src/core


Log

Author Commit Date CI Message
Sam Lantinga 38b49c30 2014-08-19T21:59:56 Changed the name of the IME hint to match the naming convention in SDL
Alex Baines 90bc642f 2014-08-19T23:31:50 Add a SDL_IM_INTERNAL_EDITING event to make IMs like iBus render editing text in its own UI instead of sending TEXTEDITING events. This is useful for applications that handle TEXTINPUT events but not TEXTEDITING events.
Alex Baines f4ddacf4 2014-08-19T23:17:28 Improvements to the IBus related code: + Handle HidePreeditText IBus signal. + Use SDL_GetKeyboardFocus instead of SDL_GetFocusWindow. + Move the X11 IBus SetFocus calls to the X11_DispatchFocus functions. + Simplify the IBus ifdefs when handling X11 KeyEvents. + Remove inotify watch when SDL_IBus_Quit is called.
Alex Baines 6f84f37c 2014-08-19T22:28:53 Take the window border size into account when positioning the IBus candidate list.
Brandon Schaefer 75dacdb9 2014-07-18T14:10:45 Dont redeclare DBusMessage* msg;
Alex Baines 1c6cd678 2014-07-06T22:15:31 Call dbus_shutdown to make valgrind happy.
David Ludwig cf4ff728 2014-07-04T18:20:23 Made the latest XInput + Haptic changes compile and run on WinRT Notes: - Support for the 'Guide' button does not seem to be possible, as XInputGetStateEx is not available on WinRT. - Haptic support appears to be working on WinRT now! - SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx. The calls to those were removed by this change, but only when compiling for WinRT. Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and GetProcAddress calls.
Sam Lantinga b79e7f32 2014-07-03T15:39:55 Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
Sam Lantinga e592b046 2014-06-26T12:42:15 Fixed compiler warning on Android
Sam Lantinga e8d84fbf 2014-06-21T20:35:36 Merged changes from Alexey Petruchik to support Android obb files http://developer.android.com/google/play/expansion-files.html
Alex Baines 41a39837 2014-06-18T20:11:39 Add IBus IME Support, move DBus code to its own file. (v3.3 squashed)
Philipp Wiesemann ca11d7c8 2014-05-17T22:02:25 Changed C++ style comments to fix pedantic warnings.
David Ludwig 164e5b89 2014-05-09T21:28:52 WinRT: display-information code cleanups
David Ludwig 0a879d63 2014-05-09T20:16:21 Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated If a Windows Phone 8.1 device was rotated to anything but Portrait mode, the Direct3D 11 renderer's output wouldn't get aligned correctly with the screen.
Dimitris Zenios 3672aeb4 2014-05-05T22:26:21 Export android jni functions even when build with -fvisibility=hidden flag
David Ludwig c10afa48 2014-04-29T19:22:48 Fixed a linker error when building SDL/WinRT The Win32 APIs, VerifyVersionInfoW and VerSetConditionMask, are not currently available for use in WinRT apps. This change primarily #if[n]defs-out some calls to them.
Sam Lantinga dfea14d9 2014-04-23T13:54:47 Fixed cygwin build
Sam Lantinga acbc321c 2014-04-23T13:47:42 Don't try to load d3dcompiler_46.dll on Windows XP
stopiccot 3cdae42d 2014-04-23T03:42:32 Fixing issues discovered by Philipp Wiesemann
Sam Lantinga 7ae52b17 2014-04-17T20:18:50 Fixed bug 2477 - [PATCH] Joysticks do not work on RHEL6/CentOS6 systems Ashley Whetter RHEL6 and CentOS6 systems still use an old version of udev (147). It wasn't until udev 148 (Yep. 1 version off!) that the input class system changed from "ID_CLASS" to "ID_INPUT_{JOYSTICK,KEYBOARD,MOUSE,etc}" (http://lwn.net/Articles/364728/). Because SDL2 looks for the ID_INPUT_X field this means that it never detects any input devices on RHEL6 systems. I've attached a patch which fixes the problem. If no input devices are detected with "ID_INPUT_X" then SDL will fallback to looking for the old style "ID_CLASS" udev field instead. Because of the "big change" between udev versions I doubt it'll ever get upgraded on RHEL6, but because RHEL7 is on the way I don't know if this patch is worth merging. Hopefully it'll help anyone out that's having this problem though.
