Sat, 01 Mar 2014 16:37:30 -0500WinRT: cleaned up some hard-to-read SDL_DisplayMode management code
David Ludwig <dludwig@pobox.com> [Sat, 01 Mar 2014 16:37:30 -0500] rev 8579
WinRT: cleaned up some hard-to-read SDL_DisplayMode management code

Sat, 01 Mar 2014 16:08:16 -0500WinRT: fixed a crash in SDL_Quit
David Ludwig <dludwig@pobox.com> [Sat, 01 Mar 2014 16:08:16 -0500] rev 8578
WinRT: fixed a crash in SDL_Quit

SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them. This change moves WinRT's driverdata content into a SDL_malloc'ed field.

Sun, 26 Jan 2014 08:06:36 -0500WinRT: simulate keyboard events on Windows Phone 8 back-button presses
David Ludwig <dludwig@pobox.com> [Sun, 26 Jan 2014 08:06:36 -0500] rev 8577
WinRT: simulate keyboard events on Windows Phone 8 back-button presses

Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK.

By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app. More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx

To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1. Setting it to anything else will cause these events to not be marked as 'handled'.

Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered. Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.

Wed, 01 Jan 2014 16:05:37 -0500WinRT: added a means to display a privacy policy link via the Settings charm
David Ludwig <dludwig@pobox.com> [Wed, 01 Jan 2014 16:05:37 -0500] rev 8576
WinRT: added a means to display a privacy policy link via the Settings charm

This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled. Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm. This is needed to pass Windows Store app-certification.

Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app.

Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy. Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.

Mon, 30 Dec 2013 11:59:04 -0500WinRT: d3d11 blend mode bug fixes
David Ludwig <dludwig@pobox.com> [Mon, 30 Dec 2013 11:59:04 -0500] rev 8575
WinRT: d3d11 blend mode bug fixes

The destination target's alpha wasn't getting set correctly in many cases. Among other problems, this prevented some alpha-blended textures from displaying correctly in Windows Phone 8's multitasking screen.

The d3d11 renderer now uses the same blending settings found in the d3d9 renderer.

Thu, 26 Dec 2013 14:21:47 -0500WinRT: minor error cleanup regarding OpenGL init
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 14:21:47 -0500] rev 8574
WinRT: minor error cleanup regarding OpenGL init

Thu, 26 Dec 2013 14:13:20 -0500WinRT: took out some dead comments from SDL_winrtopengles.cpp
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 14:13:20 -0500] rev 8573
WinRT: took out some dead comments from SDL_winrtopengles.cpp

Thu, 26 Dec 2013 13:59:01 -0500WinRT: fixed crash on ARM and x64 during OpenGL window init
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 13:59:01 -0500] rev 8572
WinRT: fixed crash on ARM and x64 during OpenGL window init

Thu, 26 Dec 2013 11:04:35 -0500WinRT: minor header file usage cleanup in the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 11:04:35 -0500] rev 8571
WinRT: minor header file usage cleanup in the d3d11 renderer

Thu, 26 Dec 2013 11:03:43 -0500WinRT: simplified the d3d11 vertex shader a bit
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 11:03:43 -0500] rev 8570
WinRT: simplified the d3d11 vertex shader a bit

The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often. If this does, however, become a performance problem later on, this change can always be reverted.