src


Log

Author Commit Date CI Message
Brick 0b6a8211 2021-10-12T14:08:20 Messages posted on the same tick are not new
Rémy Tassoux 0789610c 2021-10-14T00:52:05 Add SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN
Sam Lantinga 1fa154fd 2021-10-13T09:33:54 Fix weak enforcement of timeouts in SDL_WaitEventTimeout_Device. This will loop pumping events and waiting for a system event to come in. However not all system events will turn into an SDL event. It's not unusual for a Windows message to be some internal thing that SDL doesn't convert into a message. In that case the loop will simple circle but not exit. As long as such messages are coming in the loop will continue to run regardless of the timeout. When messages finally stop it'll still wait for the full timeout so you can have arbitrarily long delays. Instead do an absolute elapsed time check since the start of the wait. If that is exceeded during any iteration the routine exits as the timeout has elapsed.
Sam Lantinga 2423c514 2021-10-13T09:33:51 Work around hang in AAudioStream_write() during extended shared object loading while running in a debugger. Observed on a OnePlus 8T (KB2005) running Oxygen OS 11.0.10.10.KB05AA. The observed behavior is that any nonzero timeout value would hang until the device was paused and resumed. And a zero timeout value would always return 0 frames written even when audio fragments could be heard. Making a manual timeout system unworkable. None of the straightforward systems imply that there's a detectable problem before the call to AAudioStream_write(). And the callback set within AAudioStreamBuilder_setErrorCallback() does not get called as we enter the hang state. I've found that AAudioStream_getTimestamp() will report an error state from another thread. So this change codifies that behavior a bit until a better fix or more root cause can be found.
Erik Soma 0e294e90 2021-10-12T18:55:31 Ensure that SDL_InitSubSystem quits subsystems after an error. (#4834) * Ensure that SDL_InitSubSystem quits subsystems after an error. * Fix unnecessary change.
Ozkan Sezer 6149e601 2021-10-13T00:03:56 remove IsWin10FCUorNewer() -- not used since commit 40ed9f75c9e1ed
Ozkan Sezer 311671a0 2021-10-12T23:50:02 fixed build after commit 6e356e20ad
Rémy Tassoux 6e356e20 2021-10-12T18:35:52 Fix mouse focus being set to null when a captured mouse cursor leaves the window.
Cameron Cawley 9ee6942e 2021-09-22T14:01:00 Improve RISC OS implementations of SDL_GetBasePath and SDL_GetPrefPath
Cameron Cawley 3db898c5 2020-02-13T22:32:35 riscos: Implement SDL_GetPrefPath()
Sam Lantinga 40ed9f75 2021-10-08T10:05:27 Workaround for Windows occasionally ignoring SetCursorPos() calls Also, since we're flushing mouse motion before and including the warp, we don't need the isWin10FCUorNewer hack to simulate mouse warp motion. Fixes https://github.com/libsdl-org/SDL/issues/4339 and https://github.com/libsdl-org/SDL/issues/4165
Sam Lantinga 373216ae 2021-10-07T18:14:16 Added support for touchpads in the Linux evdev code (thanks Francisco!)
Sam Lantinga 16aeb8d0 2021-10-07T15:04:06 Guarantee that we don't dispatch any mouse motion from before or including the last mouse warp
Sam Lantinga 649466f4 2021-10-07T13:28:44 Flush any pending mouse motion when warping the mouse cursor Fixes https://github.com/libsdl-org/SDL/issues/4165
Väinö Mäkelä ad520573 2021-10-06T09:52:06 wayland: Only dispatch frame events in Wayland_GLES_SwapWindow Dispatching all events in Wayland_GLES_SwapWindow leads to resizes being acked before the program has a chance to handle the resize. This change reduces jumping on fullscreen transition with apps that call SDL_PollEvent before issuing any render calls.
