Log

Author Commit Date CI Message
Ryan C. Gordon 0a6d80ab 2020-02-12T13:08:29 mac: Wait a bit before activating app at startup. This is obnoxious and wrong, but the patch that activates the Dock before activating the app fixes the _menu_ not responding on Catalina, but the first window created by the app won't have keyboard focus without a small delay inserted. This obviously needs a better solution, but it gets it limping along correctly for now.
Sam Lantinga 6fe6946a 2020-02-11T21:19:05 Fixed relative mode mouse events stopping if you click on the title bar
Sam Lantinga 6ec14b7f 2020-02-11T16:23:43 Fixed iOS and Android build
Sam Lantinga 4bb95e84 2020-02-11T16:14:02 Implemented OpenSL-ES audio recording on Android
Sam Lantinga fe8ce66b 2020-02-11T10:35:14 Attempt to make version detection safe for Mac OS X < 10.10
Sam Lantinga 52b410ab 2020-02-11T10:21:31 Workaround for bug 4822 - Broken visual output in full screen mode with OS X 10.15 sjordan We did some investigations into a different direction which I would like to share. As mentioned previously the scaling setting in the preferences play an important role for our problem and they also hint towards an issue with point/pixel scaling factors. We found an interesting correlation between our fail case and the behavior of [nsWindow.screen backingScaleFactor]. It turns out that whenever we encounter the fail case the scale factor is zero when we print it quickly after calling SDL_CreateWindow. After some time the value changes to a non-zero value. In the success case the scaling factor is nonzero 'immediately'. Note that we don't use that factor. We also find that the window backingScaleFactor does not show the strange behavior even in the fail case. We have also attempted to find out whether any event triggers the transition from zero to non-zero. We found the transition happening when we call SDL_PollEvent. We can even force this to happen by explicitly adding a SDL_PollEvent at an early stage, but it will only happen if a certain amount of time elapsed, so we need to add some sleep before the call to trigger the transition at an earlier stage. All that seems to imply that the transition happens async and that SDL_PollEvent merely causes the system to update its internal state at that time. We have also verified that the scaling setting in the preferences does NOT directly correlate to the scaling factor behavior. We find that a particular scaling setting can lead to a fail case for one resolution and a success case for another resolution. This shows that the scaling setting alone does not determine whether the problem will appear or not. We have also verified on another Mac with 10.14 that the scaling factor is always non-zero and we always have the success case. I have no idea how to interpret this initial-zero behavior and haven't found any usable information on the screen backing scale factor. It seems as 10.15 does some stuff more async than before and maybe the problem could be caused by unfortunate timings. I would be very interested to hear your opinion about that. ... Finally we found the cause of all our problems: it's the origin hack in Cocoa_SetWindowFullscreen: /* Hack to fix origin on Mac OS X 10.4 */ NSRect screenRect = [[nswindow screen] frame]; if (screenRect.size.height >= 1.0f) { rect.origin.y += (screenRect.size.height - rect.size.height); } If we comment this one out our game and testdraw2 do behave correctly. It turns out that if a window is not fully contained in the screen, it's screen property becomes zero and therefore we saw a zero when printing the backing scale factor (although it's not clear why it became nonzero later). We suggest to add a runtime check which skips this code for 10.15 (or possibly earlier if you happen to know that the hack is not needed for certain older versions). More info: consider the line NSRect screenRect = [[nswindow screen] frame]; in Cocoa_SetWindowFullscreen. We found that this rect has the dimensions of the desktop on our OS X 10.15 setup. This is true both for the success case and the fail case. It seems as the success case is actually a fail case in disguise. On the other Mac with OS X 10.14 the same rect has the dimension of the newly created screen. This is what I would expect, because at that time the window has already been created successfully and there should be a newly created screen associated to the window. What are the cases in which the whole origin conversion code for the fullscreen case is supposed to have a non-trivial result? Today we found that if we print the dimensions of [nswindow screen] later, then we find them to be correct. So the conclusion seems to be that OS X 10.15 does indeed do the window/screen setup more async than before and that the origin correction code uses the [nswindow screen] at a time where the window/screen setup isn't finalized yet.
