Mon, 07 Oct 2013 14:16:38 -0700 Fix SDL_SetWindowPosition on fullscreen windows.
Jørgen P. Tjernø <jorgen@valvesoftware.com> [Mon, 07 Oct 2013 14:16:38 -0700] rev 7792
Fix SDL_SetWindowPosition on fullscreen windows. This reverts http://hg.libsdl.org/SDL/rev/7cdeb64faa72 and fixes it in the correct way. If you call SDL_SetWindowPosition on a fullscreen window, it would update the x & y variables for the window, but not actually move the window (since it was fullscreen). That would make the internal state of the SDL_Window incorrect, causing SDL_WarpMouseInWindow to offset incorrectly. This makes it so SDL_SetWindowPosition updates the `windowed' x & y coordinates, which take effect when you revert from fullscreen.
Sun, 06 Oct 2013 20:39:23 -0700 Only allocate a joystick instance ID once we know it's a joystick.
Sam Lantinga <slouken@libsdl.org> [Sun, 06 Oct 2013 20:39:23 -0700] rev 7791
Only allocate a joystick instance ID once we know it's a joystick. This fixes compatibility with code that assumes 0 based joystick instance IDs.
Sun, 06 Oct 2013 13:50:36 -0700 Removed unused variables (thanks Joseph!)
Sam Lantinga <slouken@libsdl.org> [Sun, 06 Oct 2013 13:50:36 -0700] rev 7790
Removed unused variables (thanks Joseph!)
Sun, 06 Oct 2013 13:49:23 -0700 Check for NULL joystick in SDL_JoystickGetGUID()
Sam Lantinga <slouken@libsdl.org> [Sun, 06 Oct 2013 13:49:23 -0700] rev 7789
Check for NULL joystick in SDL_JoystickGetGUID()
Sat, 05 Oct 2013 21:15:55 -0700 Fixed bug where a Logitech wireless keyboard with built-in mouse touchpad didn't get recongized as both devices.
Sam Lantinga <slouken@libsdl.org> [Sat, 05 Oct 2013 21:15:55 -0700] rev 7788
Fixed bug where a Logitech wireless keyboard with built-in mouse touchpad didn't get recongized as both devices.
Sat, 05 Oct 2013 19:09:03 -0700 Fixed bug 2132 - Tests may use invalid SDL_window pointers when windows are closed
Sam Lantinga <slouken@libsdl.org> [Sat, 05 Oct 2013 19:09:03 -0700] rev 7787
Fixed bug 2132 - Tests may use invalid SDL_window pointers when windows are closed norfanin Some of the tests keep using the pointers of a destroyed SDL_Window when the common event handling handled the close event. The event handler itself does not NULL the pointer after the destruction. The attached patch adds a loop in the handler that will assign NULL to the destroyed window. It also adds checks to some of the tests so they skip those windows by checking for NULL.
Sat, 05 Oct 2013 17:08:19 +0200 Added detection of touch devices before first touch events happen on Android.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sat, 05 Oct 2013 17:08:19 +0200] rev 7786
Added detection of touch devices before first touch events happen on Android. On Android available touch devices are now added with video initialization (like the keyboard). This fixes SDL_GetNumTouchDevices() returning 0 before any touch events happened although there is a touch screen available. The adding of touch devices after a touch event was received is still active to allow connecting devices later (if this is possible) and to provide a fallback if the new init did not work somehow. For the implementation JNI was used and API level 9 is required. There seems to be nothing in the Android NDK's input header (input.h) to implement everything on C side without communication with Java side.
Sat, 05 Oct 2013 12:29:05 -0700 Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
Sam Lantinga <slouken@libsdl.org> [Sat, 05 Oct 2013 12:29:05 -0700] rev 7785
Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
Sat, 05 Oct 2013 00:29:57 -0400 Avoid redundant state changes in the GLES2 renderer.
Ryan C. Gordon <icculus@icculus.org> [Sat, 05 Oct 2013 00:29:57 -0400] rev 7784
Avoid redundant state changes in the GLES2 renderer.
Fri, 04 Oct 2013 11:25:14 -0400 Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
Ryan C. Gordon <icculus@icculus.org> [Fri, 04 Oct 2013 11:25:14 -0400] rev 7783
Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
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