Sam Lantinga dd95c9c8 2021-10-06T09:09:39 Moved focus click check into WIN_UpdateFocus() so we have the correct state when setting keyboard focus Fixes https://github.com/libsdl-org/SDL/issues/4817
Sam Lantinga 1ec409c2 2021-10-06T09:09:09 Don't warp the mouse within a window while it's minimized
DomGries 0d541e5a 2021-10-06T00:36:27 Revert "Fixed relative mode mouse events stopping if you click on the title bar" This has been better fixed by b28ed02 or another related relative mouse mode change of @slouken in SDL 2.0.17 and as such can be reverted to reduce unneeded processing in WM_MOUSEMOVE
Sam Lantinga c542de92 2021-10-05T14:08:36 React to WM_NCACTIVATE instead of WM_SETFOCUS or WM_ACTIVATE for focus changes See https://github.com/libsdl-org/SDL/pull/4293 and https://github.com/libsdl-org/SDL/issues/4450 for details
Sylvain f080273a 2021-10-04T22:00:16 PSP: add implementation for RenderGeometry
Ozkan Sezer e92a639b 2021-10-04T23:00:28 replaced many uses of libc calls with SDL_ counterparts in os2 sources. TODO: core/os2 and geniconv sources _must_ be updated, as well..
Sylvain dd9b2daf 2021-10-04T21:56:42 PSP: fixed build
Ozkan Sezer 3ea35fe5 2021-10-04T21:32:00 fix SDL_atoi() fixes https://github.com/libsdl-org/SDL/issues/4811
Sam Lantinga c501d159 2021-10-03T14:10:21 Fixed range for Steam Controller sensor values
Sam Lantinga ea1a2b94 2021-10-02T09:12:57 Use the correct update rate for Steam Controller sensors
David Gow eadc8f93 2021-10-02T23:08:39 wayland: Cleanup some SDL_TryLockMutex() calls. Check the result of these against 0 explicitly, so that it's obvious we're bailing out on failure, not success.
David Gow 25f9e32b 2021-10-02T16:52:43 wayland: Don't let multiple threads dispatch wayland events at once wl_display_dispatch() will block if there are no events available, and while we try to avoid this by using SDL_IOReady() to verify there are events before calling it, there is a race condition between SDL_IOReady() and wl_display_dispatch() if multiple threads are involved. This is made more likely by the fact that SDL_GL_SwapWindow() calls wl_display_dispatch() if vsync is enabled, in order to wait for frame events. Therefore any program which pumps events on a different thread from SDL_GL_SwapWindow() could end up blocking in one or other of them until another event arrives. This change fixes this by wrapping wl_display_dispatch() in a new mutex, which ensures only one thread can compete for wayland events at a time, and hence the SDL_IOReady() check should successfully prevent either from blocking.
Sam Lantinga 8b745752 2021-10-01T21:32:21 Added support for the gyro and accelerometer on Steam Controllers Fixes https://github.com/libsdl-org/SDL/issues/4577
Sam Lantinga db18764e 2021-10-01T16:27:59 Use correct relative include path
Sam Lantinga 632aca29 2021-10-01T16:17:38 Window input focus is based on WM_SETFOCUS and WM_KILLFOCUS as WM_ACTIVATE doesn't necessarily imply focus. Hopefully resolves https://github.com/libsdl-org/SDL/issues/4450 and https://github.com/libsdl-org/SDL/pull/4293
Sam Lantinga 9706feac 2021-10-01T15:11:25 Update length after shortening string (thanks mayraud705!) Closes https://github.com/libsdl-org/SDL/pull/4698
Sylvain 77acd44f 2021-10-01T22:30:51 DirectFB: fixed creation of palette textures
Sylvain 83d60090 2021-09-30T23:47:37 DirectFB: add partial support for RenderGeometry allow to fill triangles with color or texture but only uniform vertex color is handled (not per vertex color)
Cameron Cawley c270949b 2021-09-28T18:07:22 Add a fast path for ARGB888->(A)BGR888 blending with pixel alpha
Ryan C. Gordon 114d1d46 2021-09-27T23:18:25 direct3d: Remove unnecessary render target support check. Direct3D 9 dictates that caps.NumSimultaneousRTs must always be at least 1, which is to say that Direct3D 9 level hardware must always support render targets. (caps.NumSimultaneousRTs is meant to show if you can draw to multiple render targets in a single draw call.) We had already hardcoded SDL_RENDERER_TARGETTEXTURE as available earlier in the function anyhow. Fixes #4781.