Sam Lantinga c31727c7 2020-02-11T10:08:22 Fixed bug 4748 - Calling WIN_UpdateClipCursor() / WIN_UpdateClipCursorForWindows() on WIN_PumpEvents() causes beeping and choppy mouse cursor movement, right-click doesn't work The problem here was calling ClipCursor() continuously in a tight loop. Fixed by only calling ClipCursor() if the clip area needs to be updated.
Sam Lantinga 668276fe 2020-02-11T09:41:55 Don't add a frame to borderless windows. It was done to allow hotkey resizing of borderless windows, but Windows will sometimes draw it, regardless of our WM_* message handling. See bug 4466 for more details.
Sam Lantinga f867cebb 2020-02-11T08:36:13 Fixed bug 4709 - incorrect (not) handling of windows on-screen cursor keys Alex Denisov When using Win10 on-screen keyboard (tooltip.exe), the left and right cursor keys in it do not produce SDLK_LEFT and SDLK_RIGHT events. Windows messages generated by the on-screen keyboard, for some reason, have their scancodes set to zeroes. Here is the log from Spy++: WM_KEYDOWN nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:0 fUp:0 WM_KEYUP nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:1 fUp:1 Regular physical keyboard produces VK_LEFT (ScanCode:4B) and VK_RIGHT (ScanCode:4D) which are interpreted correctly. With on-screen keyboard, the switch statement in VKeytoScancode() does not check for VK_LEFT and VK_RIGHT, returning SDL_SCANCODE_UNKNOWN, which in turn does not get mapped to anything (because the scan codes are zeroes).
Sam Lantinga 232b7fee 2020-02-11T08:26:46 Make it possible for the application to use different C runtime begin/end thread functions
Sam Lantinga 9feabd35 2020-02-11T08:01:44 Make sure SDL_CreateThread has the same signature regardless of how the DLL was created.
Ryan C. Gordon 4378fcd9 2020-02-10T23:48:06 wayland: Fix building with -fno-common (which is now the default in GCC 10). Fixes Bugzilla #4957.
Sam Lantinga d55f47d5 2020-02-10T13:59:05 Fixed compile warning
Fabrice Fontaine cbc65ce8 2020-02-10T13:56:53 src/core/linux/SDL_threadprio.c: fix build without threads Add an include on SDL_error.h to avoid the following build failure without threads: /home/buildroot/autobuild/instance-0/output-1/host/opt/ext-toolchain/bin/../lib/gcc/arm-buildroot-linux-uclibcgnueabihf/8.3.0/../../../../arm-buildroot-linux-uclibcgnueabihf/bin/ld: build/.libs/SDL_threadprio.o: in function `SDL_LinuxSetThreadPriority_REAL': SDL_threadprio.c:(.text+0x0): undefined reference to `SDL_Unsupported' Fixes: - http://autobuild.buildroot.org/results/7f7712c5bd47de4a3fcec1e0d0526fd5a3ecd532 Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
Ryan C. Gordon ed10d947 2020-02-10T12:53:54 opengl: Build out full GL_LINES and respect the diamond-exit rule. Likewise for the GLES1 and GLES2 renderers. This solves the missing pixel at the end of a line and removes all the heuristics for various platforms/drivers. It's possible we could still use GL_LINE_STRIP with this and save some vertex buffer space, assuming this doesn't upset some driver somewhere, but this seems to be a clean fix that makes the GL renderers match the software renderer output. Diamond-exit rule explanation: http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html Fixes Bugzilla #3182.
