Log

Author Commit Date CI Message
Sam Lantinga 104ceb86 2013-11-16T10:25:46 Fixed compile warning, thanks to Michael Pohoreski
Sam Lantinga 8093cfd8 2013-11-15T22:07:35 Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer At least, it works better here on my Mac. :)
Sam Lantinga 44959a21 2013-11-15T22:05:26 Added viewport test, contributed by Andreas Schiffler and improved by me and Ryan Gordon. If it works correctly you should see a square moving from the upper left to the lower right, with a little yellow box at the top of the moving square. You can pass --target as a command line option to have it use a render target instead of rendering directly to the screen. The output should be identical in this case.
Sam Lantinga 30f7e868 2013-11-15T22:01:58 Added space in the common state structure for render targets
Ryan C. Gordon 4f39f011 2013-11-15T23:20:50 Fix viewport being upside down in OpenGL renderer. Fixes Bugzilla #2207.
Sam Lantinga 4295a92f 2013-11-14T22:26:49 Fixed bug 2240 - On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register philhassey On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register. Steps to Reproduce: 1. Open a windowed window on OS/X. (With the border on.) 2. e.button.button will give values 1,2,3 depending on which mouse button I click. 3. Call SDL_SetWindowBordered to disable the border. 4. e.button.button will only give values 1,2. 3 (right mouse button) stops coming through. Expected result: I expect all mouse buttons to register.
Sam Lantinga ef97aab9 2013-11-14T21:39:54 Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
Ryan C. Gordon b2f8b351 2013-11-14T20:24:40 Fixed comment typo.
Ryan C. Gordon 346ebbb4 2013-11-14T20:24:15 Turning --no-undefined back on, to see what platforms are still broken.
Gabriel Jacobo 35915d4f 2013-11-14T20:14:02 Clean up the EGL related video backends (X11, Android, RPi)
Ryan C. Gordon a4a7c78c 2013-11-14T14:45:00 Apparently Haiku is removing /boot/common (thanks, scottmc!). See http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-November/091877.html
Ryan C. Gordon e899f0c4 2013-11-14T14:42:20 Haiku: fixed uninitialized variable.
Apoorv Upreti f9f064d5 2013-11-14T22:35:28 merged with repo
Ryan C. Gordon 00003e8c 2013-11-14T11:51:24 Renamed things named after BeOS to be named after Haiku instead.
Apoorv Upreti 1c138785 2013-11-14T22:19:07 Fixed visualtest build on VS2012 SDL2, SDL2main and SDL2test had to be added as dependencies to the testquit project to get it to build properly.
Gabriel Jacobo 85dd689f 2013-11-14T10:19:07 Adds joystick/udev troubleshooting information to README-linux.txt
Ryan C. Gordon dd325b97 2013-11-14T01:00:08 Patched to compile on Haiku.
Ryan C. Gordon 8d6e03f3 2013-11-14T00:52:39 Added SDL_DetachThread() API.
Sam Lantinga b36d98bd 2013-11-13T21:50:59 Diagonal flipping with RenderCopyEx Ivan Rubinson As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call. With help from #SDL @ freenode, we came up with a fix.
Ryan C. Gordon 7550ddcc 2013-11-13T22:35:26 Started BeOS removal: merged BeOS thread and pthread code. Haiku uses most of the standard pthread API, with a few #ifdefs where we still need to fallback onto the old BeOS APIs. BeOS, however, does not support pthreads (or maybe doesn't support it well), so I'm unplugging support for the platform with this changeset. Be Inc went out of business in 2001.
Gabriel Jacobo 5b8b403e 2013-11-13T11:18:37 [Windows] Fixes bug #1555, handle ALT+F4 on Windows
Gabriel Jacobo f8e1d350 2013-11-13T09:41:21 Updated androidbuild.sh to enable parallel builds and ndk-build parameters
Gabriel Jacobo ad4ba2d5 2013-11-12T11:31:13 Added a few notes from Ryan's email to README-linux.txt
Gabriel Jacobo bcece01c 2013-11-12T11:28:42 Linux README explaining build vs runtime, and build deps for Ubuntu 13.04 Build dependencies list for Ubuntu 13.04 provided by Ryan.
Sam Lantinga 397f5a85 2013-11-12T02:18:52 Retain the high dpi flag when recreating the window (e.g when creating a renderer context)
Sam Lantinga 12961352 2013-11-12T02:04:12 Fixed build error with SDK < 10.7
Sam Lantinga 253b9ba8 2013-11-12T02:02:12 We still want to generally minimize on focus loss, but not when we're in a fullscreen space on Mac OS X.
