|
166d15fd
|
2019-06-07T15:09:15
|
|
Fixed surround sound channel setup for Android OpenSL ES audio driver
|
|
23a2b477
|
2019-06-07T09:00:26
|
|
Protect against NULL device in the Android hidapi implementation
|
|
9261e473
|
2019-06-07T09:00:24
|
|
Potential fix for a crash we're seeing on Android that should in theory never happen.
|
|
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
|
|
6c0b304c
|
2019-06-05T12:03:45
|
|
Fixed bug 4655 - evdev is available on FreeBSD, check in 'configure' limited to Linux
Jan Martin Mikkelsen
The evdev interface is available on FreeBSD, with the xf86-input-evdev for include files in /usr/local/include/linux, so <linux/input.h> works, or when build with the native evdev option, where <dev/evdev/input.h> is available.
|
|
23569362
|
2019-06-05T12:01:26
|
|
Use SDL sized types
|
|
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.
|
|
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.
|
|
b5d3b6fc
|
2019-05-28T17:39:13
|
|
test: unify all the command line usage logging.
|
|
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.
|
|
dce56ab9
|
2019-05-23T14:19:00
|
|
Added a function to get the current Android SDK version at runtime
|
|
f3e76ea1
|
2019-05-23T13:47:30
|
|
Use the OpenSL ES audio driver by default on Android, as it has the lowest latency.
|
|
02f9667a
|
2019-05-23T13:47:27
|
|
Fixed static and buzzing when trying to use floating point audio on the OpenSL ES audio driver.
|
|
e401b950
|
2019-05-23T11:32:36
|
|
Return an error if both mouse relative mode and mouse warping are unavailable, instead of asserting.
|
|
8b57331e
|
2019-05-23T11:05:43
|
|
Fixed hiding the Android virtual keyboard when the return key is pressed
|
|
f91b8785
|
2019-05-23T09:08:40
|
|
Android: minimum size for IME, so that it takes focus
In API 28, 0 width views can't take focus, so if someone tries to position the IME without setting a width, they'll stop getting text events.
Tested on Android 9: with a 0 size, it would send correctly letters a, b, c, etc. but not numbers.
|
|
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
|
|
50aab198
|
2019-05-21T17:33:31
|
|
Fixed bug 4639 - CMake build does not generate libhidapi.so for Android
Manuel Sabogal
I noticed that the current Android.mk builds a libhidapi.so library for Android but the CMake build hasn't been updated to do so. I'll attach a patch that fixes this issue.
|
|
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
|
|
582a3c99
|
2019-05-20T14:08:35
|
|
Fixed mouse focus for touch events on iOS
|
|
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.
|
|
ebbb295e
|
2019-05-19T23:29:50
|
|
vulkan: Patched to compile on Visual Studio.
|
|
d778b26d
|
2019-05-19T20:25:02
|
|
Patched to compile in C89 mode.
|
|
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.
|
|
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)
|
|
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
|
|
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.
|
|
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.
|
|
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.
|
|
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.
|
|
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.
|
|
18d83093
|
2019-05-18T23:47:57
|
|
test: configure/make shouldn't build GL/GLES1/GLES2 programs if unsupported.
|
|
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"
|
|
abcfe804
|
2019-05-14T14:20:54
|
|
[SDL] iOS fix bug with audio interrupted by a phone call not restoring.
|
|
59da5b72
|
2019-05-14T07:55:42
|
|
[SDL] ios Touch Fix.
|
|
ba0fc92d
|
2019-05-11T12:41:21
|
|
Patched to compile.
|
|
6eb05211
|
2019-05-09T12:09:45
|
|
Emscripten: Use EMSCRIPTEN_EVENT_TARGET_*
|
|
4e5b5cba
|
2019-05-09T12:09:40
|
|
Emscripten: Switch from canvas[XY] to target[XY]
Allows mouse/touch events to work on non-default canvases
|
|
60c48ed7
|
2019-05-09T12:09:34
|
|
Emscripten: Store canvas id in WindowData
Also replace all hardcoded uses of "#canvas" or NULL
|
|
9b220282
|
2019-04-28T17:37:49
|
|
Fix use-after-free when pumping the event loop after SDL_DestroyWindow()
Closing the window is asynchronous, but we free the window data immediately,
so we can get an updateLayer callback before the window is really destroyed which
will cause us to access the freed memory.
