src


Log

Author Commit Date CI Message
Sylvain Becker 12b92260 2019-06-18T18:40:40 Android: try to fix resize with software rendering (bug 4669)
Sylvain Becker 8a20d40d 2019-06-18T18:22:18 Android: revert commit SW_GetOutputSize, again (Bug 4669)
Sylvain Becker 98cc7589 2019-06-18T10:41:11 Android: prevent using SW_GetOutputSize with software renderer (Bug 4669)
Sylvain Becker a55c0e14 2019-06-18T10:23:19 Android: revert previous commit (Bug 4669) (Refs #1)
Sylvain Becker f2157b6c 2019-06-17T22:31:36 Fixed bug 4669: Android software renderer, black screen when window resizes Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
Sam Lantinga 6c4765a1 2019-06-17T11:10:20 Removed extraneous fprintf() call
Sam Lantinga 67c67f3a 2019-06-17T10:13:28 Updated version to 2.0.10
Sam Lantinga 93a5e4ce 2019-06-17T08:38:33 Fixed bug 4667 - Build errors on Linux when building without Threads support Manuel Sabogal There is an issue on the latest commit of the mercurial repo when SDL_THREADS_DISABLED is set: src/core/linux/SDL_threadprio.c:79:28: error: unknown type name 'Sint64'; did you mean 'int'
Alex Szpakowski 9306ef9b 2019-06-16T14:10:30 Fix synthetically generated mouse events getting lost forever after the device orientation changes (or the window is otherwise resized) while a finger is touching the screen.
Alex Szpakowski f4625f52 2019-06-16T13:52:27 iOS: remove some code which could affect the state of UIViews that aren't owned by SDL. It was originally added to work around an input event problem in the code of a specific app which mixed SDL and native UIViews, but that app solved its problems in a better manner since then.
Ryan C. Gordon fffa791f 2019-06-14T22:29:13 assert: Another attempt to quiet compiler warnings.
Ryan C. Gordon 59e510b0 2019-06-14T21:39:51 assert: Possibly fixing compiler warning on Android.
Ryan C. Gordon ed8b78d3 2019-06-14T21:18:53 cocoa: ignore compiler warnings about OpenGL being deprecated.
Ryan C. Gordon 90e2dc98 2019-06-14T18:23:51 A few minor changes to placate static analysis.
Sam Lantinga 4eb3c0c3 2019-06-14T13:56:52 Added support for Xbox and PS4 wireless controllers on iOS and tvOS Also implemented SDL_JoystickGetDevicePlayerIndex() on iOS and tvOS, and added support for reading the new menu button state available in iOS and tvOS 13.
Sam Lantinga 1213fe79 2019-06-14T13:56:42 Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta
Ryan C. Gordon 289d1092 2019-06-14T16:52:42 audio: Attempt to fix build on ARM versions of Visual Studio.
Ryan C. Gordon 33b235f4 2019-06-14T15:52:48 audio: Fix ARM NEON audio converter bugs. (Patch from Sylvain, I'm just applying it.) Fixes Bugzilla #4186.
Ryan C. Gordon 5c56c888 2019-06-14T15:47:32 audio: patched to compile.
Ethan Lee 5bd9b8b1 2019-06-14T09:51:22 Check src alignment for S32_to_F32 conversions
Ryan C. Gordon d9a2eff2 2019-06-13T21:31:03 cocoa: Another attempt at synthesized mouse/touch events.
Ryan C. Gordon 29457464 2019-06-13T01:57:13 cocoa: Revised synthesized mouse/touch event strategy. I _think_ I understand what Sylvain is working on here now, so hopefully I got this right. Fixes Bugzilla #4576. (I think!)
Alex Szpakowski 50f51231 2019-06-12T19:57:30 macOS: Fix the coordinate space of SDL_GetDisplayUsableBounds (thanks Tim!) Fixes bug #4518.
Alex Szpakowski 74e86a51 2019-06-12T19:15:56 iOS: Remove didAddSubview override in NSWindow, its code breaks things which rely on focus changing within SDL's UIWindow (bug #4659).
Ryan C. Gordon 2fa33d6f 2019-06-12T15:43:08 wave: Fixed static analysis warning about dead assignment. (technically, this function never returns an error at this point, but since it _does_ have an "uhoh, is this corrupt data?" comment that it ignores, we should probably make sure we handle error cases in the future. :) )
Ryan C. Gordon 32ead2cb 2019-06-12T15:37:07 vulkan: Fixed use-after-free bug.
