Sat, 28 Jun 2014 12:50:17 -0300 Another fix to prevent dereferencing a null window pointer in SDL_mouse.c
Gabriel Jacobo <gabomdq@gmail.com> [Sat, 28 Jun 2014 12:50:17 -0300] rev 8965
Another fix to prevent dereferencing a null window pointer in SDL_mouse.c
Sat, 28 Jun 2014 12:48:29 -0300 Disable desktop OpenGL for EGL under Android
Gabriel Jacobo <gabomdq@gmail.com> [Sat, 28 Jun 2014 12:48:29 -0300] rev 8964
Disable desktop OpenGL for EGL under Android
Sat, 28 Jun 2014 12:36:44 -0300 Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain
Gabriel Jacobo <gabomdq@gmail.com> [Sat, 28 Jun 2014 12:36:44 -0300] rev 8963
Fixes #2611 #2610, Touch events cause crash on Android, thanks Alvin & Sylvain This bug was introduced on this rev: https://hg.libsdl.org/SDL/rev/dc80dc0bd22e
Sat, 28 Jun 2014 12:17:29 -0300 SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context
Knut Andre Tidemann <knut.tidemann@gmail.com> [Sat, 28 Jun 2014 12:17:29 -0300] rev 8962
SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context If the EGL extension EGL_KHR_create_context is available, we can use it to set the core/compatability profile and the minimum OpenGL version. Use this if it is available to get the context requested by the GL attributes.
Thu, 26 Jun 2014 12:42:15 -0700 Fixed compiler warning on Android
Sam Lantinga <slouken@libsdl.org> [Thu, 26 Jun 2014 12:42:15 -0700] rev 8961
Fixed compiler warning on Android
Wed, 25 Jun 2014 21:40:56 -0700 Updated the template project for iOS, thanks to Davide Coppola
Sam Lantinga <slouken@libsdl.org> [Wed, 25 Jun 2014 21:40:56 -0700] rev 8960
Updated the template project for iOS, thanks to Davide Coppola
Wed, 25 Jun 2014 21:06:47 -0700 Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain!
Sam Lantinga <slouken@libsdl.org> [Wed, 25 Jun 2014 21:06:47 -0700] rev 8959
Fixed YUV texture update with a subrect in OpenGL ES 2.0 - thanks Sylvain!
Wed, 25 Jun 2014 22:38:40 -0400 WinRT: Fixed game controller axis mappings
David Ludwig <dludwig@pobox.com> [Wed, 25 Jun 2014 22:38:40 -0400] rev 8958
WinRT: Fixed game controller axis mappings SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT has no support for DirectInput. This change makes SDL/WinRT's XInput code snag some recently-changed bits from the Win32-specific, DirectInput + XInput backend, in order to get the SDL_GameController API working again on WinRT, insofar that axes map to the correct parts. TODO: - test all buttons, making sure WinRT maps buttons the same way that Win32 does - consider making the Win32 and WinRT codebases share more stuff, minus the sort of duplication happening via this change. Maybe simulate, or stub-out, DirectInput calls when on WinRT?
Wed, 25 Jun 2014 22:03:05 -0400 WinRT build fix
David Ludwig <dludwig@pobox.com> [Wed, 25 Jun 2014 22:03:05 -0400] rev 8957
WinRT build fix
Wed, 25 Jun 2014 17:24:06 -0400 Patched to compile on Windows.
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 17:24:06 -0400] rev 8956
Patched to compile on Windows.
Wed, 25 Jun 2014 17:20:22 -0400 Whoops, lost this in the merge.
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 17:20:22 -0400] rev 8955
Whoops, lost this in the merge.
Wed, 25 Jun 2014 17:13:43 -0400 Patched to compile with -Werror=declaration-after-statement
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 17:13:43 -0400] rev 8954
Patched to compile with -Werror=declaration-after-statement
Wed, 25 Jun 2014 17:06:12 -0400 Merged Ryan's SDL-gui-backend branch.
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 17:06:12 -0400] rev 8953
Merged Ryan's SDL-gui-backend branch. Adds three APIs, and implements them on X11, Cocoa, and Windows: - SDL_CaptureMouse() - SDL_GetGlobalMouseState() - SDL_SetWindowHitTest()
Wed, 25 Jun 2014 16:16:55 -0400 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 16:16:55 -0400] rev 8952
Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState(). This matches naming conventions in the main repository, between SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
Wed, 11 Jun 2014 00:40:19 -0400 Implemented Cocoa GetAbsoluteMouseState().