Sam Lantinga 75145ea0 2013-11-12T01:52:54 Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X.
Sam Lantinga 5f8a0b18 2013-11-12T00:32:29 Fullscreen space naming cleanup to avoid confusion with normal fullscreen mode
Sam Lantinga 7459b159 2013-11-11T23:42:43 Made sure the window had the correct border when manually being brought back from fullscreen mode.
Sam Lantinga cb190b82 2013-11-11T22:43:05 Fixed assertion when quickly toggling from fullscreen back to fullscreen: "Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'backgroundWindows not nil in enterFullScreenTransitionWithOptions:animated:activatingIt:'" To reproduce this, run testsprite2, press Alt-Enter once, again while it's animating to fullscreen, and then again while it's animating out of fullscreen.
Sam Lantinga 8f8070db 2013-11-11T21:38:11 Fixed window resizing when entering and leaving fullscreen mode
Sam Lantinga 7cf76ffb 2013-11-11T21:21:18 Fixed assertion failure when minimizing a fullscreen window.
Sam Lantinga 75a23d99 2013-11-11T20:51:19 Fixed bug 2212 - SDL_SetTextInputRect has no effect on iOS philhassey Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect. Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput. Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region. Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.) This patch implements SDL_SetTextInputRect for uikit/iOS. It sets up notification handlers to respond to changes in the display of the keyboard. These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
Sam Lantinga cb31a80d 2013-11-11T20:42:59 Properly handle toggling fullscreen state when another fullscreen state change is in progress.
Gabriel Jacobo 819148a8 2013-11-11T19:17:32 [X11] Fix up compilation when EGL headers are not present.
Gabriel Jacobo 04afd61c 2013-11-11T11:12:43 [Android] Try to improve handling of some dpad+gamepad+keyboard corner cases
Gabriel Jacobo 6dbed827 2013-11-11T10:59:15 [Android] Fixes Bug 2031 - Backspace Not Sending Events From On-Screen Keyboard Thanks Joe LeVeque!
Gabriel Jacobo d37bad52 2013-11-11T10:49:48 [Android] Improve handling of keyboard, dpad and gamepad events Thanks Dimitris Zenios for the report!
Gabriel Jacobo 45a88b6a 2013-11-11T10:15:35 [Android] Fixes bug 2217, better joystick axes handling on Android.
Sam Lantinga f0692d65 2013-11-11T03:29:11 Fixed compiling with older Mac OS X SDK
Sam Lantinga 2384ad5b 2013-11-11T03:12:50 Fixed compiling with ISO C90
Sam Lantinga 2ceeb74e 2013-11-11T03:02:42 Don't minimize by default when in fullscreen desktop mode. This fixes behavior with the new Mac OS X fullscreen space code, as well as improve behavior on Linux desktops. The default for normal fullscreen mode is still to minimize because we're likely doing a mode switch and don't want to stick around as a borderless window in the background.
Sam Lantinga 4c1322f6 2013-11-11T02:53:00 Added support for new style fullscreen transitions on Mac OS X
Sam Lantinga 2b93fa08 2013-11-11T02:00:58 Turn off resizable flag by default, you can always pass the --resize command line option if you need it.
Sam Lantinga 6ec3e690 2013-11-11T01:59:40 Fixed whitespace style
Sam Lantinga 77a0d3fe 2013-11-11T01:59:20 Toggling fullscreen now takes fullscreen flags
Sam Lantinga 893afbaf 2013-11-10T19:19:44 Fixed pool memory leak
Sam Lantinga b30e396b 2013-11-10T17:56:07 Fixed bug 1965 - Mac: dead code for supporting OS 10.4 Alex Szpakowski The new patch removes all the truly obsolete code I could find. I tested on OS 10.8 and OS 10.5.
Sam Lantinga 5821466c 2013-11-10T17:40:35 Fixed bug 2176 - SDL_CreateWindow(w=INT_MAX, h=INT_MAX) causes program to hang Catch exceptions generated when trying to create a Cocoa window.
Gabriel Jacobo 15a3bbcb 2013-11-10T20:38:50 [X11] Ignore both NotifyGrab and NotifyUngrab modes in FocusIn/FocusOut events
Gabriel Jacobo d21640e9 2013-11-10T20:13:27 Fixes bugs #2213 and #2214, improves the Android joystick code button handling
Sam Lantinga 9228c845 2013-11-10T14:48:44 Fixed issue with dead key press/release events being filtered out.
