Wed, 03 Oct 2012 13:37:44 -0700Keep track of the configure events we've received from the X server.
Sam Lantinga [Wed, 03 Oct 2012 13:37:44 -0700] rev 6542
Keep track of the configure events we've received from the X server.
When programmatically resizing a window on Unity 3D, we'll get a move event with the old size before we get a size event with the new size, and we don't want to clobber our internal state with the old size.

Wed, 03 Oct 2012 12:33:42 -0700Poke window managers to get them to respect the resize hints.
Sam Lantinga [Wed, 03 Oct 2012 12:33:42 -0700] rev 6541
Poke window managers to get them to respect the resize hints.

Wed, 03 Oct 2012 12:19:55 -0700Fix the size to the windowed mode, not the fullscreen mode.
Sam Lantinga [Wed, 03 Oct 2012 12:19:55 -0700] rev 6540
Fix the size to the windowed mode, not the fullscreen mode.

Wed, 03 Oct 2012 12:14:04 -0700Always set the size hints for consistent behavior with all window managers, and it wasn't resetting when switching back from fullscreen mode.
Sam Lantinga [Wed, 03 Oct 2012 12:14:04 -0700] rev 6539
Always set the size hints for consistent behavior with all window managers, and it wasn't resetting when switching back from fullscreen mode.

Wed, 03 Oct 2012 12:04:30 -0700Fixed compile error - had work in progress in there.
Sam Lantinga [Wed, 03 Oct 2012 12:04:30 -0700] rev 6538
Fixed compile error - had work in progress in there.

Wed, 03 Oct 2012 11:33:09 -0700Fixed XRandR code to change resolution on the correct monitor in a multi-monitor setup.
Sam Lantinga [Wed, 03 Oct 2012 11:33:09 -0700] rev 6537
Fixed XRandR code to change resolution on the correct monitor in a multi-monitor setup.

Tue, 02 Oct 2012 23:23:44 -0700Fixed copying headers to the Framework
Sam Lantinga [Tue, 02 Oct 2012 23:23:44 -0700] rev 6536
Fixed copying headers to the Framework

Tue, 02 Oct 2012 10:38:10 -0700Fixed bug where SDL thought the window was shown and it wasn't actually.
Sam Lantinga [Tue, 02 Oct 2012 10:38:10 -0700] rev 6535
Fixed bug where SDL thought the window was shown and it wasn't actually.

From Rick Johnson:

Here's the call pattern:

Create the window hidden
The game tells it to adjust the window position
Make the window visible.

A problem arises from the SetWindowsPos() - the default behavior of that would cause a WM_ACTIVATE message to be passed, of which SDL interprets that as the window now becoming visible and sets the flags. The window is not visible though. Now, when you try to call ShowWindow() - SDL sees those flags as indicating that the window is visible and early returns.

My proposed fix was that if we are calling set windows position and we aren't visible, add on the flag SWP_NOACTIVATE, which tells windows to not send down the WM_ACTIVATE flag.

Tue, 02 Oct 2012 13:29:59 -0300Updated iOS Readme to reflect Game Center integration changes.
Gabriel Jacobo [Tue, 02 Oct 2012 13:29:59 -0300] rev 6534
Updated iOS Readme to reflect Game Center integration changes.

Tue, 02 Oct 2012 00:28:23 -0700Fixed texture list when swapping textures (thanks Drake Wilson!)
Sam Lantinga [Tue, 02 Oct 2012 00:28:23 -0700] rev 6533
Fixed texture list when swapping textures (thanks Drake Wilson!)