Sun, 23 Mar 2014 23:09:22 -0700 Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
Sam Lantinga <slouken@libsdl.org> [Sun, 23 Mar 2014 23:09:22 -0700] rev 8674
Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
Sun, 23 Mar 2014 23:08:26 -0700 Fixed warning on Mac OS X
Sam Lantinga <slouken@libsdl.org> [Sun, 23 Mar 2014 23:08:26 -0700] rev 8673
Fixed warning on Mac OS X
Sun, 23 Mar 2014 22:53:50 -0700 Fixing Alt-Enter handling, submitted by Nader Golbaz
Sam Lantinga <slouken@libsdl.org> [Sun, 23 Mar 2014 22:53:50 -0700] rev 8672
Fixing Alt-Enter handling, submitted by Nader Golbaz I encountered a little issue: DXGI monitors application's message queue and this behavior interferes with SDL if the application already handles Alt-Enter sequence. I think it is necessary to disable this behavior. http://msdn.microsoft.com/en-us/library/windows/desktop/bb174540%28v=vs.85%29.aspx
Sun, 23 Mar 2014 22:07:01 -0400 WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 22:07:01 -0400] rev 8671
WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts This change does not include message box support for Windows Phone 8, which does not offer the same message box APIs that Windows 8.x/RT does.
Sun, 23 Mar 2014 18:56:47 -0400 Tossed in some SDL_asserts to make static analyzer happier.
Ryan C. Gordon <icculus@icculus.org> [Sun, 23 Mar 2014 18:56:47 -0400] rev 8670
Tossed in some SDL_asserts to make static analyzer happier. (Most of its complaints here are that these ints can be negative, although they wouldn't been in sane cases. Checking sanity is what assertions do, and it placates the analyzer appropriately.)
Sun, 23 Mar 2014 16:08:32 -0400 D3D11: Fixed a crash after a GPU device-reset on Win32
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 16:08:32 -0400] rev 8669
D3D11: Fixed a crash after a GPU device-reset on Win32
Sun, 23 Mar 2014 13:48:16 -0400 D3D11: Added code to handle GPU-device-removed scenarios
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 13:48:16 -0400] rev 8668
D3D11: Added code to handle GPU-device-removed scenarios These scenarios can happen when a GPU is switched, its driver updated, or in some virtual machines (such as Parallels) are suspended and then resumed. In these cases, all GPU resources will already be lost, and it's up to the app to recover. For now, SDL's D3D11 renderer will handle this by freeing all GPU resources, including all textures, and then sending a SDL_RENDER_TARGETS_RESET event. It's currently up to an app to intercept this event, destroy all of its textures, then recreate them from scratch.
Sun, 23 Mar 2014 09:44:04 -0700 Better keyboard detection when some of the keys are remapped, thanks to Lewis Wall
Sam Lantinga <slouken@libsdl.org> [Sun, 23 Mar 2014 09:44:04 -0700] rev 8667
Better keyboard detection when some of the keys are remapped, thanks to Lewis Wall
Sun, 23 Mar 2014 11:04:47 -0400 WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 11:04:47 -0400] rev 8666
WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions SDL_WINDOWEVENT_FOCUS_LOST is now sent when an app's native window is hidden. Likewise, SDL_WINDOWEVENT_FOCUS_GAINED is sent when an app's window is shown. This mimicks behavior seen on iOS and Android. SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are now sent when the app's native window is hidden and shown. Previously, these were sent when an app was suspended and resumed. On Windows 8.x/RT, an app may be sent to the background without being suspended, which previously meant that SDL_WINDOWEVENT_MINIMIZED might never have been sent. (On Windows Phone 8, however, this seems to be different, whereby apps sent to the background appear to always get suspended.)
Sun, 23 Mar 2014 08:56:52 -0400 WinRT: Made app-backgrounded events get sent at separate, distinct times.
David Ludwig <dludwig@pobox.com> [Sun, 23 Mar 2014 08:56:52 -0400] rev 8665
WinRT: Made app-backgrounded events get sent at separate, distinct times. SDL_APP_WILLENTERBACKGROUND is now sent as soon as the app is told that it is about to go to the background. SDL_APP_DIDENTERBACKGROUND is sent via a WinRT 'deferral operation', which is how WinRT gives apps a bit of extra time (multiple seconds worth) to prepare for an app-backgrounding. The distinction may be important as the deferral operation's code is always run in a separate thread. For Direct3D-only apps, this means that between the two SDL app-backgrounded events, SDL_APP_WILLENTERBACKGROUND will be the only one run from the main thread. Given that some WinRT operations can only be done on the main thread (operations to the CoreWindow fall into this category), this could be important. It is important to note that pre-deferral code may only have a very short bit of time to execute code, less so than code run in the deferral operation (where SDL_APP_DIDENTERBACKGROUND is sent from), which usually gets several seconds to run.
(0) -3000 -1000 -300 -100 -10 +10 +100 +300 +1000 tip