src


Log

Author Commit Date CI Message
Sam Lantinga 3fe2d836 2019-09-22T10:37:16 Updated SDL development builds to version 2.0.11
Sam Lantinga cbde0ffa 2019-09-19T16:50:49 The PS4 is ignoring the volume values in the report, so we don't need to fill them in.
Sylvain Becker 79e388bf 2019-09-10T17:12:34 Fixed bug 4798 - PNG w/transparency breaks in SDL 2.0.10 but works in SDL 2.0.9
Sam Lantinga 791df27a 2019-09-09T13:50:46 Fixed compiler warning on Android
Sam Lantinga 715e070d 2019-09-06T08:50:19 SDL_blit_N.c: Correct vec_perm() application on little-endian 64-bit PowerPC The LE transformation for vec_perm has an implicit assumption that the permutation is being used to reorder vector elements (in this case 4-byte integer word elements), not to reorder bytes within those elements. Although this is legal behavior, it is not anticipated by the transformation performed by the compilers. This causes pygame-1.9.1 test failure on PPC64LE because blitted pixmaps are corrupted there due to how SDL uses vec_perm(). From RedHat / Fedora: https://bugzilla.redhat.com/show_bug.cgi?id=1392465 Original patch was provided by: Menanteau Guy <menantea@linux.vnet.ibm.com>
Conn O'Griofa 2d37d291 2019-09-06T08:44:46 KMSDRM_GLES_SwapWindow: fix non-vsync case If KMSDRM_drmModeSetCrtc is called when the swap interval is set to 0, the driver behaves as though vertical sync is engaged by limiting framerate to the refresh rate, but performance is much worse than with vertical sync enabled. Resolve this issue by ensuring that the Crtc is only set up once, and KMSDRM_drmModePageFlip is called, albeit without any followup queueing or waiting for flips.
Sam Lantinga aaec90e5 2019-09-06T08:42:54 Fixed bug 4789 - Linux accelerometers no longer available as joysticks Daniel Drake A long time ago, it was possible to play neverball on Linux using the accelerometer found in HP laptops. The kernel exposes the accelerometer as a joystick (/dev/input/jsX) as well as an evdev device (/dev/input/eventX). I guess it worked fine when SDL was using the js interface, but then stopped working here: http://hg.libsdl.org/SDL/rev/fdaeea9e7567 Looking at current code which uses udev to discover joysticks, it looks for the udev tag ID_INPUT_JOYSTICK. However udev's internal input_id logic specifically tags accelerometers as ID_INPUT_ACCELEROMETER and nothing else. This looks like a good fit for SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
Ozkan Sezer 8a394209 2019-09-05T20:47:20 SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28)
Sylvain Becker bf2f4703 2019-09-05T10:49:53 SDL_windowsmessagebox.c: remove unused variable
Sylvain Becker 1b5e3c19 2019-09-05T10:08:47 SDL_bmp.c: remove unused variable warnings
Sam Lantinga e5580e18 2019-09-04T09:27:58 x11: add a hint to force the VisualID used when creating a window.