David Ludwig 3dcb451f 2014-04-09T21:29:19 Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad.
stopiccot 612f4a69 2014-04-07T21:20:39 inital apk extension support
David Ludwig a99bf4d7 2014-03-24T22:51:03 WinRT: Call IDXGIDevice3::Trim before app-suspend, as required on Windows 8.1 Thanks to Sylvain Becker for pointing this out!
David Ludwig cbf71846 2014-03-24T22:12:38 WinRT: Line ending fixes (CRLF to LF)
David Ludwig c2243092 2014-03-23T11:04:47 WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions SDL_WINDOWEVENT_FOCUS_LOST is now sent when an app's native window is hidden. Likewise, SDL_WINDOWEVENT_FOCUS_GAINED is sent when an app's window is shown. This mimicks behavior seen on iOS and Android. SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are now sent when the app's native window is hidden and shown. Previously, these were sent when an app was suspended and resumed. On Windows 8.x/RT, an app may be sent to the background without being suspended, which previously meant that SDL_WINDOWEVENT_MINIMIZED might never have been sent. (On Windows Phone 8, however, this seems to be different, whereby apps sent to the background appear to always get suspended.)
David Ludwig 50ee99ec 2014-03-23T08:56:52 WinRT: Made app-backgrounded events get sent at separate, distinct times. SDL_APP_WILLENTERBACKGROUND is now sent as soon as the app is told that it is about to go to the background. SDL_APP_DIDENTERBACKGROUND is sent via a WinRT 'deferral operation', which is how WinRT gives apps a bit of extra time (multiple seconds worth) to prepare for an app-backgrounding. The distinction may be important as the deferral operation's code is always run in a separate thread. For Direct3D-only apps, this means that between the two SDL app-backgrounded events, SDL_APP_WILLENTERBACKGROUND will be the only one run from the main thread. Given that some WinRT operations can only be done on the main thread (operations to the CoreWindow fall into this category), this could be important. It is important to note that pre-deferral code may only have a very short bit of time to execute code, less so than code run in the deferral operation (where SDL_APP_DIDENTERBACKGROUND is sent from), which usually gets several seconds to run.
David Ludwig 823bf721 2014-03-22T21:08:05 WinRT globals cleanup: Removed WINRT_GlobalSDLVideoDevice
David Ludwig f25ee50b 2014-03-15T14:54:23 Fixed broken rotation detection routines on WinRT Rotation detection and handling should now work across all, publicly-released, WinRT-based platforms (Windows 8.0, Windows 8.1, and Windows Phone 8.0).
Sam Lantinga f9a58968 2014-03-13T21:21:26 Added missing copyright notices
Sam Lantinga ed02f61d 2014-03-13T00:40:08 Fixed the copyright date on files contributed by David Ludwig
David Ludwig 646cdedb 2014-03-12T12:14:47 Fixed line endings (CRLF to LF) in WinRT source code
David Ludwig 4cd5ed7b 2014-03-12T12:12:20 Merged various WinRT build fixes
David Ludwig b68b6e23 2014-03-12T11:57:15 Fixed various build and runtime errors when using WinRT with VS2012.
Sam Lantinga 641ba099 2014-03-12T07:26:07 Fixed compiling Windows RT code on Visual Studio 2013
David Ludwig e8eb1427 2014-03-10T21:21:35 build fixes for most WinRT-related files Still TODO: getting the D3D11 renderer back up and running in VC 2012.
Sam Lantinga 1367bf87 2014-03-09T11:36:47 Integrated David Ludwig's support for Windows RT
Sam Lantinga 05c23063 2014-03-09T11:06:11 Fixed line endings on WinRT source code
David Ludwig 61ae0c1b 2014-03-04T19:49:11 WinRT: emit SDL_APP_TERMINATING
David Ludwig 844ad500 2014-03-04T19:30:36 WinRT: emit SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events
David Ludwig 6687ece1 2014-03-01T16:37:30 WinRT: cleaned up some hard-to-read SDL_DisplayMode management code
David Ludwig f4a5a0fa 2014-03-01T16:08:16 WinRT: fixed a crash in SDL_Quit SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them. This change moves WinRT's driverdata content into a SDL_malloc'ed field.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
dbrady 109fe0e0 2014-01-28T15:28:20 fixed hat code validation.
