Mon, 29 Jun 2015 22:24:00 -0700Fixed bug 2464 - Configure a sdl2-config.cmake.in together with sdl2.pc.in
Sam Lantinga <slouken@libsdl.org> [Mon, 29 Jun 2015 22:24:00 -0700] rev 9785
Fixed bug 2464 - Configure a sdl2-config.cmake.in together with sdl2.pc.in

Leonardo

Despite having a CMakeLists.txt file, SDL2 seems to be mainly built using the autotools system by package-managers. It is nice to have it but it is only useful if you are building SDL2 by yourself.

People that want to use CMake to find their already-installed SDL2 are using a FindSDL2.cmake module based on the old FindSDL.cmake. This is not deprecated but it is discouraged by the CMake devs (see http://www.cmake.org/Bug/view.php?id=14826), as these modules needs maintainers to be included in the official CMake installation.

To fix that, SDL and its accompanying libraries could configure a simple sdl2-config.cmake file, much like it does with sdl2.pc.in. We don't need to configure a full sdl2-config.cmake as in this post, http://forums.libsdl.org/viewtopic.php?t=10068&sid=ccf8abbf0d73fb03ae9cded991e60959 (because it depends on it being built with CMake). Using something as simple as http://www.cmake.org/Wiki/CMake/Tutorials/Packaging#Package_Configuration_Files is deemed enough. Here is another: http://quickgit.kde.org/?p=prison.git&a=blob&f=lib%2Fprison%2FPrisonConfig.cmake.in

Thu, 25 Jun 2015 07:17:08 -0700Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined
Sam Lantinga <slouken@libsdl.org> [Thu, 25 Jun 2015 07:17:08 -0700] rev 9784
Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined

Fri, 26 Jun 2015 20:12:10 +0200Mac OS X: Fixed typo in build script comment.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Fri, 26 Jun 2015 20:12:10 +0200] rev 9783
Mac OS X: Fixed typo in build script comment.

Fri, 26 Jun 2015 20:11:41 +0200Emscripten: Corrected build instructions in documentation.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Fri, 26 Jun 2015 20:11:41 +0200] rev 9782
Emscripten: Corrected build instructions in documentation.

And fixed a typo.

Thu, 25 Jun 2015 11:49:48 -0700Fixed bug 2834 - Patch to support dead keys on Windows
Sam Lantinga <slouken@libsdl.org> [Thu, 25 Jun 2015 11:49:48 -0700] rev 9781
Fixed bug 2834 - Patch to support dead keys on Windows

Elise Maurer

When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release.

Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character.

I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input:

* r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645.

* But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing).

* It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff.

The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.

Wed, 24 Jun 2015 17:55:38 -0700Fixed whitespace in SDL_evdev.c
Sam Lantinga <slouken@libsdl.org> [Wed, 24 Jun 2015 17:55:38 -0700] rev 9780
Fixed whitespace in SDL_evdev.c

Wed, 24 Jun 2015 17:54:39 -0700Fixed an issue with mouse/keyboard removal
Sam Lantinga <slouken@libsdl.org> [Wed, 24 Jun 2015 17:54:39 -0700] rev 9779
Fixed an issue with mouse/keyboard removal

Sometimes, on removal SDL_EVDEV_udev_callback() gets called with zero udev_class. This in turn seems to be caused the SDL_udev.c:guess_device_class() failing to find the attributes of the parent device.

Apparently this is normal, attributes are not guaranteed to be in place during removal, depending on timing. This lack of attributes causes guess_device_class() to return zero.

This fix mimics the code in linux/SDL_sysjoystick.c:joystick_udev_callback() which effectively has the same fix already in place.

Wed, 24 Jun 2015 10:56:51 -0700SDL
Alfred Reynolds <alfred@valvesoftware.com> [Wed, 24 Jun 2015 10:56:51 -0700] rev 9778
SDL
- disable compiling in XAudio2 support. We both need the DX SDK to make this code plus we need to work out the runtime dependency problem this code bring in on windows (needing the DX runtime installed).

CR: SamL

Wed, 24 Jun 2015 10:56:37 -0700SDL
Alfred Reynolds <alfred@valvesoftware.com> [Wed, 24 Jun 2015 10:56:37 -0700] rev 9777
SDL
- do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`". Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data.

CR: SamL

Mon, 22 Jun 2015 23:36:06 -0700Fixed bug 3030 - SDL_RecreateWindow fails to restore title, icon, etc.
Sam Lantinga <slouken@libsdl.org> [Mon, 22 Jun 2015 23:36:06 -0700] rev 9776
Fixed bug 3030 - SDL_RecreateWindow fails to restore title, icon, etc.

Adam M.

It loses the title and icon when window recreation fails. For instance, this may happen when trying to create an OpenGL ES window on a system that doesn't support it. But at that point, the title and icon have already been lost.