Sam Lantinga 892c8d50 2019-09-03T11:55:20 Fixed bug 4536 - Heap-Buffer Overflow in SDL_GetRGB pertaining to SDL_pixels.c Ozkan Sezer As for the issue: This bmp reports bpp=0, therefore SDL_CalculatePitch() returns pitch==0, which is then fed to SDL_malloc() (which is malloc()) and malloc(0) returns _something_ which is not NULL but not someting that we expect.. Then testsprite.c:LoadSprite() accesses the pixels as *(Uint8*)pixels which valrind reports as: ==15533== Invalid read of size 1 ==15533== at 0x8048C08: LoadSprite (testsprite.c:45) ==15533== by 0x80492FC: main (testsprite.c:224) ==15533== Address 0x449e588 is 0 bytes after a block of size 0 alloc'd ==15533== at 0x40072B2: malloc (vg_replace_malloc.c:270) ==15533== by 0x4045719: SDL_CreateRGBSurface (SDL_surface.c:126) ==15533== by 0x40403C1: SDL_LoadBMP_RW (SDL_bmp.c:237) ==15533== by 0x8048BB2: LoadSprite (testsprite.c:36) ==15533== by 0x80492FC: main (testsprite.c:224) Besides, valrind also reports this: ==15533== Conditional jump or move depends on uninitialised value(s) ==15533== at 0x40403F3: SDL_LoadBMP_RW (SDL_bmp.c:247) ==15533== by 0x8048BB2: LoadSprite (testsprite.c:36) ==15533== by 0x80492FC: main (testsprite.c:224) Easy/quick solution would be early-rejecting a bmp with 0 bpp from SDL_bmp.c:SDL_LoadBMP_RW()
Ozkan Sezer b21338eb 2019-09-02T12:35:00 SDL_bmp.c: restore most of the original formatting.
Ryan C. Gordon 847bd8d9 2019-09-02T00:11:58 direct3d: Be more aggressive about resetting state when textures go away. Fixes Bugzilla #4768.
Ryan C. Gordon a3804ba1 2019-09-01T22:41:44 d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!). Fixes Bugzilla #4779.
Sylvain Becker 6c295129 2019-08-31T22:58:11 LoadBMP: fix some warnings
Sylvain Becker 830979c5 2019-08-31T22:52:15 LoadBMP: use code from SDL_image which allows loading compressed BMP files
Sam Lantinga cc64b369 2019-08-30T15:32:15 Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc.
Sam Lantinga afb9ff95 2019-08-30T08:03:19 Fixed bug where the Steam overlay would generate an event and stop input processing for the frame.
Ozkan Sezer 9c8e403f 2019-08-30T11:35:20 use 'U' suffix on constants instead of (unsigned int) cast.
Sylvain Becker d52080c0 2019-08-30T09:00:06 Android: minor warning
Sylvain Becker 70dc8d16 2019-08-30T08:55:20 Android: fix corresponding warnings
Sam Lantinga 13c4d5e7 2019-08-26T17:43:01 Fixed Windows relative mouse coordinates when capturing the mouse over RDP
Alex Szpakowski 0c263738 2019-08-26T18:49:04 gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations.
Sam Lantinga ce3b16fc 2019-08-26T10:08:25 Fixed bug 4475 - add Gasia Co. Ltd PS(R) Gamepad support Frank This gamepad/controller is sold in Germany https://www.amazon.de/gp/product/B01AQTPSA6/ref=ppx_yo_dt_b_asin_title_o03__o00_s00 but isn't supported right now. It identifies as "Gasia Co. Ltd PS(R) Gamepad"
Ozkan Sezer 1e47790c 2019-08-26T18:41:40 RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769)
Sylvain Becker 2cb26188 2019-08-24T20:40:37 Fixed bug 1663 - SDL_EventState(SDL_DOLLARGESTURE,SDL_IGNORE) etc. has no effect
Sam Lantinga 455944c8 2019-08-22T16:12:16 Fixed whitespace
Sam Lantinga b521df66 2019-08-22T16:09:42 [SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
Sam Lantinga 5c15e81c 2019-08-22T15:58:00 Prevent the SPEEDLINK COMPETITION PRO joystick from switching into Android controller mode when enumerated over HID on Windows 10.
Alex Szpakowski dd29abb4 2019-08-22T19:23:52 macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views.
Sylvain Becker 2937317f 2019-08-22T10:15:33 Fixed bug 4172 - remove logging Gesture error "NumPoints = 0" - not necessary when app isn't recording gesture. - happen when gesture path has less than 2 different points
Sylvain Becker 05f35c24 2019-08-19T21:23:47 Fix audio conversion U16_to_F32_SSE2 (bug 4186)
Sylvain Becker 1d220401 2019-08-19T20:35:02 Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises reverse the order when storing ouput buffer
Sylvain Becker c0fc94f2 2019-08-19T16:57:15 Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises reverse the order when storing ouput buffer
Alex Szpakowski bfdb0e97 2019-08-18T10:38:32 metal renderer: optimize SDL_RenderFillRect slightly.