Ryan C. Gordon b530d75a 2019-06-12T15:35:06 assert: Fixed some compiler warnings.
Sam Lantinga 747df96e 2019-06-12T10:38:49 Better patch to make it more clear what's going on
Sam Lantinga 3fbaa5da 2019-06-12T10:35:47 The hat index passed to the application should be zero-based with no holes
Sam Lantinga a1a2f9b9 2019-06-12T10:32:36 Fixed bug 4486 - Segfault when pressing a trigger on the Steam Controller (Linux) Matteo Beniamino Pressing a trigger button on a Steam Controller causes a segmentation fault both with stable version and latest mercurial head on Linux. I'm using the recent hid_steam kernel module with lizard_mode disabled (that is no keyboard/mouse emulation). I suspect this is what's happening: the driver exposes two hats. The two hats have indices 0 and 2. Inside linux/SDL_sysjoystick.c two hats are allocated in allocate_hatdata for joystick->hwdata->hats. In HandleHat function the hat parameter (that can be 2) is directly used as the index of the array that only has two elements, causing an out of bounds access. SDL is not expecting to have "holes" between hats indices. The index 2 is calculated in HandleInputEvents() as (ABS_HAT2X - ABS_HAT0X) / 2 where ABS_HAT2X is the value associated to the hat inside the hid_steam module.
Sam Lantinga d01150ab 2019-06-12T07:55:48 Fixed bug 4665 - Add support for single touch evdev devices Jan Martin Mikkelsen The attached patch adds support for single-touch evdev devices. These devices report ABS_X, ABS_Y and BTN_TOUCH events. This patch sets them up as MT devices with a single slot and handles the appropriate messages.
Sylvain Becker cd011bb1 2019-06-12T10:42:02 SDL_Wave: missing field 'length' initializer
Ryan C. Gordon f5a34785 2019-06-11T21:57:30 assert: mark SDL_ExitProcess as SDL_NORETURN again. Put in a hack to (hopefully) make MingW happy. Fixes Bugzilla #4100.
Sam Lantinga 69d27a69 2019-06-11T18:13:46 Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically Dzmitry Malyshau Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]). There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically. [1] https://github.com/gfx-rs/portability [2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
Sebastian Krzyszkowiak 797b2813 2019-06-12T00:55:05 wayland: HiDPI support
Ryan C. Gordon 04b50f6c 2019-06-11T16:19:01 cocoa: Backed out CVDisplayLink code for macOS vsync. This was to deal with broken vsync support in macOS 10.14, which we assumed would remain broken indefinitely, but a later 10.14 released fixed it. This is a loss of late-swap support, but there are several subtle problems in our CVDiplayLink code that are also evaporating, to be fair. Fixes Bugzilla #4575. (Backed out changeset 8760fed23001)
Ryan C. Gordon 3e9bf284 2019-06-11T15:06:35 software: Fixed compiler warning and dos2unix'd the endlines.
Ryan C. Gordon 04fedce0 2019-06-11T14:09:53 software: Correctly track viewport and cliprect. Fixes Bugzilla #4457.
Ryan C. Gordon a2f2b735 2019-06-11T13:02:56 direct3d: Use D3DPOOL_MANAGED for vertex buffers. Fixes Bugzilla #4537.
Sam Lantinga aa80d279 2019-06-11T08:33:30 Fix build with the 10.10 SDK
Ryan C. Gordon f7b7a972 2019-06-11T10:12:47 direct3d: Fixed SDL_RenderSetClipRect usage. Fixes Bugzilla #4459.
Ryan C. Gordon 4f59d372 2019-06-11T09:29:48 direct3d: don't dereference bogus pointer if current texture was destroyed. Fixes Bugzilla #4460.
Ryan C. Gordon a6af0b82 2019-06-11T02:31:57 direct3d: Fixed more compiler warnings on Visual Studio 64-bit builds.
Ryan C. Gordon 5fb20b30 2019-06-11T02:14:59 video: fixed compiler warning on Visual Studio.
Ryan C. Gordon 254eb677 2019-06-11T02:08:31 windows: Don't let Visual Studio insert an implicit dependency on memset(). Fixes Bugzilla #4662.