Clearing the content view will cause it to be immediately released, so no further
updateLayer callbacks will occur.
|
|
f0a4fea8
|
2019-04-25T14:17:07
|
|
Fixed bug 4608 - Android: not getting SDL_WINDOWEVENT_FOCUS_GAINED on start of our app
Dan Ginsburg
I've seen this on several devices including Moto Z running Android 7 and a Snapdragon 845 running Android 9.
What happens is as follows:
SDLActivity.onWindowFocusChanged(true) happens pretty early on, but it's before we've done SDL_CreateWindow and so Android_Window is 0x0 thus this message does not get sent:
JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativeFocusChanged)(
JNIEnv *env, jclass cls, jboolean hasFocus)
{
SDL_LockMutex(Android_ActivityMutex);
if (Android_Window) {
__android_log_print(ANDROID_LOG_VERBOSE, "SDL", "nativeFocusChanged()");
SDL_SendWindowEvent(Android_Window, (hasFocus ? SDL_WINDOWEVENT_FOCUS_GAINED : SDL_WINDOWEVENT_FOCUS_LOST), 0, 0);
}
SDL_UnlockMutex(Android_ActivityMutex);
}
When the window does get created, in Android_CreateWindow it does this:
window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */
window->flags &= ~SDL_WINDOW_HIDDEN;
window->flags |= SDL_WINDOW_SHOWN; /* only one window on Android */
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
/* One window, it always has focus */
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
The SDL_SetKeyboardFocus does send an SDL_WINDOWEVENT_FOCUS_GAINED message, but it gets eaten in SDL_SendWindowEvent because we've forced SDL_WINDOW_INPUT_FOCUS beforehand:
case SDL_WINDOWEVENT_FOCUS_GAINED:
if (window->flags & SDL_WINDOW_INPUT_FOCUS) {
return 0;
}
window->flags |= SDL_WINDOW_INPUT_FOCUS;
SDL_OnWindowFocusGained(window);
break;
I can fix the problem if I comment out this line from Android_CreateWindow:
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
I would propose that as a fix unless there is a reason not to.
|
|
1a38853e
|
2019-04-24T12:53:15
|
|
Fixed bug 4566 - Hot-plugging Bluetooth controller causes force-quit on Android
Anthony @ POW Games
I tried adding different configChanges and sure enough, "navigation" worked! Now bluetooth controllers hot-plug nicely. So shall we add it as a default to the AndroidManifest.xml?
Funny that this is how this activity is described:
"navigation" The navigation type (trackball/dpad) has changed. (This should never normally happen.)
I think the reason behind this is because the bluetooth game controller I was testing doubles-up as a keyboard, which probably comes with a DPAD? It's a MOCUTE-032X_B63-88CE
|
|
53a6196b
|
2019-04-23T16:57:34
|
|
Don't redefine __SSE__ and related macros if they're already defined
|
|
f5252530
|
2019-04-23T14:08:14
|
|
Change my previous fix based on feedback from dev @saml
|
|
624f8ca8
|
2019-04-23T14:08:09
|
|
Created Xcode schemes for building on iOS and tvOS
|
|
ecce803d
|
2019-04-23T12:59:28
|
|
Fix compile errors I hit when building org.libsdl in source2 (part 2 of 2) @saml
|
|
45b5453b
|
2019-04-23T12:59:20
|
|
Fix compile errors I hit when building org.libsdl in source2 (part 1 of 2)
|
|
f79190f4
|
2019-04-23T07:59:31
|
|
Use _Exit() when available
|
|
2c92c8e8
|
2019-04-23T14:24:58
|
|
Android: add static variable initialization in non blocking event loop
|
|
cb18117c
|
2019-04-22T16:34:42
|
|
Added a helper function to tell whether or not a window can be minimized
|
|
f1b57f37
|
2019-04-22T16:25:49
|
|
Only leave fullscreen mode if we're actually going to minimize
|
|
9950271b
|
2019-04-22T16:19:52
|
|
Fixed bug 4580 - Android 8: immersive fullscreen notification causes flickering between fullscreen and non-fullscreen and app is unresponsive
Sylvain 2019-04-18 21:22:59 UTC
Changes:
- SDL_WINDOWEVENT_FOCUS_GAINED and SDL_WINDOWEVENT_FOCUS_LOST are sent when the java method onWindowFocusChanged() is called.