Alex Szpakowski ff7888e6 2019-08-18T09:35:11 render: fix colors not being set properly after the previous change
Alex Szpakowski 1be03b40 2019-08-17T22:26:33 render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
Alex Szpakowski e8278d0d 2019-08-17T16:53:08 metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future. Also optimize vertex buffer binding slightly.
Alex Szpakowski 55a46abf 2019-08-17T01:09:30 metal renderer: more closely match buffer data alignment requirements from the metal specification.
Alex Szpakowski 69c6924c 2019-08-17T00:43:44 render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764).
Alex Szpakowski e5acccc7 2019-08-17T00:37:22 metal renderer: use the device address space instead of the constant address space for colors. It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
Alex Szpakowski 3fb5cabe 2019-08-16T22:13:30 metal: Update compiled shaders based on compilation script changes
Alex Szpakowski 9e57e3e5 2019-08-16T22:11:50 metal: Update shader compilation script with fixes for newer xcode versions and for running on older platforms
Alex Szpakowski 79cd6cfc 2019-08-15T19:38:12 iOS: Fix issues with Split VIew on iPad (bugs #4586, #4705).
Ethan Lee c76f0f5b 2019-08-06T23:08:01 hidapi: Explicitly include locale.h, for setlocale
Sam Lantinga 2a1adf71 2019-08-05T23:52:16 Fixed bug 4747 - [Patch] SDL_ShowMessageBox ignores BUTTON_RETURNKEY_DEFAULT flag Caleb Cornett SDL_ShowMessageBox on UIKit doesn't do anything special with buttons that are marked with the flag SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT. According to Apple's documentation on UIAlertController, a button can respond to a return key if it's marked as the preferredAction of the controller. SDL doesn't set a preferredAction currently, so I've attached a patch to fix that.
Sam Lantinga afdb40af 2019-08-05T23:38:48 Fixed bug 4689 - SDL fails to detect compositor shutdown on Wayland -- program keeps running M Stoeckl To reproduce: 1. Run any SDL-based program with a Wayland compositor, orphaning it so that it doesn't have an immediate parent process. (For example, from a terminal, running `supertux2 & disown`.) The program should use the wayland backend, i.e. by setting environment variable SDL_VIDEODRIVER=wayland. 2. Kill the compositor process. Results: - The SDL program will keep running. Expected results: - The SDL program should close. (What close should mean here, I'm not sure - is injecting an SDL_Quit the appropriate action when a video driver disconnects?) Build data: 2019-06-22, hg tip (12901:bf8d9d29cbf1), Linux, can reproduce with sway, weston, and other Wayland oompositors.
Alex Szpakowski aebaa316 2019-08-05T12:35:32 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
Alex Szpakowski f3683d3a 2019-08-04T23:30:55 macOS: fix a typo in touch handling code.
Alex Szpakowski 109cbd6e 2019-08-04T16:56:40 Fix touch-related compile errors on Linux.
Ethan Lee aa09e612 2019-08-04T00:01:38 Port libusb hid.c to SDL, add to MinGW configure
Alex Szpakowski 2fb71ac5 2019-08-04T00:34:23 Implement touch window IDs on x11/xinput2.
Sam Lantinga 63197c43 2019-08-02T17:19:50 Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex. Add messagebox flags to explicilty request left-to-right button order or right-to-left. If neither is specified it'll be some platform default.
Sam Lantinga d52ffcf9 2019-08-02T17:12:49 Added support for a few controllers on Android
Alex Szpakowski d5ec735a 2019-08-01T18:22:12 Add a windowID field to SDL_TouchFingerEvent (bug #4331). This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
Ozkan Sezer c37c6cbb 2019-07-31T23:37:02 use WIN_IsWindowsVistaOrGreater() from core/windows for isVistaOrNewer
Sam Lantinga c10a8742 2019-07-31T10:20:37 Make sure HIDAPI is initialized whenever we call HIDAPI_IsDevicePresent()
Ozkan Sezer 1b7fc81e 2019-07-31T19:40:50 minor whitespace tidy-up.