David Ludwig abfbed92 2014-01-26T08:06:36 WinRT: simulate keyboard events on Windows Phone 8 back-button presses Pressing the hardware back button on a Windows Phone 8 device will now cause SDL to emit a pair of key-down and key-up events, with the SDL scancode, SDL_SCANCODE_AC_BACK. By default, if WinRT's native back-button-press events are not explicitly marked as 'handled', then Windows Phone will terminate the app. More details on Microsoft's reasoning behind this can be found on MSDN, at http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx To mark back-button-press events as 'handled', set SDL_HINT_WINRT_HANDLE_BACK_BUTTON to 1. Setting it to anything else will cause these events to not be marked as 'handled'. Due to limitations in Windows Phone's APIs, SDL will emit a virtual key-up event immediately after the back button's key-down event is registered. Unfortunately, Windows Phone 8 only allows one to register for back-button-press events, and not back-button-release events.
David Ludwig 7eaa3cd8 2014-01-01T16:05:37 WinRT: added a means to display a privacy policy link via the Settings charm This change is only relevant for Windows 8, 8.1, and RT apps, and only for those that are network-enabled. Such apps must feature a link to a privacy policy, which must be displayed via the Windows Settings charm. This is needed to pass Windows Store app-certification. Using SDL_SetHint, along with SDL_HINT_WINRT_PRIVACY_POLICY_URL and optionally SDL_HINT_WINRT_PRIVACY_POLICY_LABEL, will cause SDL/WinRT to create a link inside the Windows Settings charm, as invoked from within an SDL-based app. Network-enabled Windows Phone apps do not need to set this hint, and should provide some sort of in-app means to display their privacy policy. Microsoft does not appear to provide an OS-integrated means for displaying such on Windows Phone.
Sam Lantinga 69153196 2013-12-27T10:18:19 Switch back to apartment threaded COM initialization, which was the previous default. We do succeed now if the application previously initialized COM in multi-threaded mode.
Sam Lantinga 3666c1f7 2013-12-23T10:54:27 Explicitly initialize COM with multi-threaded support. This is the safest option for applications that use COM, multi-threaded or not.
Gabriel Jacobo bfcd28c1 2013-12-10T16:24:11 [Android] Hotplugging support for joysticks
Sam Lantinga 5e656f89 2013-12-07T11:19:52 Associate the environment with any thread that calls Android_JNI_GetEnv(), in case it's been manually created with pthread_create() or C++11.
Gabriel Jacobo 6c495a80 2013-12-03T12:09:58 [Android] Signal the resume semaphore after pushing the relevant events Ref: Request in #2242
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
David Ludwig 46740a5a 2013-11-28T22:09:21 WinRT: merged with latest SDL 2.x/HG code SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
David Ludwig da0c0a4a 2013-11-28T21:15:05 WinRT: fixed bug: touch input coordinates weren't normalized [0..1] Thanks to Pierre-Yves for pointing this out and providing a fix!
Ryan C. Gordon 7e1289af 2013-11-24T23:56:17 Make internal SDL sources include SDL_internal.h instead of SDL_config.h The new header will include SDL_config.h, but allows for other global stuff.
Philipp Wiesemann c9331664 2013-11-23T23:38:16 Fixed bug 2258 - Crash when using Android clipboard chw The Android clipboard manager methods must be called from the UI thread, otherwise crashes of the dalvikvm happen.
Gabriel Jacobo fdfea4ad 2013-11-19T10:00:05 [Android] Try to improve handling of DPAD|GAMEPAD + KEYBOARD devices It seems some devices report themselves as DPAD or GAMEPAD and KEYBOARD as well, and we need to route different keycodes to different parts of SDL.
Sam Lantinga 4e1ee557 2013-11-16T12:02:09 Fixed bug 2231 - Move src/input/evdev into src/core/linux Ryan C. Gordon To keep the directory layout sane, we should probably move this one piece of source to the linux catch-all directory, instead of making it look like this is part of an SDL "input" subsystem.
Philipp Wiesemann 3f2e942f 2013-11-10T14:39:38 Fixed implicit function declarations by including the missing header.
Philipp Wiesemann bd1e1a93 2013-11-10T14:36:41 Corrected source comment.