- If we have support for MultiWindow (eg API >= 24), SDL event loop is blocked/un-blocked (or simply egl-backed-up or not), when java onStart()/onStop() are called.
- If not, this behaves like now, SDL event loop is blocked/un-blocked when onPause()/onResume() are called.
So if we have two app on screen and switch from one to the other, only FOCUS events are sent (and onPause()/onResume() are called but empty. onStart()/onStop() are not called).
The SDL app, un-focused, would still continue to run and display frames (currently the App would be displayed, but paused).
Like a video player app or a chronometer that would still be refreshed, even if the window hasn't the focus.
It should work also on ChromeBooks (not tested), with two apps opened at the same time.
I am not sure this fix Dan's issue. Because focus lost event triggers Minimize function (which BTW is not provided on android).
https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2653
https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2634
So, in addition, it would need to add by default SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS to 0.
So that the lost focus event doesn't try to minimize the window. And this should fix also the issue.
|
|
2f6c988e
|
2019-04-21T21:34:14
|
|
configure: Cleaned up audio/video summaries when building for Windows.
|
|
90b08881
|
2019-04-17T20:41:05
|
|
iOS: Remove code trying to support compilation on the iOS 7 SDK, the deployment target has been set to iOS 8 for years and there's other unconditionally compiled code that depends on newer SDKs so that code is useless.
|
|
9d7b2615
|
2019-04-17T20:14:40
|
|
macOS: Fix compilation when using the 10.9 SDK or older.
|
|
cf87d576
|
2019-04-16T20:00:14
|
|
Explicitly load hidapi as a dependency of the SDL library
This fixes loading on Android 4.2
|
|
bd344c22
|
2019-04-12T23:15:26
|
|
Android: when event loop is not blocking in pause, backup EGL context (Bug 4578)
Backup the EGL context when SDL_APP_DIDENTERBACKGROUND has been removed from the
event queue.
|
|
00c824a8
|
2019-04-10T22:30:58
|
|
Fix disabling OpenGL vsync on macOS 10.14.4+ (bug #4575).
|
|
aae49015
|
2019-04-10T10:59:53
|
|
Fixed bug 4581 - generate synthetic mouse events at window boundaries
when real touch events are actually outside the window.
|
|
cfefe543
|
2019-04-08T21:27:24
|
|
Fixed bug 4581 - mouse events with SDL_TOUCH_MOUSEID make window lost focus
Virtual mouse events should never leave the window or change focus for single window applications.
|
|
d68e501d
|
2019-04-08T13:43:48
|
|
Fixed bug 4582 - Maximize/Resize not working on Windows 10
When viewport is set, projectionAndView changes, but ID3D11DeviceContext_UpdateSubresource was not called.
|
|
46af90d8
|
2019-04-07T23:01:07
|
|
Add a configure option allowing users to choose whether to install sdl2-config
sdl2-config is installed by default if no flag is specified.
|
|
eb7affee
|
2019-04-06T21:52:51
|
|
SDL_HINT_MOUSE_TOUCH_EVENTS: move tracking appart in case of 'window' is null
|
|
a1a9fd50
|
2019-04-06T21:43:16
|
|
Bug 4581: move tracking appart so it doesn't require the window to have focus
|
|
a46af76b
|
2019-04-05T08:15:01
|
|
Fixed bug 4579 - SDL_android.c s_active not being atomic
Isaias Brunet
This bug cause a false assert due to multiple threads modifying the same variable without any atomic operation.
|
|
9eac91dd
|
2019-04-05T08:10:12
|
|
Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well
|
|
b6f33a68
|
2019-04-05T07:51:11
|
|
https://bugzilla.libsdl.org/show_bug.cgi?id=4577
SDL_GetWindowDisplayMode was returning an incorrect result on iPhone Plus devices (tested on iOS 12.1/12.2). The problem was that the value returned by UIScreenMode was assumed to be the physical pixels on the display, rather than the scaled retina pixels. The fix is to use the scale returned by UIScreen.scale rather than the nativeScale.