Ethan Lee 0fc43504 2021-09-27T16:41:43 wayland: Add support for XCURSOR_THEME/SIZE
Martin Mauersics 7c050aa6 2021-09-27T13:53:16 egl: Don't fail to create a context if KHR_create_context_no_error is unsupported
David Gow 35d04558 2021-09-27T16:57:09 video: wayland: Support displays with a 0 refresh rate Some wayland compositors report the refresh rate as 0. Since we want to force a minimum refresh rate of 10 frames worth, we were dividing by the reported refresh rate, causing a divide-by-zero. If the refresh rate is 0, instead force a frame every second if no frame callbacks are received. This fixes bug #4785
Sam Lantinga 9672d581 2021-09-26T14:22:11 Need to check structure version before setting xdg_toplevel to NULL
Northfear 14f22519 2021-09-26T18:11:22 Use SDL_calloc for allocation of gxm_texture
Cacodemon345 b592e78f 2021-09-25T12:55:41 wayland: Expose xdg_toplevel to SysWM
Sam Lantinga 477fcf52 2021-09-24T10:49:46 Fixed whitespace
Sam Lantinga db68af80 2021-09-24T10:49:44 Reduce the likelyhood that the mouse will hover over the taskbar or toast notification while in relative mode, which causes a mouse leave event. This will still happen occasionally as the mouse is whipped around, if there is a window overlapping the game window, but it should happen less often now. This could even happen with the original code that warped the mouse every frame, so this should be a good compromise where we don't warp the mouse continously and we still keep the mouse in the safe area of the game window. Note that notifications can be any size, so the safe area may need to be adjusted or even dynamically defined via a hint.
Ethan Lee 7ed415d2 2021-09-23T14:07:38 wayland: Reuse KeySymToUcs4 to replicate X11 keymap behavior
Ethan Lee 1a4e2e5e 2021-09-23T14:31:54 wayland: For text, ignore key events when Ctrl is held Fixes #4695
Ryan C. Gordon 0aff42a1 2021-09-23T00:02:44 egl: Group data fields before function pointers in SDL_EGL_VideoData.
Ryan C. Gordon 0ad4956c 2021-09-23T00:00:46 egl: explicitly call eglBindAPI during SDL_GL_MakeCurrent. The EGL API binding must be specified per-thread, per the docs. Fixes #1820.
Ryan C. Gordon 31477160 2021-09-22T09:27:41 egl: make an int into an SDL_bool.
Sam Lantinga 4ec259a7 2021-09-22T19:06:11 Fixed building on Visual Studio 2013 and older
Sam Lantinga 287571fb 2021-09-22T17:40:57 Limit effect of in_title_click and focus_click_pending to only blocking cursor warping; without this all relative mouse motion was getting ignored when a window was activated via a mouse button
Northfear 52921563 2021-09-22T21:23:42 End Scene on RunCommandQueue on Vita
Cameron Cawley 08ae7904 2021-09-14T20:38:03 Replace calls to asprintf with SDL_asprintf
Cameron Cawley 25a614bc 2021-09-14T20:37:35 Add SDL_asprintf and SDL_vasprintf
Sam Lantinga 79b0aae8 2021-09-22T11:42:10 The return value of SDL_snprintf is the number of characters that would have been written. Fixes https://github.com/libsdl-org/SDL/issues/4762
Ethan Lee 9b74623b 2021-09-22T13:52:36 wayland: Woops, forgot to assign cursor theme size...
