Sat, 20 Jul 2013 11:16:50 +0200 Corrected comments in test library source.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sat, 20 Jul 2013 11:16:50 +0200] rev 7474
Corrected comments in test library source.
Sat, 20 Jul 2013 11:01:03 +0200 Changed return value of internal function to shorten generic haptic source.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sat, 20 Jul 2013 11:01:03 +0200] rev 7473
Changed return value of internal function to shorten generic haptic source.
Fri, 19 Jul 2013 22:43:14 -0700 Fixed bug 1977 - D3D_UpdateClipRect() sets the wrong width for the clip rect
Sam Lantinga <slouken@libsdl.org> [Fri, 19 Jul 2013 22:43:14 -0700] rev 7472
Fixed bug 1977 - D3D_UpdateClipRect() sets the wrong width for the clip rect Bithika Mookherjee SDL_RenderSetClipRect() calls into renderer->UpdateClipRect(renderer). I am not sure if UpdateClipRect() can point to a number of clip rect update functions, but on my platform it calls D3D_UpdateClipRect(). In that function, the rect to pass to IDirect3DDevice9_SetScissorRect() has it's right field set as: r.right = rect->w + rect->w; But actually, this should be: r.right = rect->x + rect->w;
Fri, 19 Jul 2013 00:22:57 -0400 Fixed wrong type being passed to eglGetConfigAttrib() (thanks, Alexander!).
Ryan C. Gordon <icculus@icculus.org> [Fri, 19 Jul 2013 00:22:57 -0400] rev 7471
Fixed wrong type being passed to eglGetConfigAttrib() (thanks, Alexander!). This wanted an EGLint*, not a VisualID* cast to an EGLint*. Without this, 64-bit X11 fails here, because the datatype sizes are different. Fixes Bugzilla 1686.
Thu, 18 Jul 2013 22:20:09 -0400 Added finger events to SDLTest_PrintEvent().
Ryan C. Gordon <icculus@icculus.org> [Thu, 18 Jul 2013 22:20:09 -0400] rev 7470
Added finger events to SDLTest_PrintEvent().
Tue, 16 Jul 2013 01:02:51 -0700 Mac: Handle SDL_CreateWindow with SDL_WINDOW_MINIMZED.
Jørgen P. Tjernø <jorgen@valvesoftware.com> [Tue, 16 Jul 2013 01:02:51 -0700] rev 7469
Mac: Handle SDL_CreateWindow with SDL_WINDOW_MINIMZED. This fixes bug #1446. You can now create a window with SDL_CreateWindow(..., SDL_WINDOW_MINIMIZED), and not have it immediately restore itself. It also changes SDL_RaiseWindow() to be a no-op on minimized or hidden windows, which is how it behaves on Windows.
Mon, 15 Jul 2013 20:30:04 -0400 Made PND_setwindowgrab() a no-op. It was a cut/paste of PND_destroywindow().
Ryan C. Gordon <icculus@icculus.org> [Mon, 15 Jul 2013 20:30:04 -0400] rev 7468
Made PND_setwindowgrab() a no-op. It was a cut/paste of PND_destroywindow(). This looks like the rest of the code doesn't deal with windows, and probably just deals with a single fullscreen GLES context, like a console would, so making setwindowgrab a no-op makes sense in this case; it's already "grabbed." Fixes Bugzilla #1850.
Mon, 15 Jul 2013 23:00:47 +0200 Changed strdup() to SDL_strdup().
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Mon, 15 Jul 2013 23:00:47 +0200] rev 7467
Changed strdup() to SDL_strdup().
Mon, 15 Jul 2013 11:58:49 -0700 Mac: Bring back FS windows when appropriate
Jørgen P. Tjernø <jorgen@valvesoftware.com> [Mon, 15 Jul 2013 11:58:49 -0700] rev 7466
Mac: Bring back FS windows when appropriate This automatically restores FS windows when the application is made active (Cmd-Tab, you click the Dock icon, or you launch the .app again).
Mon, 15 Jul 2013 11:58:45 -0700 Mac: CGMakePoint -> CGPointMake in previous change.
Jørgen P. Tjernø <jorgen@valvesoftware.com> [Mon, 15 Jul 2013 11:58:45 -0700] rev 7465
Mac: CGMakePoint -> CGPointMake in previous change.
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