|
|
05333a6e
|
2019-04-05T09:16:30
|
|
Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
|
|
b470cd9b
|
2019-04-05T08:36:31
|
|
Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour
|
|
6f732d4e
|
2019-04-04T20:24:22
|
|
Update WhatsNew.txt
|
|
458c60e6
|
2019-04-04T20:10:55
|
|
Update WhatsNew.txt
|
|
bfdd0b22
|
2019-04-04T17:01:02
|
|
Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
|
|
e4157618
|
2019-04-04T16:51:50
|
|
Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events
controlling whether mouse events should generate synthetic touch events
By default SDL will *not* generate touch events for mouse events
|
|
ab03892d
|
2019-04-04T15:19:00
|
|
Bug 4576: track both FingerId and TrackId
|
|
e39c0a1f
|
2019-04-03T10:14:42
|
|
Bug 4576: fix wrong scaling
|
|
236b8606
|
2019-04-02T18:07:27
|
|
Bug 4576: one more warning
|
|
b45abbb2
|
2019-04-02T17:57:27
|
|
Bug 4576: fix warning and compile
|
|
9b3c2258
|
2019-04-02T17:23:55
|
|
Bug 4576: remove touch/mouse duplication for Android
|
|
9d28156f
|
2019-04-02T17:18:47
|
|
Bug 4576: remove touch/mouse duplication for IOS
|
|
42de5f97
|
2019-04-02T17:13:22
|
|
Bug 4576: remove touch/mouse duplication for WinRT
|
|
b086edc9
|
2019-04-02T17:10:29
|
|
Bug 4576: remove touch/mouse duplication for Emscripten
|
|
b8e5c561
|
2019-04-02T17:07:54
|
|
Bug 4576: remove touch/mouse duplication for Wayland
|
|
6bc2d9de
|
2019-04-02T17:03:58
|
|
Bug 4576: remove touch/mouse duplication for linux/EVDEV
|
|
1a4c3b57
|
2019-04-02T16:58:11
|
|
Bug 4576: remove touch/mouse duplication for Windows
|
|
a3f2c446
|
2019-04-02T16:46:17
|
|
Bug 4576: handle mapping of TouchEvents to MouseEvents at higher level
|
|
1febfedf
|
2019-04-02T05:31:08
|
|
configure.in: Rename configure.ac to fix an 'aclocal' warning
|
|
9a8d5215
|
2019-03-27T08:17:05
|
|
Handle potentially calling SDL_JoystickUpdate() and SDL_JoystickQuit() at the same time.
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14b385f2
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2019-03-27T20:58:33
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docs: Replace references to configure.in with configure.ac
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2fbfe8b9
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2019-03-25T12:59:30
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coreaudio: Set audio callback thread priority.
Fixes Bugzilla #4155.
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6a3356ab
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2019-03-25T12:24:38
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Backed out changeset cec31de4e126
This was meant to migrate CoreAudio onto the same SDL_RunAudio() path that
most other audio drivers are on, but it introduced a bug because it doesn't
deal with dropped audio buffers...and fixing that properly just introduces
latency.
I might revisit this later, perhaps by reworking SDL_RunAudio to allow for
this sort of API better, or redesigning the whole subsystem or something, I
don't know. I'm not super-thrilled that this has to exist outside of the usual
codepaths, though.
Fixes Bugzilla #4481.
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af4bbb30
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2019-03-25T23:01:32
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configure.in: Rename to configure.ac to fix an 'aclocal' warning
Also rename references in related files.
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8ab698af
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2019-03-21T10:39:49
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opengles2: Fix static analysis warning.
Not clear if this could ever dereference NULL in real life, but better safe
than sorry!
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01c924fa
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2019-03-19T17:20:54
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Hopefully fixed the mingw32 build
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deb7d08c
|
2019-03-19T17:05:22
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Fixed Visual Studio build
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ac23d78f
|
2019-03-19T16:53:55
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Didn't need to add SDL_windows.h include, that was already included
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b2e76d86
|
2019-03-19T16:52:09
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Fixed Windows RT build
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a7148922
|
2019-03-19T11:02:43
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Fixed archiving the SDL dynamic library on iOS and tvOS
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a0ac5ffc
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2019-03-19T10:59:41
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Fixed building with C++
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03fc5eeb
|
2019-03-19T10:56:46
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Fixed building with C++
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8177388e
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2019-03-19T08:29:34
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Fixed declaration of SDL_main_func for C++
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