Sam Lantinga 13155b35 2020-02-10T09:42:53 The scissor rect needs to be updated when the viewport changes in the Metal renderer
Sam Lantinga 3e935aec 2020-02-09T11:44:22 Fixed bug 4966 - KMSDRM: Add dynamic modeset support Anthony Pesch * Remove triple buffering support. As far as I can tell, this goes against the libdrm API; the EGL implementations themselves control the buffering. Removing it isn't absolutely necessary as it seemingly works on the Pi at least, but I noticed this while doing my work and explained my reasoning in the commit. * Replace the crtc_ready logic which allocates an extra bo to perform the initial CRTC configuration (which is required before calling drmModePageFlip) with a call to drmModeSetCrtc after the front and back buffers are allocated, avoiding this allocation. * Standardized the SDL_*Data variable names and null checks to improve readability. Given that there were duplicate fields in each SDL_*Data structure, having generic names such as "data" at times was very confusing. * Removed unused fields from the SDL_*Data structures and moves all display related fields out of SDL_VideoData and into SDL_DisplayData. Not required since the code only supports a single display right now, but this was helpful in reading and understanding the code initially. * Implement KMSDRM_GetDisplayModes / KMSDRM_SetDisplayMode to provide dynamic modeset support. These changes have been tested on a Raspberry Pi 4 and a Dell XPS laptop with an HD 520. As an update, I went back over the triple buffer changes and left them in. I didn't entirely get the code originally, I had just seen it calling KMSDRM_gbm_surface_lock_front_buffer twice for a single swap and had removed it because I was paranoid of bugs stemming from it while working on the modeset changes. I've made a few small changes to the logic that had thrown me off originally and rebased the changes: * The condition wrapping the call to release buffer was incorrect. * The first call to KMSDRM_gbm_surface_lock_front_buffer has been removed. I don't understand why it existed. * Added additional comments describing what was going on in the code (as it does fix the buffer release pattern of the original code before it).
Sam Lantinga 64c58b9f 2020-02-07T20:20:37 Fixed NullPointerException
Sam Lantinga e5e54169 2020-02-07T20:19:32 Removed VID/PID 0x1532/0x0037, which was listed in the Linux kernel as a Razer Sabertooth, because at least one variant of the Razer DeathAdder mouse shows up with this VID/PID. Specifically the Razer DeathAdder 2013 has this VID/PID
Sam Lantinga 833f76ab 2020-02-07T11:49:56 Fixed bug 4968 - NULL passed to memcpy in WriteProprietary in SDL_hidapi_switch.c meyraud705 In SDL_hidapi_switch.c line 443: Function BTrySetupUSB call WriteProprietary with pBuf=NULL and ucLen=0 line 376: WriteProprietary check its input (!pBuf && ucLen > 0) || ucLen > sizeof(packet.rgucProprietaryData): ucLen is 0 so it passes line 382: WriteProprietary call memcpy with pBuf=NULL
Sam Lantinga dd0ebfdf 2020-02-07T11:45:32 Use the triggers to test rumble for more fine grained vibration feedback
Sam Lantinga 8ba77b35 2020-02-07T11:44:57 Use the asynchronous HIDAPI rumble code for Nintendo Switch Pro controllers
Sam Lantinga 81256207 2020-02-07T11:02:34 Update for bug 4923 - Calling SDL_GameControllerRumble() often takes 8 ms meyraud705 Dualshock4 on bluetooth need 78 bytes for the rumble data while SDL_HIDAPI_RumbleRequest can only hold 64 bytes. 'volatile' is not meant for thread synchronization. The list of rumble request could grow infinitely if user call SDL_JoystickRumble too much. The documentation says "Each call to this function cancels any previous rumble effect", so overwriting pending request seem like a good idea.
