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.
Tue, 05 Jan 2016 01:30:40 -0500 Added special window type flags.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 01:30:40 -0500] rev 10021
Added special window type flags. Specifically: always on top, skip taskbar, tooltip, utility, and popup menu. 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 02:26:45 -0500 Added SDL_DROPTEXT event, for dragging and dropping string data.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:26:45 -0500] rev 10020
Added SDL_DROPTEXT event, for dragging and dropping string data. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Mon, 04 Jan 2016 23:52:40 -0500 Added SDL_GetDisplayUsableBounds().
Ryan C. Gordon <icculus@icculus.org> [Mon, 04 Jan 2016 23:52:40 -0500] rev 10019
Added SDL_GetDisplayUsableBounds().
Wed, 22 Apr 2015 16:50:48 -0400 x11: Optimize SDL_GetGlobalMouseState() a little.
Ryan C. Gordon <icculus@icculus.org> [Wed, 22 Apr 2015 16:50:48 -0400] rev 10018
x11: Optimize SDL_GetGlobalMouseState() a little. Use XInput2 to mark the global mouse state as dirty so we don't have to make a bunch of roundtrips to the X server when nothing has changed.
Tue, 21 Apr 2015 10:14:17 -0400 x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
Ryan C. Gordon <icculus@icculus.org> [Tue, 21 Apr 2015 10:14:17 -0400] rev 10017
x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED. This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
(0) -10000 -3000 -1000 -300 -100 -10 +10 +100 tip