Ryan C. Gordon 399df540 2019-06-11T01:14:24 windows: Drop WM_ACTIVATE when window is hidden, but only if being activated. Fixes Bugzilla #4571.
Sylvain Becker f9a9193e 2019-06-10T21:58:03 Android: add MinimizeWindow function (Bug 4580, 4657) shouldMinimizeOnFocusLoss is un-activated (return false)
Sam Lantinga d8da33c0 2019-06-10T08:49:26 Fixed bug 4662 - SDL failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode with MSVC on Windows LinGao We build SDL with Visual studio 2017 compiler on Windows Server 2016, but it failed to build due to error LNK2019: unresolved external symbol _memset referenced in function _IMA_ADPCM_Decode on latest default branch. And we found that it can be first reproduced on ca7283111ad0 changeset. Could you please help have a look about this issue? Thanks in advance!
Ryan C. Gordon 781692c0 2019-06-09T19:27:25 cocoa: report proper input IDs for mouse/touch events. Otherwise, we generate incorrect mouse events for MacBook trackpads (which are also multitouch devices), etc. Partially fixes Bugzilla #4576.
Sam Lantinga e43550c0 2019-06-09T14:08:18 Fixed bug 4658 - iOS 12 fullscreen flag and SDL_HINT_IOS_HIDE_HOME_INDICATOR not working Caleb Cornett On iOS 12, creating a window with the SDL_WINDOW_FULLSCREEN flag does not dim the home indicator or defer system gestures. The same goes for setting the SDL_HINT_IOS_HIDE_HOME_INDICATOR to "2" -- it has no effect at all. I've tracked down the source of this misbehavior to a timing issue. The initial `setNeedsUpdate...` calls were happening too early and getting applied to the launch screen by mistake. In the attached patch, I've added a call to those functions right after the launch screen is hidden so that they apply to the main view controller instead. This appears to fix the issue, at least on my iPhone 6s Plus.
Sam Lantinga 762b788f 2019-06-09T12:46:10 Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV Simon Hug Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise. I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
Sam Lantinga b5e9ebba 2019-06-08T19:12:05 Fixed compiler warning warning C4018: '<' : signed/unsigned mismatch
Sam Lantinga a21b5b30 2019-06-08T19:09:43 Fixed build
Sam Lantinga 990e166a 2019-06-08T19:02:42 Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV Simon Hug I had a look at this and made some additions to SDL_wave.c. The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small. The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly. The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files. I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer. Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket: https://bitbucket.org/ChliHug/SDL I also cobbled some Lua scripts together to create WAVE test files: https://bitbucket.org/ChliHug/gendat
Sam Lantinga 48ac92af 2019-06-08T18:40:11 Fixed bug 4041 - Android, SDL_Renderer OpenGLES 1 is loading GLESv2 library Sylvain On Android, if you set no attribute using SDL_GL_SetAttribute(), and try to create a SDL Render OpenGLES 1: - it loads first by default GLESv2 libraries - creates the rendere OpenGLES 1 - recreates the Window to have a context 1.1 ( https://hg.libsdl.org/SDL/file/4db4cfd59470/src/render/opengles/SDL_render_gles.c#l298 ) But it doesn't unload libraries, then reload GLESv1 lib. So the SDL_Renderer OpenGLES 1 is working with GLES 2 libs, which seems inconsistent. If you, at first, set SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); It will correctly load GLES v1 libraries. Here's a small patch to reload egl libs when SDL_RecreateWindow() is called. It fixes the issue, also the case from bug 4042 ( SDL_RecreateWindow() is used by SDL_Renderer gl, gles1, gles2. )
Sam Lantinga 31765242 2019-06-08T18:22:18 Fixed bug 4294 - Audio: perform more validation on conversion request janisozaur There are many cases which are not able to be handled by SDL's audio conversion routines, including too low (negative) rate, too high rate (impossible to allocate). This patch aims to report such issues early and handle others in a graceful manner. The "INT32_MAX / RESAMPLER_SAMPLES_PER_ZERO_CROSSING" value is the conservative approach in terms of what can _technically_ be supported, but its value is 4'194'303, or just shy of 4.2MHz. I highly doubt any sane person would use such rates, especially in SDL2, so I would like to drive this limit further down, but would need some assistance to do that, as doing so would have to introduce an arbitrary value. Are you OK with such approach? What would a good value be? Wikipedia (https://en.wikipedia.org/wiki/High-resolution_audio) lists 96kHz as the highest sampling rate in use, even if I quadruple it for a good measure, to 384kHz it's still an order of magnitude lower than 4MHz.