Gabriel Jacobo 22770a8f 2013-11-06T11:23:24 [Android] Fixes Bug 2041 - can't get SDL_QUIT event... Thanks to Denis Bernard! Also, changed the Android manifest so the app doesn't quit with orientation changes, and made testgles.c exit properly on Android.
Gabriel Jacobo 0b7c69fe 2013-11-05T20:07:39 Adds Joystick support for Android This bumps the build SDK level to 12 (up from 10). Runtime requirements remain the same (at API level < 12 joystick support is disabled). Also enables building SDL for armv7 and x86.
David Ludwig 3236fc3a 2013-10-28T15:41:22 WinRT: implemented SDL_GetBasePath and SDL_GetPrefPath
David Ludwig 69c5d21d 2013-10-27T21:26:46 WinRT: merged with SDL 2.0.1 codebase
Sam Lantinga a503dabe 2013-10-20T23:23:25 Fixed a crash initializing Android touch IDs
Sam Lantinga a329c7f1 2013-10-18T00:13:51 Fixed bug 2139 - SDL_CreateWindow/WIN_GL_LoadLibrary fails due to external iconv not being able to convert path J?nis R?cis Brief history: We recently ported a game from SDL 1.2 to SDL 2. While doing Windows testing, I soon discovered that the game exits without opening a window with my cross-compiled SDL2.dll, but works great with the SDL2.dll from the MinGW SDK on libsdl.org. It was as simple as swapping out the DLLs to make it work. Running the game in Wine showed that the game actually does run, up until the call to SDL_CreateWindow, which fails and leads the game to print out an error: Failure to create window (LoadLibrary("OPENGL32.DLL"): (null)) Which basically says that there was no error, but maybe that's a Wine quirk. The error string originates in SDL_windowsopengl.c, in WIN_GL_LoadLibrary, which contains this piece of code: wpath = WIN_UTF8ToString(path); _this->gl_config.dll_handle = LoadLibrary(wpath); SDL_free(wpath); if (!_this->gl_config.dll_handle) { char message[1024]; SDL_snprintf(message, SDL_arraysize(message), "LoadLibrary(\"%s\")", path); return WIN_SetError(message); } After some digging, I discovered the culprit: WIN_UTF8ToString returns NULL. Why? Because it calls iconv_open from an iconv.dll that does not support the UCS-2-INTERNAL encoding. Why does the official SDL2.dll work? Because it calls no external iconv functions at all. It turns out that the Fedora MinGW infrastructure (from which I obtained the conventiently prebuilt iconv.dll) does not provide a DLL from libiconv, but instead provides a DLL from a minimal Windows library called win-iconv. Which knows a good bit, but doesn't know anything about UCS-2-INTERNAL: http://code.google.com/p/win-iconv/source/browse/trunk/win_iconv.c#155 So there are two problems here: 1) The error message is clearly useless, because LoadLibrary is an innocent bystander. Instead wpath should probably checked for NULL, and a more appropriate error should be set. Ideally something that makes it clear than an external iconv is causing trouble. 2) SDL doomed itself at the ./configure step, by finding an existing iconv and happily using it without confirming support for the mandatory encodings required by SDL. There are certainly a few easy ways out of the situation (although I didn't yet manage to figure out how to prevent ./configure from looking for external iconv), but this had me completely stomped for a good while, so I figured it's worth writing down if anything. (Search also found this, which talks a little about using UTF-16LE instead of UCS-2-INTERNAL: https://bugzilla.libsdl.org/show_bug.cgi?id=2075)
Sam Lantinga 12ca3ce3 2013-10-17T23:02:29 Fixed building using MinGW Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
Sam Lantinga 90a219a3 2013-10-05T21:15:55 Fixed bug where a Logitech wireless keyboard with built-in mouse touchpad didn't get recongized as both devices.
Philipp Wiesemann 0db36f51 2013-10-05T17:08:19 Added detection of touch devices before first touch events happen on Android. On Android available touch devices are now added with video initialization (like the keyboard). This fixes SDL_GetNumTouchDevices() returning 0 before any touch events happened although there is a touch screen available. The adding of touch devices after a touch event was received is still active to allow connecting devices later (if this is possible) and to provide a fallback if the new init did not work somehow. For the implementation JNI was used and API level 9 is required. There seems to be nothing in the Android NDK's input header (input.h) to implement everything on C side without communication with Java side.