David Ludwig d88f3f52 2020-02-05T13:16:17 macOS: fix crash if and when joystick-init-on-add fails
Sam Lantinga a199cb89 2020-02-05T09:29:46 Updated the Android Xbox One Wireless Controller mapping for the latest Xbox controller firmware update
Sam Lantinga dc1d3c29 2020-02-04T18:36:23 Catch both PS3 and PS4 motion controls and don't treat them as a game controller
Sam Lantinga 1d1a35ef 2020-02-04T16:05:39 Fixed Visual Studio build
Sam Lantinga 1bd12026 2020-02-04T15:42:49 Added SDL_hidapi_rumble.c to the macOS, iOS and tvOS builds
Sam Lantinga 7c7ae002 2020-02-04T15:35:01 Added SDL_hidapi_rumble.c to the Visual Studio project
Sam Lantinga 02108cf7 2020-02-04T15:27:25 Added missing files from previous commit
Sam Lantinga 1684606f 2020-02-04T15:26:56 Fixed long delay on main thread caused by blocking rumble writes in HIDAPI drivers There is now a thread that handles all HIDAPI rumble requests and a lock that guarantees that we're not reading and writing the device at the same time.
Sam Lantinga 6efebf17 2020-02-04T12:48:53 Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
Sjoerd Simons 976eee77 2020-02-04T07:23:44 Correct joystick hat indexes on linux The index and indices were swapped; Which is fine as long as there are no gaps in the ABS_HAT* event availability but otherwise things do get confused. Signed-off-by: Sjoerd Simons <sjoerd.simons@collabora.co.uk>
Sam Lantinga d19006c5 2020-02-03T16:38:07 Fixed bug 4965 - Update the .hgignore file Cameron Cawley This adds a number of files used by the build systems to the .hgignore file. Most of them are for CMake, but there are other additions as well.
Sam Lantinga ca2186a2 2020-02-03T16:34:33 Fixed bug 4758 - hgignore clion build artifacts Malte clion builds into cmake-build-debug, cmake-build-release etc. by default. Also, it creates the .idea forlder in wich it places some (mostly local) config. Since SDL is perfectly buildable from within the IDE, i think it'd be nice to have the build and ide artifacts ignored by hg.
Sam Lantinga 4b585e75 2020-02-03T08:06:52 Fixed bug 4833 - Use EGL for X11? Martin Fiedler To be precise, this is about *desktop OpenGL* on X11. For OpenGL ES, EGL is already used (as it's the only way to get an OpenGL ES context), as Sylvain noted above. To shine some light on why this is needed: In 99% of all cases, using GLX on X11 is fine, even though it's effectively deprecated in favor of EGL [1]. However, there's at least one use case that *requires* the OpenGL context being created with EGL instead of GLX, and that's DRM_PRIME interoperability: The function glEGLImageTargetTexture2DOES simply doesn't work with GLX. (Currently, Mesa actually crashes when trying that.) Some example code: https://gist.github.com/kajott/d1b29c613be30893c855621edd1f212e Runs on Intel and open-source AMD drivers just fine (others unconfirmed), but with #define USE_EGL 0 (i.e. forcing it to GLX), it crashes. The same happens when using SDL for window and context creation. The good news is that most of the pieces for EGL support on X11 are already in place: SDL_egl.c is pretty complete (and used for desktop OpenGL on Wayland, for example), and SDL_x11opengl.c has the aforementioned OpenGL-ES-on-EGL support. However, when it comes to desktop OpenGL, it's hardcoded to fall back to GLX. I'm not advocating to make EGL the default for desktop OpenGL on X11; don't fix what ain't broken. But something like an SDL_HINT_VIDEO_X11_FORCE_EGL would be very appreciated to make use cases like the above work with SDL. [1] source: Eric Anholt, major Linux graphics stack developer, 7 years ago already - see last paragraph of https://www.phoronix.com/scan.php?page=news_item&px=MTE3MTI
Sam Lantinga 67f44788 2020-02-03T00:57:12 Fixed bug 4917 - Wayland: handle discrete pointer axis events Luis Caceres The current handling of Wayland mouse pointer events only handles wl_pointer.axis events, which, according to the Wayland documentation, deal with mouse wheel scroll events on a continuous scale. While this is reasonable for some input sources (e.g. touchpad two-finger scrolling), it is not for mouse wheel clicks which generate wl_pointer.axis events with large deltas. This patch adds handling for wl_pointer.axis_discrete and wl_pointer.frame events and prefers to report SDL_MouseWheelEvent in discrete units if they are available. This means that for mouse wheel scrolling we count in clicks, but for touchpad two-finger scrolling we still use whatever units Wayland uses. This behaviour is closer to that of the X11 backend. Since these events are only available since version 5 of the wl_seat interface, this patch also checks for this and falls back to the previous behaviour if its not available. I also had to add definitions for some of the pointer and keyboard events specified in versions 2-5 but these are just stubs and do nothing.
