Commit graph

10 commits

Author SHA1 Message Date
David Ludwig e365968a4c WinRT: minor formatting tweak in README-winrt 2017-09-19 10:33:08 -04:00
David Ludwig f57ef6ff97 WinRT: noted UWP's inability to work with some game controllers 2017-09-19 10:31:22 -04:00
David Ludwig 2ea09903e6 WinRT: listed VS 2017 optional-component requirements 2017-09-03 16:36:22 -04:00
Philipp Wiesemann 330f2911c2 WinRT: Fixed typo in README. 2017-01-22 22:15:24 +01:00
Sam Lantinga 104c9541d9 Converted README documentation to DOS text format 2016-10-07 17:46:58 -07:00
David Ludwig 441359bd5a WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events
This workaround, unfortunately, requires that apps directly link to a set of
Win32-style cursor resource files (that contain a transparent cursor image).
Copies of suitable resource files are in src/core/winrt/, and should be
included directly in an app's MSVC project.

A rough explanation of this workaround/hack, and why it's needed (and
seemingly can't be done through programmatic means), is in this change's code.
2016-05-14 23:29:49 -04:00
David Ludwig 46851a6701 WinRT: another README tweak 2016-04-17 22:56:20 -04:00
David Ludwig 937ae32c7b WinRT: README tweaks 2016-04-17 22:54:45 -04:00
David Ludwig 25abce513d WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.

This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT.  It has been tested on Win10 on a desktop.  In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.

This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
  the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
  the WinRT backend
- WinRT README updates
2015-11-29 19:33:11 -05:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00