Ryan C. Gordon <icculus@icculus.org> [Wed, 11 Jun 2014 00:40:19 -0400] rev 8951
Implemented Cocoa GetAbsoluteMouseState().
Wed, 11 Jun 2014 00:12:19 -0400 Implement Windows GetAbsoluteMouseState().
Ryan C. Gordon <icculus@icculus.org> [Wed, 11 Jun 2014 00:12:19 -0400] rev 8950
Implement Windows GetAbsoluteMouseState().
Wed, 11 Jun 2014 00:12:06 -0400 This should probably query async button state.
Ryan C. Gordon <icculus@icculus.org> [Wed, 11 Jun 2014 00:12:06 -0400] rev 8949
This should probably query async button state.
Thu, 05 Jun 2014 00:54:43 -0400 Wired up Windows resize hit testing.
Ryan C. Gordon <icculus@icculus.org> [Thu, 05 Jun 2014 00:54:43 -0400] rev 8948
Wired up Windows resize hit testing.
Thu, 05 Jun 2014 00:49:25 -0400 Minor tweaks to testhittesting.
Ryan C. Gordon <icculus@icculus.org> [Thu, 05 Jun 2014 00:49:25 -0400] rev 8947
Minor tweaks to testhittesting.
Thu, 05 Jun 2014 00:45:16 -0400 Added SDL_HITTEST_RESIZE_*, and implemented for X11.
Ionut Leonte <ionut.leonte@gmail.com> [Thu, 05 Jun 2014 00:45:16 -0400] rev 8946
Added SDL_HITTEST_RESIZE_*, and implemented for X11.
Thu, 05 Jun 2014 00:03:33 -0400 Implemented SDL_GetAbsoluteMouseState().
Ryan C. Gordon <icculus@icculus.org> [Thu, 05 Jun 2014 00:03:33 -0400] rev 8945
Implemented SDL_GetAbsoluteMouseState(). X11 only for now, but this should be doable on every platform, I think.
Thu, 05 Jun 2014 00:02:42 -0400 Added some (harmlessly) missing braces.
Ryan C. Gordon <icculus@icculus.org> [Thu, 05 Jun 2014 00:02:42 -0400] rev 8944
Added some (harmlessly) missing braces.
Fri, 30 May 2014 09:50:47 -0400 Fixed using SDL_PointInRect() from C++.
Ryan C. Gordon <icculus@icculus.org> [Fri, 30 May 2014 09:50:47 -0400] rev 8943
Fixed using SDL_PointInRect() from C++.
Fri, 30 May 2014 01:51:13 -0400 Fixed up SDL_CaptureMouse() on Windows to work like I expected.
Ryan C. Gordon <icculus@icculus.org> [Fri, 30 May 2014 01:51:13 -0400] rev 8942
Fixed up SDL_CaptureMouse() on Windows to work like I expected. This would have been a one-line patch to the documentation (specifying that captures only work as long as the left mouse button is pressed), but I didn't like that, so I got a little crazy about this instead.
Fri, 30 May 2014 01:49:26 -0400 Fixed hit-testing on Windows.
Ryan C. Gordon <icculus@icculus.org> [Fri, 30 May 2014 01:49:26 -0400] rev 8941
Fixed hit-testing on Windows. Needed to convert from screen to client coords.
Fri, 30 May 2014 01:48:26 -0400 Patched to compile on Visual Studio.
Ryan C. Gordon <icculus@icculus.org> [Fri, 30 May 2014 01:48:26 -0400] rev 8940
Patched to compile on Visual Studio.
Fri, 30 May 2014 01:48:08 -0400 Make some printf() calls into SDL_Log() so I can see them on Windows. :)
Ryan C. Gordon <icculus@icculus.org> [Fri, 30 May 2014 01:48:08 -0400] rev 8939
Make some printf() calls into SDL_Log() so I can see them on Windows. :)
Thu, 29 May 2014 13:39:02 -0400 First shot (not even compiled) at Windows hit-testing support.
Ryan C. Gordon <icculus@icculus.org> [Thu, 29 May 2014 13:39:02 -0400] rev 8938
First shot (not even compiled) at Windows hit-testing support.
Thu, 29 May 2014 13:38:39 -0400 Tweaked hit-testing documentation.
Ryan C. Gordon <icculus@icculus.org> [Thu, 29 May 2014 13:38:39 -0400] rev 8937
Tweaked hit-testing documentation.
Wed, 28 May 2014 01:27:27 -0400 Added a few debug printf() calls.
Ryan C. Gordon <icculus@icculus.org> [Wed, 28 May 2014 01:27:27 -0400] rev 8936
Added a few debug printf() calls.
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