Sun, 02 Nov 2014 11:26:54 -0500 WinRT: updated docs to include details of recently-expanded GLES2 support
David Ludwig <dludwig@pobox.com> [Sun, 02 Nov 2014 11:26:54 -0500] rev 9215
WinRT: updated docs to include details of recently-expanded GLES2 support
Sun, 02 Nov 2014 10:38:29 -0500 WinRT: fixed crash when trying, and failing, to load the opengles2 renderer
David Ludwig <dludwig@pobox.com> [Sun, 02 Nov 2014 10:38:29 -0500] rev 9214
WinRT: fixed crash when trying, and failing, to load the opengles2 renderer The crash would occur when a WinRT app explicitly tried to create an SDL_Renderer using the "opengles2" renderer (via SDL_HINT_RENDER_DRIVER), but OpenGL ES 2 / ANGLE .dlls weren't packaged in the app.
Sun, 02 Nov 2014 10:32:25 -0500 WinRT: enabled OpenGL ES 2 support on Windows Phone
David Ludwig <dludwig@pobox.com> [Sun, 02 Nov 2014 10:32:25 -0500] rev 9213
WinRT: enabled OpenGL ES 2 support on Windows Phone The "future-dev" branch of MSOpenTech's ANGLE/WinRT repository (at https://github.com/msopentech/angle) includes support for Windows Phone 8.1. This change allows it to be used in conjunction with SDL's OpenGL functions.
Sun, 02 Nov 2014 09:02:01 -0500 WinRT: updated an OpenGL-related code-comment
David Ludwig <dludwig@pobox.com> [Sun, 02 Nov 2014 09:02:01 -0500] rev 9212
WinRT: updated an OpenGL-related code-comment
Sun, 02 Nov 2014 08:47:05 -0500 WinRT: expanded OpenGL ES 2 support to enable recent updates to ANGLE/WinRT
David Ludwig <dludwig@pobox.com> [Sun, 02 Nov 2014 08:47:05 -0500] rev 9211
WinRT: expanded OpenGL ES 2 support to enable recent updates to ANGLE/WinRT ANGLE for WinRT has at least two versions: - an older version, which supports Windows 8.0 and 8.1. This is currently the "winrt" branch in MSOpenTech's ANGLE repository (at https://github.com/msopentech/angle) - a newer version, which drops support for Windows 8.0, but is under more active development (via MSOpenTech's "future-dev" branch), and which was recently merged into the ANGLE project's official "master" branch (at https://chromium.googlesource.com/angle/angle) Both versions are setup using slightly different APIs. SDL/WinRT will now attempt to detect which version is being used, and configure it appropriately.
Sat, 01 Nov 2014 11:41:18 -0400 WinRT: moved documentation + setup related TODO items out of README-winrt.md
David Ludwig <dludwig@pobox.com> [Sat, 01 Nov 2014 11:41:18 -0400] rev 9210
WinRT: moved documentation + setup related TODO items out of README-winrt.md The TODO items were moved to SDL Bugzilla, case 2775 (https://bugzilla.libsdl.org/show_bug.cgi?id=2775).
Sat, 01 Nov 2014 11:17:07 -0400 WinRT: made README-winrt.md slightly easier to read in an 80-column text editor
David Ludwig <dludwig@pobox.com> [Sat, 01 Nov 2014 11:17:07 -0400] rev 9209
WinRT: made README-winrt.md slightly easier to read in an 80-column text editor
Sat, 01 Nov 2014 11:14:46 -0400 WinRT: added details of the port's status, to README-winrt.md
David Ludwig <dludwig@pobox.com> [Sat, 01 Nov 2014 11:14:46 -0400] rev 9208
WinRT: added details of the port's status, to README-winrt.md
Thu, 30 Oct 2014 13:44:31 -0400 Patched to compile on pre-C99 compilers.
Ryan C. Gordon <icculus@icculus.org> [Thu, 30 Oct 2014 13:44:31 -0400] rev 9207
Patched to compile on pre-C99 compilers.
Wed, 29 Oct 2014 22:55:40 -0400 X11: Fixed SDL_GetGlobalMouseState() to work better with multimonitor configs.
Dmitry Rekman <dmitry.rekman@epicgames.com> [Wed, 29 Oct 2014 22:55:40 -0400] rev 9206
X11: Fixed SDL_GetGlobalMouseState() to work better with multimonitor configs. Fixes Bugzilla #2770. Thanks to Epic Games for contributing this fix.
Wed, 29 Oct 2014 22:44:35 +0100 Fixed gamecontroller database sorting script not sorting the whole database.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Wed, 29 Oct 2014 22:44:35 +0100] rev 9205
Fixed gamecontroller database sorting script not sorting the whole database. The script was originally written for an SDL_gamecontrollerdb.h which had groups of mappings separated by single lines starting with a "#". This was changed some time ago to #endif/#if pairs. Because the script assumed only a single #endif in the whole file it no longer worked correctly and only processed the first group.
Wed, 29 Oct 2014 22:41:01 +0100 Removed unnecessary NULL check.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Wed, 29 Oct 2014 22:41:01 +0100] rev 9204
Removed unnecessary NULL check.
Wed, 29 Oct 2014 20:35:21 +0100 Updated gamecontroller database sorting script to work with Python 3.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Wed, 29 Oct 2014 20:35:21 +0100] rev 9203
Updated gamecontroller database sorting script to work with Python 3.
Wed, 29 Oct 2014 20:29:32 +0100 Fixed SDL_AddHintCallback() crashing if no more memory available.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Wed, 29 Oct 2014 20:29:32 +0100] rev 9202
Fixed SDL_AddHintCallback() crashing if no more memory available. The return value of SDL_malloc() was not checked and NULL therefore not handled. Also added setting of error message for the other SDL_malloc() in this function.
