Don't try to clear errors in GL_ActivateRenderer() before we MakeCurrent.

Otherwise, if we destroyed a different renderer, next time this one draws,
it'll clear errors forever (GL_INVALID_OPERATION for having no current
context, at least on Windows), hanging up the program in an infinite loop.

Fixes Bugzilla #1775.
Don't allocate memory if we're just going to fail when checking parameters.
Include SDL_assert.h to fix broken build.
Cursor mask was uninitialized data, causing problems.

Fixes Bugzilla #1461.
Add support for the _NET_WM_BYPASS_COMPOSITOR hint

This hints to window managers to unredirect the window to improve
performance.
Fixed bug 1976 - SDL2.m4 shares same variables as SDL.m4 so they cache values

Edgar Simo

So basically the issue is that:

AC_PATH_PROG(SDL_CONFIG, sdl2-config, no, [$PATH])

in sdl2.m4 shares the same variable (SDL_CONFIG) as sdl.m4:

AC_PATH_PROG(SDL_CONFIG, sdl-config, no, [$PATH])

What happens is if you run the AM_PATH_SDL2 and then AM_PATH_SDL to say fall back on SDL if SDL2 isn't found, the AM_PATH_PROG command gets cached (ac_cv_path_SDL_CONFIG) so that unless you unset this cache variable, the result for AM_PATH_SDL will be EXACTLY the same as for AM_PATH_SDL2.

To fix I would recommend renaming SDL_CONFIG to SDL2_CONFIG in sdl2.m4, replacing all instances so it won't cache to the same variable.
Fixed cursor leak when quitting the mouse subsystem
Added X include path so SDL_syswm.h works correctly on systems with X11 in a non-standard directory.
Fixed bug 1973 - test/Makefile.in fails on Mac OS X with X11 enabled...

Ryan C. Gordon

If you have the X11 SDK installed on Mac OS X, you'll build with X11 support, but the Makefile doesn't build anything but the Cocoa testnative code for Mac OS X, which is fine, but then testnative fails to link because testnative.h enables the X11 support based on the SDL config header.

Building the testnativex11.c code on Mac OS X doesn't work because you need to explicitly link with "-L/usr/X11/lib -lX11" if this code is enabled, but you can't link with that by default because the X11 SDK might be missing.

So this needs a little configure magic to do the right thing (or forcibly disabling X11 support on Mac OS X in testnative.h).
Fixed bug 1813 - MouseMotion relative values do not respect renderer LogicalSize

driedfruit

A trivial issue, the xrel and yrel values of MouseMotion event struct are not adjusted to renderer logical size.
Removed not needed SDL_WINDOW_SHOWN from iOS example programs.
See bug #1667.
Fixed building with cygwin
Note that building with cygwin gcc results in a DLL that depends on cygwin1.dll
Fix bug 1494: add missing test projects to VS2010/VS2010 solution
Corrected internal documentation in source.
Android: Removed all unnecessary dependencies on C++.

C++ is a bit of a minefield on Android. Much functionality still doesn't work, and Android can't decide on which C++ standard library to use, so it provides 3 different ones, all of which are incompatible with each other. (It looks like clang is coming too which will add a new compiler and a 4th standard library.)

As middleware, SDL might be distributed as a binary and intermixed with other projects already using C++. If C++ is intermixed in a bad way, bad things will happen. Removing dependencies on C++ will avoid this problem and downstream users won't have to worry/care.

--HG--
rename : src/core/android/SDL_android.cpp => src/core/android/SDL_android.c
rename : src/main/android/SDL_android_main.cpp => src/main/android/SDL_android_main.c
Updated blend semantics so blending uses the following formula:
    dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
    dstA = srcA + (dstA * (1-srcA))
This allows proper compositing semantics without requiring premultiplied alpha.

Needs full unit test coverage and bug fixes!
Fixed SDL printf output for 0x%.8x
Finished updating testoverlay2 for the new API and added it to the Visual Studio 2010 projects
Added Direct3D shader to hardware accelerate YV12 and IYUV textures.
Add a timeout to the clipboard code to avoid hangs when using synergy. When a timeout is detected we set the clipboard so that we own it so that future timeouts are avoided. Testing has confirmed that this timeout and setting only occurs when the clipboard contains text from my Windows machine.

That is, if you copy from the Windows clipboard and then launch Dota and then repeatedly paste to a terminal window then the text will disappear when Dota hits the timeout. If you then select on the Linux side you can repeatedly paste. If you select again on Windows then the text will get cleared again.

Note that Dota only looks at the clipboard when it has focus.

CR: Saml