Sam Lantinga 3f19a6d5 2019-06-08T18:07:58 CVE-2019-7578: Fix a buffer overread in InitIMA_ADPCM If IMA ADPCM format chunk was too short, InitIMA_ADPCM() parsing it could read past the end of chunk data. This patch fixes it. CVE-2019-7578 https://bugzilla.libsdl.org/show_bug.cgi?id=4494 Signed-off-by: Petr P?sa? <ppisar@redhat.com>
Sam Lantinga 316ff384 2019-06-08T17:43:23 Fixed bug 4526 - replace SDL_RW* macros with functions for using in bindings ace I got this bug in SDL_ttf: https://bugzilla.libsdl.org/show_bug.cgi?id=4524 Sylvain proposed solution: SDL_RWseek(RWops, 0, RW_SEEK_SET); And it works, but i can use it my project, because it written in C# with SDL2-CS wrapper and there not export for macroses: #define SDL_RWsize(ctx) (ctx)->size(ctx) #define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence) #define SDL_RWtell(ctx) (ctx)->seek(ctx, 0, RW_SEEK_CUR) #define SDL_RWread(ctx, ptr, size, n) (ctx)->read(ctx, ptr, size, n) #define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n) #define SDL_RWclose(ctx) (ctx)->close(ctx) Therefore, I suggest replacing this macros with functions so that they can be exported and used in bindings
Sam Lantinga 2b6473dc 2019-06-08T15:10:20 Fixed bug 4533 - Update ANGLE to load d3dcompiler_47.dll instead of d3dcompiler_46.dll msmshazan Update ANGLE Libraries to support d3dcompiler_47.dll since chrome does not ship with d3dcompiler_46.dll and d3dcompiler_43.dll
Sam Lantinga a73dacbf 2019-06-08T14:58:49 Backed out Ben's chinese Xbox controller patch, as the generic catch-all for Xbox controllers should handle it.
Sam Lantinga 8728ce44 2019-06-08T14:54:37 Fixed bug 4557 - SDL_SIMDAlloc and *Free should be in the public interface Martin Gerhardy These functions are really useful and should get exposed imo.
Sam Lantinga 56b7f4cf 2019-06-08T14:40:27 Fixed bug 4583 - PollAllValues appears to use an incorrect index for all axes above 0x18 Noam Preil In src/joystick/linux/SDL_sysjoystick.c: The ConfigJoystick function's axes detection starts with a for loop using an index i for Linux's axes names. When i gets to ABS_HAT0X, it's set to ABS_HAT3Y and a continue statement appears, to skip the hats. This makes sense, as SDL handles hats separately from axes. However, in PollAllValues, *two* indices are used: a and b. Both start out the same, and remain so until the hats are reached. At that point, a becomes identical to the i from ConfigJoystick's loop, but b is equal to a - (ABS_HAT3Y - ABS_HAT0X), or a - 8. While all the joystick->hwdata->abs_* structures in ConfigJoystick used i - which would here be a - as both the index and the ioctl argument, PollAllValues uses b for the structure index and a as the ioctl argument. It would appear, however, that no joystick HAS such axes, and that the b index is entirely unnecessary. I tested three separate joysticks, and while that was far from a complete listing, I was unable to find a joystick with an axis above 0x08.
Sam Lantinga d97387cc 2019-06-08T14:32:19 Fixed bug 4600 - Dualshock 4 touchpad press is not detectable with SDL_JoystickGetButton Dexter Friedman When using a Dualshock 4 controller (model numbers CUH-ZCT1U and CUH-ZCT2U), pressing anywhere on the center touchpad does not send an SDL_JOYBUTTONDOWN event. I have verified this with testjoystick: Repro steps: 1. Plug in a DS4 over USB 2. Compile testjoystick and run: testjoystick.exe 0 3. Press and hold the touchpad. Observe that no lime green box appears Expected behavior: A lime green box appears while the touchpad is pressed. Notes: I've attached a patch here that works on my PC and produces the expected behavior in testjoystick, for both DS4 model numbers I listed earlier. If I understand correctly, by exposing this as a joystick button, the gamecontroller API mapping can be modified with a change to gamecontrollerdb.txt in the future.
