened. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Tue, 21 Apr 2015 09:45:58 -0400 Added SDL_SetWindowModalFor().
Ryan C. Gordon <icculus@icculus.org> [Tue, 21 Apr 2015 09:45:58 -0400] rev 10027
Added SDL_SetWindowModalFor(). This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Tue, 05 Jan 2016 02:28:56 -0500 Added SDL_SetWindowInputFocus().
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:28:56 -0500] rev 10026
Added SDL_SetWindowInputFocus(). This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Tue, 05 Jan 2016 02:46:10 -0500 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:46:10 -0500] rev 10025
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity(). This is currently implemented for X11, Cocoa, Windows, and DirectFB. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Tue, 05 Jan 2016 02:29:06 -0500 Added SDL_GetWindowBordersSize().
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:29:06 -0500] rev 10024
Added SDL_GetWindowBordersSize(). This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Tue, 05 Jan 2016 02:27:26 -0500 x11: Put a matching window_group wmhint on every window created.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:27:26 -0500] rev 10023
x11: Put a matching window_group wmhint on every window created. This is useful to the Window Manager, so it can know to associate multiple SDL windows with a single app.
Tue, 05 Jan 2016 01:42:00 -0500 Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 01:42:00 -0500] rev 10022
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops. This allows an app to know when a set of drops are coming in a grouping of some sort (for example, a user selected multiple files and dropped them all on the window with a single drag), and when that set is complete. This also adds a window ID to the drop events, so the app can determine to which window a given drop was delivered. For application-level drops (for example, you launched an app by dropping a file on its icon), the window ID will be zero.
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