Ethan Lee 8e54698a 2021-09-22T13:26:44 wayland: Add support for high-DPI cursors
Sam Lantinga 432ee7d8 2021-09-22T09:29:21 Fixed building SDL_dynapi.c without stdio support
Sam Lantinga 345c161f 2021-09-22T09:06:45 Fixed some accidental uses of external C runtime functions
Sam Lantinga 5d455cab 2021-09-21T18:15:11 Don't process raw input when the window is being dragged or clicked on.
Sam Lantinga 0fd54f91 2021-09-21T18:15:11 Fixed using a tablet with raw input relative motion Tested with a Wacom Cintiq Pro 16"
Sam Lantinga 8fee82d1 2021-09-21T18:15:09 Improve relative motion handling over RDP CR and research: @danielj
Sam Lantinga eb3bf80f 2021-09-21T18:15:09 Fixed compiler warnings using Visual Studio 2019
Ryan C. Gordon ce11caa8 2021-09-21T16:41:29 alsa: Map 7.1 audio channels to match what Windows and macOS expect. This matches what we did a long time ago for 5.1 audio. Fixes #55. (FIFTY FIVE. Bug reported 15 years, 3 months, and 11 days ago! lol)
pkubaj 9886d897 2021-09-21T16:23:48 Fix AltiVec detection on FreeBSD The previous code was not correct, because there's no PPC_FEATURE_HAS_ALTIVEC MIB. Instead, elf vector check should be done.
Ryan C. Gordon c45facf2 2021-09-21T11:13:46 alsa: clean up macro salsa a little.
Northfear 3b2fbb1c 2021-09-20T23:44:22 End current scene before destroying the texture on Vita
Northfear fc4296c1 2021-09-20T23:02:43 Use aligned stride in sceGxmColorSurfaceInit
Northfear 7080bc2a 2021-09-20T23:02:01 Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails
Ivan Epifanov 512355d7 2021-09-20T20:21:05 Vita: fix thread detach. Remove leftover KillThread
Ivan Epifanov ddcd847c 2021-09-20T14:08:01 Vita: fix thread priority Add support for thread name and stack size
Ryan C. Gordon 478f9eed 2021-09-20T10:20:04 x11: Don't include X11/extensions/extutil.h We don't use it, it was a leftover from 1.2, I think, and it doesn't exist on Solaris, so this should hopefully fix the build there. This also means we don't need the configure/cmake checks for SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY, so that was removed also. Fixes #1666.
Ryan C. Gordon ca9a3217 2021-09-19T15:47:24 render: GL/GLES now draw lines almost perfectly matching software renderer. One place known to differ in a significant way is a single line segment that starts and ends on the same point; the GL renderers will light up a single pixel here, whereas the software renderer will not. My current belief is this is a bug in the software renderer, based on the wording of the docs: "SDL_RenderDrawLine() draws the line to include both end points." You can see an example program that triggers that difference in Bug #2006. As it stands, the GL renderers might _also_ render diagonal lines differently, as the the Bresenham step might vary between implementations (one does three pixels and then two, the other does two and then three, etc). But this patch causes those lines to start and end on the correct pixel, and that's the best we can do, and all anyone really needs here. Not closing any bugs with this patch (yet!), but here are several that it appears to fix. If no other corner cases pop up, we'll call this done. Reference Bug #2006. Reference Bug #1626. Reference Bug #4001. ...and probably others...
Ryan C. Gordon 857cc7c0 2021-09-19T00:05:21 render: constified some local variables in SDL_AllocateRenderVertices.
Ryan C. Gordon 5faea84c 2021-09-18T11:54:25 render: Mark viewport/cliprect dirty when window is resized. Fixes #4751.
Cameron Gutman 5dccffd7 2021-08-23T21:16:58 Allow usage of the new Condition Variable code with Critical Sections Vista and later provide the SleepConditionVariableCS() function for this. Since SDL_syscond_srw.c doesn't require SRW locks anymore, rename it to SDL_syscond_cv.c which better reflects the implementation of condition variables rather than the implementation of mutexes. Fixes #4051.