Sam Lantinga 8a37848d 2019-06-08T13:41:46 Fixed bug 4605 - WASAPI_WaitDevice hang Matt Brocklehurst We've noticed that if you are playing audio on Windows via the WASAPI interface and you unplug and reconnect the device a few times the program hangs. We've debugged the problem down to static void WASAPI_WaitDevice(_THIS) { ... snip ... if (WaitForSingleObjectEx(this->hidden->event, INFINITE, FALSE) == WAIT_OBJECT_0) { ... snip ... } This WaitForSingleObjectEx does not havbe a time out defined, so it hangs there forever. Our suggested fix we found was to include a time out of say 200mSec We have done quite a bit of testing with this fix in place on various hardware configurations and it seems to have resolved the issue.
Zack Middleton 82af4276 2019-06-08T13:36:59 hidapi: Use GameCube adapter controller port for player index The Nintendo USB GameCube adapter has four controller ports. Return the port number as 0 to 3 from SDL_JoystickGetPlayerIndex() and SDL_JoystickGetDevicePlayerIndex().
Sam Lantinga 15bae953 2019-06-08T13:03:36 Fixed bug 4642 - Rework SDL_netbsdaudio to improve performance Nia Alarie The NetBSD audio driver has a few problems. Lots of obsolete code, and extremely bad performance and stuttering. I have a patch in NetBSD's package system to improve it. This is my attempt to upstream it. The changes include: * Removing references to defines which are never used. * Using the correct structures for playback and recording, previously they were the wrong way around. * Using the correct types ('struct audio_prinfo' in contrast to 'audio_prinfo') * Removing the use of non-blocking I/O, as suggested in #3177. * Removing workarounds for driver bugs on systems that don't exist or use this driver any more. * Removing all usage of SDL_Delay(1) * Removing pointless use of AUDIO_INITINFO and tests that expect AUDIO_SETINFO to fail when it can't. These changes bring its performance in line with the DSP audio driver.
Sam Lantinga f2c8d8e9 2019-06-08T10:47:43 Fixed bug 4443 - Incorrect scan code reported for numpad 5 bplu4t2f When num lock is on, the scancode reported for numpad 5 is SDL_SCANCODE_KP_5, which is correct. However, when num lock is off, windows reports the VK_CLEAR virtual key code, which is incorrectly translated into SDL_SCANCODE_CLEAR inside of the VKeytoScancode(WPARAM vkey) function.
Sam Lantinga b1100ec1 2019-06-08T10:23:52 Fixed Android build warning
Sam Lantinga 03cf2416 2019-06-08T10:21:38 OpenSL ES audio cleanup and added a note with low latency audio discussion
Sam Lantinga 166d15fd 2019-06-07T15:09:15 Fixed surround sound channel setup for Android OpenSL ES audio driver
Sam Lantinga 23a2b477 2019-06-07T09:00:26 Protect against NULL device in the Android hidapi implementation
Sam Lantinga 9261e473 2019-06-07T09:00:24 Potential fix for a crash we're seeing on Android that should in theory never happen.
Sam Lantinga 20ec8664 2019-06-06T08:20:53 Added support for the Rotor Riot gamepad, and upcoming Xbox and PS4 controller support on iOS and tvOS Patch contributed by Nat Brown
Sam Lantinga 23569362 2019-06-05T12:01:26 Use SDL sized types
Sam Lantinga 3e329464 2019-06-05T08:54:07 Fixed bug 4656 - SDL_evdev.c uses Linux specific integer types Jan Martin Mikkelsen The file src/core/linux/SDL_evdev.c uses the Linux specific types __u32 and __s32. This breaks things on FreeBSD when building with evdev.