Ethan Lee f7d82e56 2019-07-31T12:20:55 hidapi: Add SDL_hidapi.c, allows support for multiple hidapi backends. This is currently supported on Linux and macOS. iOS and Android are not supported at all, Windows support could be added with some changes to the libusb backend. The Visual Studio and Xcode projects do not use this feature. Based on Valve Software's hid.cpp, written in collaboration with Andrew Eikum.
Andrew Eikum c172f36b 2019-07-31T11:14:48 joystick: Ensure HIDAPI is initialized before calling it
Sam Lantinga f8400cbb 2019-07-31T09:11:20 Fixed bug 4692 - Command line parsing Galadrim As I have seen, SDL implements its own command line parser for Windows in SDL_windows_main.c. Unfortunately, it doesn't seem to allow command line arguments with trailing backslashes if quoting is required. Usually, when you write an application that gets command line arguments passed as argc and argv, the parsing is done by parse_cmdline. The Windows API also provides the function CommandLineToArgvW, so an application can parse itself if only the command line string is provided. Both functions behave almost identically according to their documentation. If the argument "\\" (including the quotes) is passed, they both turn it into a single backslash. The SDL command line parser on the other hand doesn't recognize the second quote character as the closing character in this example and therefore includes it in the parsed argument. The parser does not count the number of backslashes preceding a quote. It always treats a quote as escaped if a backslash is in front of it. Therefore, it should be impossible to quote and escape an argument correctly, if it has a trailing backslash and contains characters that require quoting. Of course, each application is allowed to implement its own parsing rules, so SDL is free to do so. But the problem I see is that there are arguments, that are impossible to be passed to the parser correctly, as I described above. Is there a reason, why SDL does not simply use CommandLineToArgvW instead of implementing its own parser? Here are some links that show that correct argument parsing, as it is usually done in Windows, is quite complicated: https://docs.microsoft.com/en-us/windows/desktop/api/shellapi/nf-shellapi-commandlinetoargvw http://www.windowsinspired.com/how-a-windows-programs-splits-its-command-line-into-individual-arguments/
Ozkan Sezer 4953e050 2019-07-31T05:11:40 use SDL_zeroa at more places where the argument is an array.
Ozkan Sezer 7a47c292 2019-07-31T01:22:02 Fix bug 4746 - introduce SDL_zeroa macro.
Ozkan Sezer f96d7cc0 2019-07-31T01:19:26 minor build fix.
Ozkan Sezer fdc67c3c 2019-07-31T00:10:00 MS_ADPCM_Decode: fix assigning an array to a pointer (lose '&').
Ozkan Sezer 2ea0ec62 2019-07-31T00:07:15 better readability..
Ozkan Sezer 5f04ed5f 2019-07-31T00:06:50 SDL_iconv_string: add (char*) casts before SDL_malloc() calls.
Ozkan Sezer ceee7def 2019-07-31T00:05:28 minor build fixes.
Sam Lantinga 97fefd05 2019-07-30T11:00:00 Fixed bug 4538 - validate image size when loading BMP files
Sam Lantinga 31cb854f 2019-07-30T10:04:46 Fixed bug 4745 - 2.0.10 fails to build against macOS 10.11 SDK Joshua Root NSEventSubtypeMouseEvent was added in 10.12, so it needs to be defined on 10.11 as well
Sylvain Becker 18bcafff 2019-07-27T20:21:42 Fixed bug 4739 - Android: loading native libs, generated by bundletool (Thanks akk0rd87)
Sam Lantinga dc714389 2019-07-25T15:21:44 Don't call hid_enumerate() if the HIDAPI drivers are all disabled
Andrew Eikum 738dff4b 2019-07-25T08:05:13 hidapi: Update repository URLs Upstream hidapi has been re-homed. Update the repo URLs to help guide folks where to contribute fixes.