Sam Lantinga 68e702b6 2020-02-03T00:51:35 Fixed the hidapi Info.plist for submission to the Apple App Store
Sam Lantinga b5849daf 2020-02-01T09:23:04 Fixed build warnings on Android
Sam Lantinga 212609b3 2020-01-31T14:09:23 Map the right pad on the Steam Controller to the right stick in the game controller API
Sam Lantinga 39a498c9 2020-01-31T13:09:20 Build the hidapi framework and weak link it on Mac OS X
Sam Lantinga 91121ee4 2020-01-31T10:45:04 Weak link the hidapi framework on iOS and tvOS
Sam Lantinga 1190343f 2020-01-30T16:02:56 Build hidapi as a framework on iOS, so it can be linked by the application as well.
David Ludwig 65fd6336 2020-01-30T18:03:34 FIX for SDL-4927: CFRetain+CFRelease a game controller's IOKit object This fixes a crash whereby SDL could crash on macOS/Darwin, if and when a USB game controller gets unplugged. SDL was not retaining a reference to the controller's OS/IOKit-provided 'device object', and was capable of trying to use it, after a device was hot-unplugged.
Sam Lantinga 62a3d6c0 2020-01-30T14:58:41 Fixed build
Sam Lantinga 4e33c013 2020-01-30T14:53:18 More Xcode project improvements
Sam Lantinga 37278066 2020-01-30T14:51:33 Export SDL functions for iOS application delegates
Ryan C. Gordon 66579dbd 2020-01-30T13:47:48 test: Common framework now accepts --usable-bounds command line argument.
Ryan C. Gordon 80e7e2eb 2020-01-30T13:47:19 test: change path in a comment from '\\' to '/' char. Nothing serious here.
Sam Lantinga 0641711e 2020-01-29T20:09:59 Added missing file from previous commit
Sam Lantinga bc685163 2020-01-29T20:09:18 Added a unified Xcode project for macOS, iOS and tvOS
Sam Lantinga 0897f235 2020-01-29T20:09:16 Fixed compiler warning
Sam Lantinga 214eb88f 2020-01-29T20:09:14 Added SDL_hidapi_steam.c to the iOS and tvOS dylib build targets
Sam Lantinga c7a62b41 2020-01-29T20:09:12 There are lots of unused macros in the Steam controller code
Sam Lantinga 355f0b54 2020-01-29T20:09:11 Added support for the Steam Controller on mobile devices
Sam Lantinga c9c89783 2020-01-29T20:09:08 Miscellaneous pending fixes
Sam Lantinga 598cf694 2020-01-28T21:41:13 Fixed member order to make more sense
Sam Lantinga 43b377b0 2020-01-28T17:11:17 Fixed wired PS4 controller support on Android
Ryan C. Gordon 39563b7b 2020-01-28T13:51:24 x11: Use XSync when changing window position instead of XFlush. Attempt to fix regression in Bugzilla #4646.
Ryan C. Gordon c7e1b289 2020-01-27T17:15:12 cocoa: Fix command line apps' menu bar not working on macOS Catalina. Fixes Bugzilla #4937.
Ryan C. Gordon 059de38c 2020-01-27T15:44:48 darwin: Don't pass NULL device refs to IOHIDDeviceGetValue(). Possibly fixes Bugzilla #4961.
