Stop shouldn't rewind the sound
New way to allocate Wii U voices
Try to fix Wii U audio hang part 2
Optimise Wii U video code a little
Flush the screen buffer on Wii U
Replace Liberation Mono with DejaVu Sans Mono
Make font look better at 320x240
Upscale 320x240 to 640x480 on the Wii U
Fix the game using too many Wii U voices
Added unfinished Wii U audio backend
Read files from `SD/CSE2-portable` on Wii U
Vertically center screen on Wii U
Change software renderer backend API
Merge branch 'accurate' into portable
Merge branch 'accurate' into portable
Add Wii U compilation instructions to readme
Remove a dead function prototype
Change Wii U input to keyboard emulation
Fix WiiU builds with LTO enabled
Fix GLFW3 not handling exit event while not focussed
Avoid WindowsWrapper.h in controller backend
Untangle Input.cpp from the controller backend
Handle WindowBackend_Software_CreateWindow fail
Account for GetVertexBufferSlot failure
This error should result in failure
Revert "Backends: Added init/de-init messages for backends"
Merge pull request #111 from GabrielRavier/portableAddImprovedErrorHandlingBackends
Backends: Added init/de-init messages for backends
Backends/SDL2/Misc: `!x` -> `x == NULL`
Backends/SDL2/Controller: `!x` -> `x == 0`
Backends: Use "SDL" instead of "SDL2" to match documentation vocabulary
Backends/Rendering/SDLTexture: Used `Uint8` instead of `uint8_t` to match `SDL_SetRenderDrawColor`
Backends/Rendering/SDLTexture: `!x` -> `x == NULL`
Backends/Rendering/SDLTexture: `!x` -> `x == NULL`
Backends/SDL2/Window-Software: `!x` -> `x == NULL`
Backends/SDL2/Window-Software: Removed un-needed braces
Backends/SDL2/Controller: `x` -> `x != NULL` and removed unnecessary braces
Backends/SDL2/Controller: `x` -> `x != NULL` and fixed unequal braces
Backends/Rendering/SDLSurface: `!x` -> `x == NULL`
Backends/Rendering/SDLSurface: Invert `if` and use `!= NULL` instead of implicit conversion to `bool`
Backends/Rendering/OpenGL3: Use `!= NULL` instead of implicit conversion to `bool`
Backends/Rendering/OpenGL3: Wrap both sides of if-else with {} equally.
Backends/GLFW3/Controller: Wrap both sides of if-else with {} equally.
Backends/GLFW3/Controller: Use `!= NULL` instead of implicit conversion to `bool`
Backends/Rendering/OpenGL3: Fixed OpenGLES2 compile
Backend/Audio/SDL2: Replace `puts` call with `Backend_PrintInfo`
Backends/Rendering/OpenGL: Replaced printf with Backend_PrintInfo
Backends: Fix some of the error handling and replaced some printf calls
Backends/SDL2: Finished up improving error handling
Merge branch 'portable' into portableAddImprovedErrorHandlingBackends
Backends/SDL2/Controller: Start improving error handling
Backends/Rendering/OpenGL3: Improve error handling
Fix bug in SDL2 controller backend
external/glad: Used c-debug configuration in order to have extra debug utilities
Backends: Improved miniaudio and GLFW3 error handling
Backends/Rendering/SDLTexture: Finish up improved error handling
Backends/Rendering/SDLTexture: Continued work on error handling
Backends: Started adding a bunch of error handling stuff (error checking only done in SDL2 for now)
The software renderer is longer specific to SDL2
Add GLFW3-Software renderer to Travis
Fix GLFW3-Software fullscreen aspect ratio
Added GLFW3 support for the software renderer
Add extra failure error messages
Rearrange the readme's 'Background' section
Merge branch 'accurate' into portable
Make bugfix consistent with official code
Make it so `Backend_Init` can fail
Replace leftover SDL_ShowSimpleMessageBox calls