Andrew Eikum 0e9560ae 2019-07-23T14:41:00 hidapi: Zero out new hid_device_info structs
Sam Lantinga e954e32b 2019-07-18T19:33:17 Fixed bug 4726 - Fix for tvOS GetPrefPath Caleb Cornett Unlike iOS and macOS, tvOS does not have any persistent local storage. In fact, the ApplicationSupport directory pointed to by the existing Cocoa GetPrefPath() throws an error whenever any attempt is made to access it. To get any local storage on an Apple TV, our only option is to use a temporary cache directory. This patch changes the tvOS PrefPath to this cache directory and also logs a critical warning that this if developers want their save data to persist across game sessions, they must use some form of iCloud storage.
Ethan Lee bf9bf602 2019-07-17T23:20:57 Copypaste SDL_NSLog to UIKit backend, document it as such
Sam Lantinga 52e62329 2019-07-17T16:47:19 Fixed build error
Sam Lantinga a06d8cd0 2019-07-17T16:47:17 Merged latest changes from Steam into controller_type.h
Sam Lantinga 1dc24160 2019-07-17T16:47:13 Add linked list of opened HID devices to prevent accessing already freed devices in device removal callback that is sometimes called even after being unregistered
Sam Lantinga 89de2512 2019-07-17T13:01:44 Added support for the Victrix Pro Fight Stick for PS4
Sam Lantinga e7c2cf10 2019-07-15T09:36:53 Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows? superfury I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events? My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
Sam Lantinga 064d1223 2019-07-14T16:59:39 Fixed bug 4723 - Generic Xbox pad controller bindings seem odd/broken alexrice999 I have a knock off wired xbox 360 controller called afterglow for xbox 360 controller. Despite there being a few afterglow controllers in the controller mapping the guid of my controller seems to map to Generic Xbox pad. This binding is as follows: ``` "030000006f0e00001304000000010000,Generic X-Box pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:a0,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:a3,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,", ``` When running openmw I have a strange issue that the joysticks work for up and down movements but not for side to side. I managed to track this down to the side to side events being classified as joystick events instead of gamepad events. I believe this is due to both "leftstick" and "leftx" being bound to "a0" which seems odd to me. If I change openmw's mappings to remove these the controller works as expected. I was hoping someone who knows a lot more than me (as I have only been exploring this today trying to fix my controller) would know what is happening
Jimb Esser 6a7161dc 2019-07-14T16:48:31 Blacklist Corsair device causing hang
Alex Szpakowski 8fb8adfc 2019-07-13T17:04:02 macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK. Fixes bug #4714.
Ryan C. Gordon 73536d93 2019-07-12T21:28:43 ios: Fixed MFi guide button not being detected (thanks, Caleb!). Fixes Bugzilla #4721.
Ryan C. Gordon 27ad8e5d 2019-07-11T01:07:14 cocoa: Set keyboard mod state correctly when turning off capslock. Fixes Bugzilla #4716.
Sylvain Becker 86965eec 2019-07-10T10:06:28 x11: prevent a synthetic mouse event when using a touchscreen With multitouch, register to receive XI_Motion (which desctivates MotionNotify), so that we can distinguish real mouse motions from synthetic one. (bug 4690)
Ryan C. Gordon 6ef01e52 2019-07-09T17:28:02 x11: set some modality things on message boxes with parent windows.
Sylvain Becker 66252035 2019-07-09T11:46:42 SDL_Mouse/Touch: discard synthetic events when hints are not set. Those are generated/flagged by platform layer.
