Tue, 13 Sep 2016 00:03:28 -0700simplify fullscreen handling using new fullscreen_strategy api, patch contributed by Charlie Birks
Sam Lantinga <slouken@libsdl.org> [Tue, 13 Sep 2016 00:03:28 -0700] rev 10317
simplify fullscreen handling using new fullscreen_strategy api, patch contributed by Charlie Birks

Mon, 12 Sep 2016 23:58:08 -0700use css size for touch normalisation
Charlie Birks <admin@daftgames.net> [Mon, 12 Sep 2016 23:58:08 -0700] rev 10316
use css size for touch normalisation

Fri, 09 Sep 2016 15:12:09 -0700Reverted previous commit which breaks game controller input processing.
Sam Lantinga <slouken@libsdl.org> [Fri, 09 Sep 2016 15:12:09 -0700] rev 10315
Reverted previous commit which breaks game controller input processing.

Thu, 08 Sep 2016 20:38:23 -0700Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing
Sam Lantinga <slouken@libsdl.org> [Thu, 08 Sep 2016 20:38:23 -0700] rev 10314
Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing

Wed, 07 Sep 2016 18:14:26 -04001.2 mac: Apparently the magic -psn command line appears in post-10.9 macOSes. SDL-1.2
Ryan C. Gordon <icculus@icculus.org> [Wed, 07 Sep 2016 18:14:26 -0400] rev 10313
1.2 mac: Apparently the magic -psn command line appears in post-10.9 macOSes.

So don't bother checking the version. Fixes apps failing to chdir to the
app bundle's parent directory, as is expected.

Tue, 06 Sep 2016 13:13:03 -0400emscripten: special case to make SDL_ShowSimpleMessageBox() work.
Ryan C. Gordon <icculus@icculus.org> [Tue, 06 Sep 2016 13:13:03 -0400] rev 10312
emscripten: special case to make SDL_ShowSimpleMessageBox() work.

Browsers don't have the functionality to fully support the generic
SDL_ShowMessageBox(), but this handles the likely most-common case.

Without this, you'd return immediately with a proper error result and no UI,
but probably no one checks that for SDL_ShowSimpleMessageBox. And if they
did: what would they do to handle this anyhow?

We'd need to lobby for an HTML spec of some sort that allows customizable
message boxes--that block!--to properly support SDL message boxes on
Emscripten, but this is probably Good Enough for now.

Tue, 06 Sep 2016 12:18:52 -0400emscripten-buildbot.sh: exit with an error if configure/make fail.
Ryan C. Gordon <icculus@icculus.org> [Tue, 06 Sep 2016 12:18:52 -0400] rev 10311
emscripten-buildbot.sh: exit with an error if configure/make fail.

Sun, 04 Sep 2016 01:42:46 -0400mac: Patched to compile with CMake project.
Ryan C. Gordon <icculus@icculus.org> [Sun, 04 Sep 2016 01:42:46 -0400] rev 10310
mac: Patched to compile with CMake project.

Sun, 04 Sep 2016 01:23:55 -0400coreaudio: Move from AudioUnits to AudioQueues.
Ryan C. Gordon <icculus@icculus.org> [Sun, 04 Sep 2016 01:23:55 -0400] rev 10309
coreaudio: Move from AudioUnits to AudioQueues.

AudioQueues are available in Mac OS X 10.5 and later (and iOS 2.0 and later).
Their API is much more clear (and if you don't mind the threading tapdance
to get its own CFRunLoop) much easier to use in general for our purposes.

As an added benefit: they seemlessly deal with format conversion in ways
AudioUnits don't: for example, my MacBook Pro's built-in microphone won't
capture at 8000Hz and the AudioUnit version wouldn't resample to hide this
fact; the AudioQueue version, however, can handle this.

Sat, 03 Sep 2016 00:13:41 -0400coreaudio: capture devices should let the system allocate the render buffer.
Ryan C. Gordon <icculus@icculus.org> [Sat, 03 Sep 2016 00:13:41 -0400] rev 10308
coreaudio: capture devices should let the system allocate the render buffer.