Alex R ebdfd0e1 2021-09-17T00:45:07 atomic: detect clang separately
Ivan Epifanov 8d1e0ca3 2021-09-16T12:48:39 Vita: add support for disabling 'screensaver' (screen dimming and suspend)
Ivan Epifanov 79ec8986 2021-09-16T12:47:45 Vita: refactor gxm texture render and add SDL_RenderGeometry support
Zach Reedy 2a8938f2 2021-09-15T12:40:22 Fixed: Whitespace being striped from the end of IME strings incorrectly + Regression with SDL_SetTextInputRect (#4752) * Fixed: Whitespace being striped from the end of IME strings incorrectly * Fixed: Google IME Candidate Window not placing correctly * Why are PostBuild events stored in the vcxproj and not a user file? * Revert SDL.vcxproj properly... * Remove whitespace as per code review * Fix Werror=declaration-after-statement error in code
Ivan Epifanov ce177049 2021-09-12T09:34:41 Vita: Allow completely skipping pvr init to override apphint from app
Misa 4a994733 2021-09-14T15:51:17 `SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1 In the future, we might want to support special swap intervals. To prevent applications from expecting nonzero values of vsync to be the same as "on", fail with SDL_Unsupported() if the value passed is neither 0 nor 1.
Misa 4549769d 2021-03-07T15:20:45 Add `SDL_RenderSetVSync()` Currently, if an application wants to toggle VSync, they'd have to tear down the renderer and recreate it. This patch fixes that by letting applications call SDL_RenderSetVSync(). This is the same as the patch in #3673, except it applies to all renderers (including PSP, even thought it seems that the VSync flag is disabled for that renderer). Furthermore, the renderer flags also change as well, which #3673 didn't do. It is also an API instead of using hint callbacks (which could be potentially dangerous). Closes #3673.
Ivan Epifanov b2504b5d 2021-09-11T20:08:03 Fix typos
Jaylon Gowie e4556594 2021-09-10T21:13:51 Simplify Backspace and Enter
Jaylon Gowie f162d9ee 2021-09-10T21:02:22 Fix Indentation
Jaylon Gowie 058c4d36 2021-09-10T20:55:49 Add envvar to disable touchpads independently
Jaylon Gowie 4435543d 2021-09-10T20:01:40 Add PVR On Screen Keyboard Support
Ivan Epifanov 10d3df44 2021-09-09T12:46:28 Vita: fix copyright dates
Ivan Epifanov 2a836860 2021-09-09T12:36:40 Fix default path
Ivan Epifanov 134dd468 2021-08-16T19:08:12 Add pvr gles/gles2 context support
Sam Lantinga ff85d4fb 2021-09-08T17:51:47 Fixed Xbox Series X controller being detected by both IOKit and GCController on macOS
Sam Lantinga 9f855258 2021-09-08T17:50:17 Added mapping for Xbox One S controller with newer firmware on macOS
Sam Lantinga bf97c5a2 2021-09-08T14:47:40 Make sure SDL file descriptors don't leak into child processes
Ryan C. Gordon d49d955d 2021-09-08T11:44:17 render: SDL_RenderGeometry should still render when hidden, in most cases. (otherwise render targets may fail, etc...the check is a legacy helper for iOS apps that crash if you try to use OpenGL while in the background.)
Sam Lantinga 7d66fa20 2021-09-07T17:38:26 Fixed double-copy of the report in BlueZ >= 5.56
Sam Lantinga 7ed7644a 2021-09-07T17:37:47 Fixed compiling HIDAPI Steam Controller support with C89 compiler
Sam Lantinga 27a48b14 2021-09-07T15:50:21 Check the pathname first, as that's a faster check for XInput devices
Zach Reedy 6f972052 2021-08-30T12:21:05 Added: Support for showing the IME Candidate Window on Windows
Sylvain 183eb067 2021-09-01T15:46:32 Fixed bug #4711: prevent opengl SDL_renderer from crashing if GL_ARB_multitexture isn't supported
Rokas Kupstys 515b7e93 2021-08-27T17:02:07 Fix horizontal wheel scroll direction of X11.