Sam Lantinga 723d0143 2019-06-04T17:32:15 Fixed bug 4171 - SDL_GetQueuedAudioSize is broken with WASAPI Cameron Gutman I was trying to use SDL_GetQueuedAudioSize() to ensure my audio latency didn't get too high while streaming data in from the network. If I get more than N frames of audio queued, I know that the network is giving me more data than I can play and I need to drop some to keep latency low. This doesn't work well on WASAPI out of the box, due to the addition of GetPendingBytes() to the amount of queued data. As a terrible hack, I loop 100 times calling SDL_Delay(10) and SDL_GetQueuedAudioSize() before I ever call SDL_QueueAudio() to get a "baseline" amount that I then subtract from SDL_GetQueuedAudioSize() later. However, because this value isn't actually a constant, this hack can cause SDL_GetQueuedAudioSize() - baselineSize to be < 0. This means I have no accurate way of determining how much data is actually queued in SDL's audio buffer queue. The SDL_GetQueuedAudioSize() documentation says: "This is the number of bytes that have been queued for playback with SDL_QueueAudio(), but have not yet been sent to the hardware." Yet, SDL_GetQueuedAudioSize() returns > 0 value when SDL_QueueAudio() has never been called. Based on that documentation, I believe the current behavior contradicts the documented behavior of this function and should be changed in line with Boris's patch. I understand that exposing the IAudioClient::GetCurrentPadding() value is useful, but a solution there needs to take into account what of that data is silence inserted by SDL and what is actual data queued by the user with SDL_QueueAudio(). Until that happens, I think the best approach is to remove the GetPendingBytes() call until SDL is able to keep track of queued data to make sense of it. This would make SDL_GetQueuedAudioSize() possible to use accurately with WASAPI.
Ryan C. Gordon b5d3b6fc 2019-05-28T17:39:13 test: unify all the command line usage logging.
Alex Szpakowski 9b581159 2019-05-26T18:53:36 iOS: return SDL_GetWindowSize from SDL_GL_GetDrawableSize if there's no GLES view in the window (matches the behaviour of SDL_GL_GetDrawableSize on other platforms). Addresses bug #4629.
Sam Lantinga dce56ab9 2019-05-23T14:19:00 Added a function to get the current Android SDK version at runtime
Sam Lantinga f3e76ea1 2019-05-23T13:47:30 Use the OpenSL ES audio driver by default on Android, as it has the lowest latency.
Sam Lantinga 02f9667a 2019-05-23T13:47:27 Fixed static and buzzing when trying to use floating point audio on the OpenSL ES audio driver.
Sam Lantinga e401b950 2019-05-23T11:32:36 Return an error if both mouse relative mode and mouse warping are unavailable, instead of asserting.
Sam Lantinga 8b57331e 2019-05-23T11:05:43 Fixed hiding the Android virtual keyboard when the return key is pressed
Sam Lantinga 7ec514d4 2019-05-22T17:39:51 Improved iOS Bluetooth keyboard support * Don't stop text input after the return key is pressed * Handle arrow and escape keys
Sam Lantinga a4e33b9c 2019-05-20T14:31:03 Added support for Bluetooth keyboards on iOS In this case the keyboard is shown and immediately hidden, but we still want to accept text input
Sam Lantinga 582a3c99 2019-05-20T14:08:35 Fixed mouse focus for touch events on iOS
Ryan C. Gordon 4bd80834 2019-05-20T00:41:18 vulkan: Swapped out a free() that should have been an SDL_free(). Fixes (for real this time!) the Visual Studio builds.
Ryan C. Gordon ebbb295e 2019-05-19T23:29:50 vulkan: Patched to compile on Visual Studio.
Ryan C. Gordon d778b26d 2019-05-19T20:25:02 Patched to compile in C89 mode.
Sam Lantinga 5f341620 2019-05-19T12:06:58 Fixed bug 4474 - Add support for an ASUS Gamepad variation Trent Gamblin This patch adds a variation of the ASUS Gamepad to the game controller DB. All the values are the same except the GUID.