Ryan C. Gordon b4c2e29e 2020-01-27T10:58:30 video: Added a hint to override the display's usable bounds.
Sam Lantinga 7ea3f5b4 2020-01-26T12:48:35 Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble meyraud705 Switch hidapi and xinput also need to check for overflow, attached a patch for them.
Sam Lantinga 5e649983 2020-01-26T12:40:32 Don't enumerate devices we can't open
Sam Lantinga adb53d0b 2020-01-26T10:32:39 Fixed disabling the Xbox 360 wireless HIDAPI driver
Sam Lantinga ce7c51a9 2020-01-26T00:37:48 Always release devices in onPause in case we're going to be force stopped, and for consistency with interacting with other activities that might use the controller
Sam Lantinga c9f672fd 2020-01-23T22:24:24 Fixed compiler warnings
Sam Lantinga 2ae41b9c 2020-01-23T12:53:43 Fixed mapping for both versions of the Xbox One Elite Series 2 controller firmware connecting over Bluetooth
Sam Lantinga 48240ac8 2020-01-23T12:53:41 Added mapping for the Xbox One controller connected via the wireless dongle using xow
Sam Lantinga 6dc172d0 2020-01-23T12:53:39 Turn off rumble on drivers which don't respect the replay.length value
Sam Lantinga 30ff5fcf 2020-01-23T01:03:23 SDL_LEAN_AND_MEAN defaults off
Sam Lantinga b5e3d264 2020-01-23T01:00:52 Added a single SDL_LEAN_AND_MEAN define to turn on minimal SDL builds Protected more code with #ifdefs to reduce the size of minimal shared library builds
Sam Lantinga b1c6e7c2 2020-01-23T00:32:34 Fixed compile warning
Sam Lantinga 443bce74 2020-01-22T11:28:35 Added support for the paddles on the Xbox One Elite Series 1 controller
Sylvain Becker 6f89b059 2020-01-22T15:23:44 Documentation of the footprint #defines
Ryan C. Gordon f30ef6ed 2020-01-21T17:40:16 audio: Fixed a '//' style comment.
Sylvain Becker 55afc281 2020-01-21T22:06:09 Add #define SDL_HAVE_BLIT_N_RGB565 to compile out RGB565 LUT
Ryan C. Gordon dbe5c14b 2020-01-21T15:49:37 audio: Calculate a legitimate SDL_AudioSpec::silence in SDL_LoadWAV_RW().
Sylvain Becker 7df22cf2 2020-01-21T21:33:40 A few #defines to reduce SDL2 footprint. Only applied when library is statically linked
Sam Lantinga 25c88ea9 2020-01-20T13:53:40 The Xbox One 0x01 initialization packet is an ack packet
Sam Lantinga 9c3d1602 2020-01-19T11:43:36 Refactored code so SDL_GetJoystickGameControllerType() is called less during controller detection
Sam Lantinga ff068011 2020-01-18T11:21:42 Added missing file from previous commit
Sam Lantinga 43aa1fa9 2020-01-18T11:21:14 Added support for detecting previously unknown Xbox 360 and Xbox One controllers using the HIDAPI driver with libusb and Android
Sam Lantinga 27035425 2020-01-17T11:09:57 There are multiple bindings for XBox One controller model 1708, depending on firmware revision
Sam Lantinga bde1a371 2020-01-17T11:07:19 Added support for the NACON GC-400ES
Sam Lantinga 0a7fe18f 2020-01-17T11:06:02 On Mac OSX there are spurious hat events at program start, so skip these
Sam Lantinga 4e682461 2020-01-17T10:43:14 Reattach the kernel driver after closing USB controllers
Sylvain Becker 005e2dff 2020-01-17T12:41:54 Android: prevents rare crashes when app goes to background or ends. Make sure the thread is actually paused, and context backep-up, before SurfaceView is destroyed (eg surfaceDestroyed() actually returns). Add a timeout when surfaceDestroyed() is called, and check 'backup_done' variable. It prevents crashes like: #00 pc 000000000000c0d0 /system/lib64/libutils.so (android::RefBase::incStrong(void const*) const+8) #01 pc 000000000000c7f4 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::UpdateBufferList(ANativeWindowBuffer*)+284) #02 pc 