Thu, 13 Feb 2014 11:05:24 -0800 Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD)
Sam Lantinga <slouken@libsdl.org> [Thu, 13 Feb 2014 11:05:24 -0800] rev 8210
Added SDL_GetLoadedModule to do the equivalent of GetModuleHandle/dlload(NOLOAD) CR: Jorgen
Wed, 12 Feb 2014 18:12:14 -0300 Try to work around Android's handling of static variables in terminated apps
Gabriel Jacobo <gabomdq@gmail.com> [Wed, 12 Feb 2014 18:12:14 -0300] rev 8209
Try to work around Android's handling of static variables in terminated apps Android, we want to love you, but you don't make it easy for us...
Mon, 10 Feb 2014 13:40:02 -0800 Fixed crash if render target textures are used while the device is lost
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Feb 2014 13:40:02 -0800] rev 8208
Fixed crash if render target textures are used while the device is lost
Mon, 10 Feb 2014 10:02:51 -0800 Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Feb 2014 10:02:51 -0800] rev 8207
Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
Mon, 10 Feb 2014 10:02:42 -0800 Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Feb 2014 10:02:42 -0800] rev 8206
Exposed the font character size and SDLTest_DrawCharacter() to make it easier to do custom debug text layout
Mon, 10 Feb 2014 10:02:18 -0800 Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible.
Sam Lantinga <slouken@libsdl.org> [Mon, 10 Feb 2014 10:02:18 -0800] rev 8205
Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible. This is the case with the Steam In-Home Streaming client.
Mon, 10 Feb 2014 12:47:26 -0500 Fixed DualShock 4 controller config on Mac OS X.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Feb 2014 12:47:26 -0500] rev 8204
Fixed DualShock 4 controller config on Mac OS X.
Mon, 10 Feb 2014 10:53:02 -0500 Fix Cmake so generated SOname matches autoconf's #.
Edward Rudd <urkle@outoforder.cc> [Mon, 10 Feb 2014 10:53:02 -0500] rev 8203
Fix Cmake so generated SOname matches autoconf's #.
Mon, 10 Feb 2014 11:29:48 -0500 Make controllermap, etc, work on platforms with hardcoded window sizes.
Ryan C. Gordon <icculus@icculus.org> [Mon, 10 Feb 2014 11:29:48 -0500] rev 8202
Make controllermap, etc, work on platforms with hardcoded window sizes. This makes sure everything renders correctly, even if, say, an Android device gives you a certain "window" size no matter what you ask for.
Mon, 10 Feb 2014 09:26:22 -0300 Backed out 51935d107921
Gabriel Jacobo <gabomdq@gmail.com> [Mon, 10 Feb 2014 09:26:22 -0300] rev 8201
Backed out 51935d107921 The render target usage in controllermap is required if you are forced to use the app at a different resolution than the one the art has been made for, for example on Android, where you don't control the resolution. (The coordinates for each button are hardcoded to the art size, and appear out of place otherwise)
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