Sam Lantinga 41c718db 2019-05-19T12:04:06 Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format Sylvain Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion. format = renderer->info.texture_formats[0]; for (i = 0; i < renderer->info.num_texture_formats; ++i) { if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) && SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) { format = renderer->info.texture_formats[i]; break; It could try to find a better format, for instance : if SDL_Surface has no Amask, but a colorkey : if surface fmt is RGB888, try to pick ARGB8888 renderer fmt if surface fmt is BGR888, try to pick ABGR8888 renderer fmt else try to pick the same renderer format as surface fmt if no format has been picked, use the fallback. I think it goes with bug 4290 fastpath BlitNtoN when you expand a surface with pixel format of size 24 to 32, there is a fast path possible. So with this issue: - if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster. (it avoids, if possible, RGB -> ABGR which means switching RGB to BGR) - if you have a surface ABGR format, it try to take the ABGR from the renderer. (it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
Sam Lantinga c377de54 2019-05-19T11:56:26 Fixed bug 4436 - [OpenBSD] fix D-pad Thomas Frohwein Hi, If a gamepad lists the Dpad as 4 buttons (Dpad Up,Down, Left, Right) like with the Xbox 360 gamepad / XInput report descriptor used by OpenBSD (https://github.com/openbsd/src/blob/master/sys/dev/usb/uhid_rdesc.h#L184), this is not recognized by the SDL BSD backend and no hat or any other listing for the D-pad exists, e.g. in sdl2-jstest (https://gitlab.com/sdl-jstest/sdl-jstest). The attached diff fixes this and makes the D-pad on my Xbox 360 and Logitech F310 controllers usable. It adds a hat to nhats when usage HUG_DPAD_UP is found, reads the state of the D-pad buttons into array dpad[], and turns the value of dpad[] into an SDL hat direction (dpad_to_sdl()). Tested and works with Xbox 360 controller and Logitech F310 in XInput mode. Software-side tested with sdl2-jstest and Owlboy where this worked without problems or regressions. I don't know if this would be applicable to other *BSDs and don't have an install to test it with, therefore wrapped it in __OpenBSD__ ifdefs. Thanks, thfr
Sam Lantinga ee0a482a 2019-05-19T11:52:25 Fixed bug 4401 - SDL_GetWindowPosition() wrong after SDL_SetWindowPosition() until window is moved on macOS Removed incorrect call to SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y); If the position of the window isn't adjusted in the SetWindowPosition() call, then sending the window event would have no effect because x and y equals the window x and y. If the position of the window is adjusted in the SetWindowPosition() call, then we don't want to clobber it with values that the user passed in.
Sam Lantinga 2ee9b1dd 2019-05-19T11:01:36 Fixed bug 4025 - SDL_Renderer OpenGL : add support for textures ABGR, RGB, BGR Sylvain OpenGLES2 SDL renderer has support for textures ARGB, ABGR, RGB and BGR, whereas OpenGL SDL renderer only had ARGB. If you think it's worth adding it, here's a patch. I quickly tried and it worked, but there may be missing things or corner case.
Sam Lantinga 8dea23c7 2019-05-19T10:44:14 Fixed bug 3911 - SYSWM generic X11 events missing event data Andrei Drexler For X11 GenericEvents, the associated data is only available between a call to XGetEventData and the matching XFreeEventData, i.e. in X11_HandleGenericEvent. Trying to call XGetEventData a second time on the same event will fail, so an application that wants to inspect XInput2 events (e.g. for stylus pressure) has no way of retrieving its data from queued SYSWM events. The attached patch (based on SDL-2.0.7-11629) sends SYSWM messages from X11_HandleGenericEvent while the data is still available, allowing client code to register an event filter/watcher and process the event inside the callback.
Wladimir J. van der Laan 29f34453 2019-05-19T10:36:44 video: Add Vulkan support for vivante fb Vivante drivers use the VK_KHR_display extension for rendering directly to the frame buffer. This patch adds support to the video driver for Vulkan rendering using that method. - Add an utility function SDL_Vulkan_Display_CreateSurface that creates a surface using this extension. The display to use (if there are multiple) can be overridden using the environment variable "SDL_VULKAN_DISPLAY". - Use this function in a new compilation unit SDL_vivantevideo.c, which implements the SDL_VIDEO_VULKAN methods of the driver structure.
Ryan C. Gordon 00e5eeb4 2019-05-19T01:45:15 test: added SDLTest_CommonDefaultArgs() This is for test apps that don't need custom command line arguments; it lets us reduce the boilerplate code a tiny bit.
Sam Lantinga 62a57970 2019-05-15T14:01:15 Windows are not in a minimized state when they are shown This fixes https://github.com/ValveSoftware/steam-for-linux/issues/4313 "Exiting game a in Steam Big Picture Mode gets semi-windowed BPM"
Sam Lantinga abcfe804 2019-05-14T14:20:54 [SDL] iOS fix bug with audio interrupted by a phone call not restoring.
Sam Lantinga 59da5b72 2019-05-14T07:55:42 [SDL] ios Touch Fix.