Ryan C. Gordon e841b066 2019-07-08T13:41:01 cocoa: Another attempt at mouse vs touch support. This time, we make anything we think is a MacBook trackpad report its touches as SDL_MOUSE_TOUCHID, even though they're not _actually_ synthesized events, and let all mouse input--even if the OS synthesized it from a multitouch trackpad on our behalf--look like physical input. This is backwards from reality, but produces the results most apps will expect. Note that if you have a real touch device that doesn't appear to be the trackpad, it'll produce real touch events with unique device ids, so it's not a total loss here, but also note that the way we decide if it was the trackpad is an imperfect heuristic; it happens to work out right now, but it's not impossible that a real touchscreen could come to the Mac at some point and (incorrectly?) call it a "mouse" input, etc. But for now, good enough. Fixes Bugzilla #4690.
Cameron Gutman 7e09718d 2019-07-07T11:23:16 Ignore synthetic mouse events generated for touchscreens Windows generates fake raw mouse events for touchscreens for compatibility with legacy apps that predate touch support in Windows. We already handle touch events explicitly, so drop the synthetic events to avoid duplicates.
Sam Lantinga 680e7937 2019-07-07T09:10:56 Fixed bug 4710 - audio/alsa: avoid configuring hardware parameters with only a single period Anthony Pesch The previous code first configured the period size using snd_pcm_hw_par- ams_set_period_size_near. Then, it further narrowed the configuration space by calling snd_pcm_hw_params_set_buffer_size_near using a buffer size of 2 times the _requested_ period size in order to try and get a configuration with only 2 periods. If the configured period size was larger than the requested size, the second call could inadvertently narrow the configuration space to contain only a single period. Rather than fixing the call to snd_pcm_hw_params_set_buffer_size_near to use a size of 2 times the configured period size, the code has been changed to use snd_pcm_hw_params_set_periods_min in order to more clearly explain the intent.
Sam Lantinga 67bb882e 2019-07-03T15:57:55 Fixed bug 4707 - SDL_SetRelativeMouseMode fails on Vivante Cameron Gutman The bugfix in https://hg.libsdl.org/SDL/rev/ca9417a52f18 caused SDL_SetRelativeMouseMode() to begin failing on Vivante (Steam Link). Even though Vivante doesn't have a SetRelativeMouseMode() or WarpMouse() function, it's in relative mode already (because it uses evdev) so the function was actually working as intended. I think providing a no-op SetRelativeMouseMode() function for Vivante is a reasonable fix. Since it's already getting relative events through evdev, it really is a no-op to "enter relative mode". In fact, this is probably the right thing to do for all backends that use evdev (vivante, raspberry, and kmsdrm). Raspberry and kmsdrm both have WarpMouse() implementations so SDL_SetRelativeMouseMode() isn't failing there, but it still seems to make sense not to have to do the fake warping if they're evdev-based anyway.
Ryan C. Gordon b46c7719 2019-07-02T16:49:35 raspberry: Actually commit the whole patch. :) (Thanks, Joe!) Fixes Bugzilla #4699.
Ryan C. Gordon d2d06f44 2019-07-02T12:29:36 cocoa: Don't report trackpad mouse events as synthesized touches. Fixes Bugzilla #4690, sort of. I guess.
Ryan C. Gordon d2058b45 2019-07-02T10:26:54 raspberry: Fixed missing mouse cursor (thanks, Joe!) "Starting with changeset 12433, the mouse cursor is not displayed on the Raspberry Pi platform, due to a bug in the handling of the new "global_cursor" in RPI_ShowCursor(). Currently, if cursor == global_cursor, the function immediately returns 0. The function should not return here. Instead, if cursor == global_cursor, it shouldn't try to hide the current cursor and update global_cursor = cursor. However, it *should* still continue through the rest of the function." Fixes Bugzilla #4699.
Ryan C. Gordon d5ebbcb4 2019-07-02T09:43:26 dbus: Don't SimulateUserActivity if we're already inhibiting the screensaver.
Ryan C. Gordon 94658099 2019-07-02T09:38:31 dbus: Add org.freedesktop.ScreenSaver.SimulateUserActivity support.
Alex Szpakowski 027887da 2019-07-01T14:52:56 iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586).