Gabriel Jacobo 9ceed73d 2013-09-28T13:28:19 Raspberry Pi support (also unified UDEV and EVDEV support)
David Ludwig 6004b764 2013-09-22T23:17:25 WinRT: added missing files
David Ludwig 58dd0864 2013-09-22T12:26:53 WinRT: unified the two, public, app-init functions This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.
David Ludwig 34722465 2013-09-06T21:13:15 WinRT: code cleanup: attempted to make it more clear what code is specific to what app type (plain Direct3D or XAML)
David Ludwig de8d9dbb 2013-09-06T21:00:52 WinRT: minor code cleanup regarding events Some event handling functions got sorted in a somewhat consistent manner, and in some cases, were also segregated a bit from app-lifecycle code.
David Ludwig 7e06b806 2013-09-02T15:23:33 WinRT: misc code cleanups regarding touch and mouse events, and also SDL-internal globals
David Ludwig 13c87e71 2013-08-28T16:14:27 WinRT: made simulated-mouse (via touch) input work on Windows Phone in Portrait mode Proper SDL_MOUSE* event support for non-Portrait orientations in Windows Phone is pending.
David Ludwig 31235b4b 2013-08-28T15:27:01 WinRT: made rendering work with orientation changes on Windows Phone Pointer event geometry still needs to be adjusted on Windows Phone, to note.
David Ludwig 2cafee9d 2013-08-27T21:21:09 WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT The XAML support here is still rudimentary. Bugs do exist. You've been warned. XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
David Ludwig 86ea4c4e 2013-08-27T13:03:43 WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT"
David Ludwig 17ca1d00 2013-08-27T12:56:49 WinRT: code cleanup wrt. display mode(s)
David Ludwig 1e78c4a5 2013-08-27T12:20:35 WinRT: more "Windows RT" to "WinRT" renaming
David Ludwig 6dc2a410 2013-08-27T12:13:45 WinRT: moved the WinRT SDL_VideoDevice out of SDL_WinRTApp This was done to help pave the way for XAML support.
David Ludwig 253b9aae 2013-08-27T11:51:17 WinRT: moved the pointer to the global SDL_Window to a separate variable This is a cleanup that is being done to help with WIP XAML support. It may be reverted in the future.
David Ludwig 3e83fd78 2013-08-27T11:39:44 WinRT: misc code cleanups
David Ludwig f8e80edf 2013-08-27T11:00:52 WinRT: removed more hack-code that attempted to help have non-standard window sizes "Non-standard" is defined here as any window size that differs from that provided by WinRT's CoreWindow.
David Ludwig 80abfc4d 2013-08-27T10:57:55 WinRT: minor function and variable name cleanup
David Ludwig 065b2cf4 2013-08-27T10:56:10 WinRT: made all SDL_Windows get sized to the WinRT-defined window size This change removes some code that attempted to allow non-standard window sizes, the idea of which was to do display scaling, and a hackish one at that. If display scaling is needed, use SDL_Renderer as appropriate.
David Ludwig 409d9b1c 2013-08-27T09:53:58 WinRT: removed a deprecated hack regarding window resizing and Direct3D viewports
David Ludwig d78b26ed 2013-08-26T17:17:53 WinRT: moved most platform-specific keyboard and mouse code to shared locations
Gabriel Jacobo 1e49b1ed 2013-08-21T09:47:10 OCD fixes: Adds a space after /* (glory to regular expressions!)
Gabriel Jacobo 695344d1 2013-08-21T09:43:09 OCD fixes: Adds a space before */
David Ludwig 19a168b4 2013-08-20T21:22:32 WinRT: file naming and placement cleanup - moved SDL_WinRTApp.* from src/video/windowsrt/ to src/core/winrt/, and renamed them to SDL_winrtapp.* (to mimick case-sensitivity used elsewhere in SDL) - renamed all "windowsrt" directories (in src) to "winrt", as the shorthand name is used more often (and, IMO, "WinRT" != "Windows RT", not entirely at least)
Gabriel Jacobo 552b04c5 2013-08-20T20:34:40 More non C89 compliant comments
Ryan C. Gordon e43ff8fb 2013-08-20T12:43:06 Added some FIXMEs for later.
Gabriel Jacobo 0eeb76d8 2013-08-19T16:29:46 Fixes bug #2037, common EGL code for Android and X11
David Ludwig f7049b93 2013-08-12T22:29:55 WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.