Sam Lantinga 0d39d090 2013-11-10T14:33:01 Hopefully fixed focus problems when handling a global hotkey on X11. See this thread for details: https://bugzilla.mozilla.org/show_bug.cgi?id=578265
Sam Lantinga e19f15dd 2013-11-10T14:10:00 Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows Also fixed minimize and maximize state detection for Windows.
Sam Lantinga b7553ae7 2013-11-10T11:51:06 Added project files for Visual Studio 2013 Added /arch:SSE code generation option to prevent SSE2 floating point functions from being implicitly called (which aren't linked in SDL)
Philipp Wiesemann 842a9898 2013-11-10T17:50:40 Fixed joystick crash on Android if joystick subsystem not initialized.
Philipp Wiesemann 305f64ba 2013-11-10T17:44:51 Replaced search loop with indexOf() in Java file.
Philipp Wiesemann bbf0f62b 2013-11-10T17:42:01 Replaced implicit boxing with explicit boxing in Java file.
Philipp Wiesemann 2d671781 2013-11-10T17:40:26 Renamed a class in Java file for consistency.
Philipp Wiesemann 802f83ff 2013-11-10T17:38:03 Removed not needed imports from Java file.
Philipp Wiesemann d6c1e381 2013-11-10T17:35:07 Added missing @Override annotations in Java file.
Philipp Wiesemann 26ce68e8 2013-11-10T15:04:58 Changed motion listener implementation not to inherit from Activity class.
Philipp Wiesemann fda8d934 2013-11-10T14:58:48 Moved two function calls so they are only called if needed. If the MotionEvent is not from joystick the return values are not needed.
Philipp Wiesemann aa337980 2013-11-10T14:50:37 Added a new unused key code from Android 4.4 (API 19).
Philipp Wiesemann 0ab7624c 2013-11-10T14:47:05 Changed function to return -1 through SDL_Error() instead of plain -1.
Philipp Wiesemann 82b3e7d2 2013-11-10T14:44:50 Changed function to be static. The function keycode_to_SDL() is only used in this file.
Philipp Wiesemann 6e3558cf 2013-11-10T14:42:41 Removed unused local variable to fix warning.
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.
Ryan C. Gordon 92b12812 2013-11-10T00:38:37 Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon 52069757 2013-11-10T00:32:23 Added Apoorv Upreti's GSoC2013 work: visual test suite. See visualtest/README.txt for details.
Sam Lantinga 24731317 2013-11-09T01:15:17 Updated notes about building with the Windows 8 SDK: Get the DirectX SDK.
Sam Lantinga 33cf925c 2013-11-09T01:08:21 Fixed signed/unsigned warning
Sam Lantinga 550676d0 2013-11-09T00:56:05 Fixed signed/unsigned warning
Sam Lantinga 976c8769 2013-11-08T14:05:23 Fixed bug 2172 - Window loses maximized state when activated I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues. For now the correct way to raise and/or restore the window is as follows: if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) ) { SDL_RaiseWindow( window ); } if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED ) { SDL_RestoreWindow( window ); } I will investigate the window state change rules more fully in the future. CR: Alfred Reynolds
Sam Lantinga 7c7a9b7f 2013-11-08T14:05:19 Added a Linux game controller mapping for the Valve Streaming Gamepad
Sam Lantinga 3523b409 2013-11-08T14:05:15 Made helper window creation depend on initializing the Haptics or Joystick subsystems.
Sam Lantinga faebe94c 2013-11-08T14:05:08 Mac: Fix a crash with SDL_MAC_NO_SANDBOX. When we get a kCGEventTapDisabledByTimeout or kCGEventTapDisabledByUserInput, the event tap would perform an invalid memory access. void pointers are so fun. This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.
Sam Lantinga e3e24bde 2013-11-08T14:04:59 Make sure the joystick count is correct when the added and removed events are dispatched, in case someone is watching for them with an event filter.
Sam Lantinga 621c7f8f 2013-11-08T14:04:51 Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX.
Sam Lantinga 493fadd5 2013-11-08T14:04:35 Fixed spot where SDL was assuming that two displays having the same origin means they're the same display. Changed it to check for the same extents instead. (Sam actually wrote this, I'm just reviewing and checking it in.)
Sam Lantinga 95c67ed9 2013-11-07T19:15:58 Fixed bug 2219 - BMP loader do not handle big BITMAPINFOHEADER structure Patrice Mandin I encountered a problem trying to load a 8-bit paletted BMP file using SDL. This file was generated using GIMP 2.8. It has a big BITMAPINFOHEADER (0x6c bytes for biSize field), and thus the palette is incorrectly setup.