Wed, 29 Oct 2014 20:20:47 +0100 Fixed bug 2647 - Memory leak in SDL_AddHintCallback function - SDL_hints.c
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Wed, 29 Oct 2014 20:20:47 +0100] rev 9201
Fixed bug 2647 - Memory leak in SDL_AddHintCallback function - SDL_hints.c Nitz Variable entry going out of scope leaks the storage it points to, at: /* Need to add a hint entry for this watcher */ hint = (SDL_Hint *)SDL_malloc(sizeof(*hint)); if (!hint) { return; } Patch is attached.
Mon, 27 Oct 2014 19:53:44 -0400 WinRT: detailed steps, via the WinRT README, to fix a common build error
David Ludwig <dludwig@pobox.com> [Mon, 27 Oct 2014 19:53:44 -0400] rev 9200
WinRT: detailed steps, via the WinRT README, to fix a common build error
Mon, 27 Oct 2014 12:53:47 +0100 Fixed two typos in header file comment.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Mon, 27 Oct 2014 12:53:47 +0100] rev 9199
Fixed two typos in header file comment.
Sun, 26 Oct 2014 23:28:45 +0100 Added handling of NULL as input for SDL_GameControllerAddMapping().
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sun, 26 Oct 2014 23:28:45 +0100] rev 9198
Added handling of NULL as input for SDL_GameControllerAddMapping().
Sun, 26 Oct 2014 23:22:53 +0100 Fixed SDL_GameControllerMappingForGUID() crashing if no more memory available.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sun, 26 Oct 2014 23:22:53 +0100] rev 9197
Fixed SDL_GameControllerMappingForGUID() crashing if no more memory available. The return value of SDL_malloc() was not checked and NULL therefore not handled. NULL returned by SDL_GameControllerMapping()/SDL_GameControllerMappingForGUID() now either means "no mapping" (as before) or "no memory" (just crashed before).
Sun, 26 Oct 2014 17:53:16 +0100 Added handling of NULL as input for SDL_GameControllerMapping().
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sun, 26 Oct 2014 17:53:16 +0100] rev 9196
Added handling of NULL as input for SDL_GameControllerMapping(). For consistency with the similar functions getting SDL_GameController as input. Also NULL is no SDL_GameController and therefore can not have a mapping anyway.
Sun, 26 Oct 2014 17:46:11 +0100 Removed two wrong documentation comments from gamecontroller source.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sun, 26 Oct 2014 17:46:11 +0100] rev 9195
Removed two wrong documentation comments from gamecontroller source. No replacement because correct documentation is already in SDL_gamecontroller.h.
Sun, 26 Oct 2014 17:44:00 +0100 Fixed wording in SDL_GameControllerAddMappingsFromRW() error message.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sun, 26 Oct 2014 17:44:00 +0100] rev 9194
Fixed wording in SDL_GameControllerAddMappingsFromRW() error message.
Sun, 26 Oct 2014 12:33:10 -0400 WinRT: more keyboard code cleanups
David Ludwig <dludwig@pobox.com> [Sun, 26 Oct 2014 12:33:10 -0400] rev 9193
WinRT: more keyboard code cleanups - made keycode listings a bit easier to read - listed VK_ keycode names, where appropriate - removed a few pieces of dead + commented-out code - applied a common 'WINRT_' prefix to internal function names
Sat, 25 Oct 2014 08:54:23 -0400 WinRT: Fixed bug whereby key-detection code could call SDL_Log
David Ludwig <dludwig@pobox.com> [Sat, 25 Oct 2014 08:54:23 -0400] rev 9192
WinRT: Fixed bug whereby key-detection code could call SDL_Log
Sat, 25 Oct 2014 08:50:41 -0400 WinRT: fallback to scancode key detection, if VirtualKey/VK detection fails
David Ludwig <dludwig@pobox.com> [Sat, 25 Oct 2014 08:50:41 -0400] rev 9191
WinRT: fallback to scancode key detection, if VirtualKey/VK detection fails
Sat, 25 Oct 2014 08:43:51 -0400 WinRT: more keyboard code cleanups
David Ludwig <dludwig@pobox.com> [Sat, 25 Oct 2014 08:43:51 -0400] rev 9190
WinRT: more keyboard code cleanups - use SDL_arraysize where appropriate - made long lines of debug-logging code span multiple lines, for easier reading
Fri, 24 Oct 2014 22:09:47 -0400 WinRT: Fixed bug whereby a right-shift key might get reported as left-shift
David Ludwig <dludwig@pobox.com> [Fri, 24 Oct 2014 22:09:47 -0400] rev 9189
WinRT: Fixed bug whereby a right-shift key might get reported as left-shift
Fri, 24 Oct 2014 21:25:21 -0400 WinRT: minor keyboard code cleanup
David Ludwig <dludwig@pobox.com> [Fri, 24 Oct 2014 21:25:21 -0400] rev 9188
WinRT: minor keyboard code cleanup An internally-used hash table was replaced with a plain switch statement.
Fri, 24 Oct 2014 19:50:29 +0200 Added new key codes from Android 4.4 (API 20) and 5.0 (API 21).
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Fri, 24 Oct 2014 19:50:29 +0200] rev 9187
Added new key codes from Android 4.4 (API 20) and 5.0 (API 21).
Fri, 24 Oct 2014 06:52:54 -0700 Remove unused variable.
Brandon Schaefer <brandon.schaefer@canonical.com> [Fri, 24 Oct 2014 06:52:54 -0700] rev 9186
Remove unused variable.
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