000000000000c390 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::DequeueBuffer()+240) #03 pc 000000000000bb10 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::GetBuffer(EglSubResource*, EglMemoryDesc*)+64) #04 pc 000000000032732c /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::UpdateResource(EsxContext*)+116) #05 pc 0000000000326dd0 /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::GetResource(EsxContext*, EsxResource**, EsxResource**, int)+56) #06 pc 00000000002ae484 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::AcquireBackBuffer(int)+364) #07 pc 0000000000249680 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::Clear(unsigned int, unsigned int, unsigned int, EsxClearValues*)+1800) #08 pc 00000000002cb52c /vendor/lib64/egl/libGLESv2_adreno.so (EsxGlApiParamValidate::GlClear(EsxDispatch*, unsigned int)+132)
Sylvain Becker d52ba78b 2020-01-17T12:04:18 Fixed bug 4246 - Android: orientation between portrait<->landscape doesn't work Improve handling of landscape/portrait orientation. Promote to SCREEN_ORIENTATION_SENSOR_* when needed. Android window can be somehow resizable. If SDL_WINDOW_RESIZABLE is set, window size change is allowed, for instance when orientation changes (provided the hint allows it).
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga 572f4a85 2020-01-16T15:54:20 Fixed bug 4929 - Software renderer produces bugs when optimizations are turned on with Visual C++ 2019 Konrad I took the liberty of rewriting this function a bit as it seemed to be unnecessary extended with ifs regarding flags (we can check everything in one pass which seem to be the thing which confuses Visual C++ 2019 as well). Also, I have made CPU features an int instead of uint because if we check it against flags which are all ints it might as well just be int (no signed/unsigned bitwise comparison).
Sam Lantinga c6817a2c 2020-01-16T15:32:41 Added support for the paddles on the Xbox One Elite Series 2 controller
Sam Lantinga 4e1cc124 2020-01-16T15:32:39 Improved Xbox One controller initialization
Sam Lantinga 981e0d36 2020-01-16T08:52:59 Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers Konrad This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether. SDL_BLENDMODE_MUL implements following equation: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)) dstA = (srcA * dstA) + (dstA * (1-srcA)) Background: https://i.imgur.com/UsYhydP.png Blended texture: https://i.imgur.com/0juXQcV.png Result for SDL_BLENDMODE_MOD: https://i.imgur.com/wgNSgUl.png Result for SDL_BLENDMODE_MUL: https://i.imgur.com/Veokzim.png I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
Sam Lantinga 669729a8 2020-01-15T22:18:31 Improved Xbox One controller initialization sequence This sequence works across Microsoft, PowerA, PDP, and HORI controllers. The newer Microsoft XBox firmware requires synchronizing the rumble sequence number, when SDL sees it after the initial connect The Razer Wildcat controller requires waiting for init responses before continuing the initialization sequence. The PDP Battlefield 1 controller takes over a second to be ready for initialization, and if initialization is attempted before then, it will fail.
Sam Lantinga 34486005 2020-01-15T22:18:29 Added support for the HORI Fighting Commander
Sam Lantinga 6705e27c 2020-01-13T22:05:58 Added D-PAD bindings for the Linux Steam Controller
Sam Lantinga cb800d1c 2020-01-13T22:05:56 Fixed compiler warning
Sam Lantinga 7775f7ce 2020-01-13T22:05:54 Fixed deadlock in HIDAPI joystick system
Sam Lantinga 3a796d6a 2020-01-13T15:35:54 Free the joystick player index when the joystick is removed