Sam Lantinga 48e44f7f 2013-11-06T23:59:24 Fixed Windows compile error
Sam Lantinga 3b050fc9 2013-11-06T23:35:08 Horizontal wheel support in windows Lorenzo Pistone this patch adds support for the horizontal wheel in Windows. It is shamelessly copied off the vertical wheel code, but I guess that that is a value added in consistency.
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 e27248c2 2013-11-06T09:48:45 Fixes Bug 1944 - Linux events, joysticks having only hat are not read
Sam Lantinga 1c9cc8c9 2013-11-05T21:01:25 Fixed performance regression caused by the fix for bug 2158
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.
Sam Lantinga 61068a30 2013-11-03T11:34:03 Fixed bug 2180 - debian/rules: Makefiles should use tabs Joseph Carter Whitespace in a makefile is consequential. In fact, it's part of the syntax. And at least a few versions of make puke on Makefiles with lines indented with spaces, not tabs. Obviously GNU make used on Debianish systems is not strictly among them, or this would fail. Even so, I cannot resist the urge to pedantically fix this, if only to get rid of the bright syntax error red coloration in vim. :)
Sam Lantinga c4b563e4 2013-11-03T11:27:06 Fixed bug 2190 - test/testdrawchessboard.c line endings Joseph Carter test/testdrawchessboard.c checks out of hg with DOS line endings on non-dos systems. Fixed via: perl -pi -e 's/\r//g' test/testdrawchessboard.c
Sam Lantinga 517886a7 2013-11-03T11:13:06 Fixed bug 2205 - SDL_GetAudioDeviceName returns default-device name on invalid index for default-device only drivers norfanin The audio_enumerateAndNameAudioDevicesNegativeTests test in testautomation_audio.c reports a failure for SDL_GetAudioDeviceName when called on a driver that has only the default device. SDL_GetNumAudioDevices reports 1, but SDL_GetAudioDeviceName does not check if the index passed by the caller is in that range in this case. For positive numbers anyway. This can be reproduced with the dummy driver on Windows and Linux.
Sam Lantinga aaa4165b 2013-11-03T11:00:28 Fixed bug 2187 - CMake is not adding src/core/linux/*.c to the build, linking to SDL results in errors. Daniel Ribeiro Maciel CMake is not adding src/core/linux/*.c to the build, linking to SDL results in errors: (...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_AddCallback' (...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_Poll' (...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_Init' (...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_Quit' (...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_DelCallback' (...)/libSDL2-2.0.so.1.0.1: undefined reference to `SDL_UDEV_Scan' collect2: error: ld returned 1 exit status
Sam Lantinga f2224e1f 2013-11-03T09:55:27 Fixed bug 1990 - focus/keyboard events not generated correctly for multiple windows Mai Lavelle I've recently tried to create multiple windows and process key events for them, and found that key events weren't being generated for most of the windows. After some investigating I've observed the following effects. All but the most recently created window experience these effects... - a focus lost event is generated immediately after the focus gained event, even tho window still has focus - key events report window id 0 rather than the id of the window which has focus, SDL thinks no window has focus? - giving focus to a non SDL window and then selecting an SDL window causes events to be generated as expected, but only until focus changes again Focus change events are queued and delayed (200 ticks) before they are dispatched. The problem occurs when a focus out and focus in event are received on the same tick. When these delayed events are dispatched they will be sent in the order determined by the window list rather than the order in which they are received. The focus out dispatch is implemented by calling SDL_SetKeyboardFocus(NULL). This will remove focus from any window, regardless of whether it is the one originally targeted by the X11 event. Since SDL_SetKeyboardFocus() will always dispatch a focus lost event as needed, the easiest solution is simply to only call SDL_SetKeyboardFocus(NULL) when SDL_GetKeyboardFocus() matches the target window.
Sam Lantinga 2efd4065 2013-11-03T09:42:23 Clarified that SDL_memset4 is a 32-bit assignment and fixed a compiler warning
Philipp Wiesemann cd37485e 2013-11-02T12:07:21 Changed parameter name for gesture template save functions from "src" to "dst".
Philipp Wiesemann 95bbf5f4 2013-11-02T11:51:23 Removed unreachable return statement in gesture source.
Philipp Wiesemann 4e270de1 2013-11-02T11:46:43 Changed function to return -1 through SDL_Error() instead of plain -1.
Philipp Wiesemann 0f8d9995 2013-11-02T11:42:00 Corrected typo in source comment.
Gabriel Jacobo e651ab12 2013-10-31T10:02:21 Fixes Bug #2191,incorrect test for egl_context validity Thanks David Binderman!