src


Log

Author Commit Date CI Message
Sam Lantinga 17c9ff85 2013-09-28T14:06:51 Added missing SDL_assert.h
Sam Lantinga 57bd5147 2013-09-28T14:06:47 Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
Sam Lantinga d0a57ea2 2013-09-28T14:06:39 Rolled back my LoadLibrary change. The first failed call causes a dialog to pop up in Windows apps (but not console apps) and that's really bad. I'll have to deal with this in my app.
Sam Lantinga dfa53e7e 2013-09-28T14:06:31 SDL_LoadObject on Windows now calls LoadLibrary a second time in its EX form whenever the first load fails. This second call uses the "altered" search path for DLL dependencies, which includes searching the directory that the DLL itself lives in.
Sam Lantinga b6be1435 2013-09-28T14:06:20 Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support. Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly. CR: Jorgen
Gabriel Jacobo 1ccbad96 2013-09-28T15:48:32 Do not use UDEV references in EVDEV if UDEV has not been detected
Gabriel Jacobo 9ceed73d 2013-09-28T13:28:19 Raspberry Pi support (also unified UDEV and EVDEV support)
Philipp Wiesemann 90afb94e 2013-09-28T12:48:26 Corrected name of SDL_Color field from unused to a.
Sam Lantinga 8b6ad7ff 2013-09-27T23:47:57 Fixed bug 2101 - CWBackPixel causes weird window flickering on window resize aBothe I tried to experiment a bit with SDL2 and OpenGL today and noticed that something caused some weird flickering when resizing my nicely drawn SDL2/OpenGL window: Just after resizing, the background went black and I had to let my OpenGL code redraw the contents.. However, after some hours spent with googling I found out that in OpenGL examples where this CWBackPixel flag was not used when creating X windows, there was no flickering while resizing the window. See http://www.sbin.org/doc/Xlib/chapt_04.html @ "The Window Background" for more info.
Sam Lantinga b9567776 2013-09-27T23:35:17 # User Darren Salt <devspam@moreofthesa.me.uk> # Date 1379621782 -3600 # Thu Sep 19 21:16:22 2013 +0100 Work around a false-positive in the X11 mouse wheel code This false positive occurs when one particular button on my mouse is pressed. The kernel which I'm using is patched to cause a release event to be synthesised immediately when the mouse says that this button is pressed because the mouse doesn't signal release until the button is next pressed. (Also documents a false negative, observed with the horizontal scroll wheel on the same mouse.)
Sam Lantinga c95761e0 2013-09-27T23:29:05 Fixed bug 2100 - directfb fails to build
Sam Lantinga 0103bc0b 2013-09-27T22:09:51 Default to OpenGL ES 2.0 instead of 1.0 when it's available.
Edward Rudd 869a7076 2013-09-20T13:43:00 add in High DPI support (aka Retina) - based on J?rgen's patch with a few bug fixes
Sam Lantinga d3d6f9ad 2013-09-14T11:25:52 Fixed syntax error in C style block comment.
Ryan C. Gordon bfe1b1d0 2013-09-14T01:30:57 Don't incorrectly report success for negative swap intervals on Mac OS X.
Sam Lantinga fae4190d 2013-09-13T17:42:46 Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now. CR: Sam
Sam Lantinga 49d64d52 2013-09-13T17:42:38 Fix X11_RestoreWindow() and X11_RaiseWindow() to properly do window activation. X11_RestoreWindow() had a call ordering problem that prevented activation, and X11_RaiseWindow() wasn't attempting activation. Windows and OS X both activate in these cases. CR: saml
Sam Lantinga 67c02a28 2013-09-13T17:42:31 Mac: Translate Ctrl-Left click to right click.
Sam Lantinga e231d5b4 2013-09-13T17:41:17 Mac: Turn off momentum-based scrolling.
Sam Lantinga 37509cf3 2013-09-13T17:40:41 Mac: Fix cast warning.
pgriffais a9166450 2013-09-10T18:25:13 [SDL] X11+GL: Allow Visual override for GL windows. SDL provides an SDL_VIDEO_X11_VISUALID environment variable that lets you override window visuals, but it wasn't being checked for OpenGL windows. CR: Sam.
Ryan C. Gordon 83383c65 2013-09-07T13:47:14 Disable thread naming on Win64 for now. We can't use _try/_except without the C runtime, and we can't use inline asm with the Win64 compiler. We'll need to move this to an .asm file or something later.
Sam Lantinga dc9ddf1f 2013-09-06T20:54:14 Fixed bug 2090 - Some joystick inputs are delayed on FreeBSD kikuchan Some joysticks with high sampling rate need to be read() more fast, otherwise it delay user inputs due to internal queue. Especially, an app that issues SDL_PollEvent() not so frequent
Sam Lantinga 10ffa28a 2013-09-06T20:45:08 Fixed time comparison and explicitly delay 1 ms instead of an arbitrary scheduled time.
J?rgen P. Tjern? f06eeb01 2013-09-05T15:49:57 Fix to buffer overrun in SDL_JoystickGetGUIDString().
Sam Lantinga 4b942c5a 2013-09-05T07:15:26 Fixed bug 2076 - OpenGL doesn't work with --disable-threads stepik-777 Thread local storage is used to store current window and current opengl context. OpenGL worked before this changeset: 7596 (45e5c263c096)
Sam Lantinga cefffd61 2013-09-05T06:59:34 Fixed bug 2082 - SDL stdlib implementation does not force upper case for %X format specifier norfanin When SDL_vsnprintf handles the %x format specifier, a boolean is set to signal forced lower case. It also should be able to signal forced upper case for the %X specifier. A boolean is not sufficient anymore. The attached patch adds an enum for the three cases: lower, upper and no change.
Sam Lantinga 48aca0b2 2013-09-05T06:43:34 Fixed bug 2084 - SDL_log xxx on Android outputs to Logcat with incorrect priority. Pallav Nawani This effects all SDL_Logxxx functions. On android, the debug output has a priority that is 1 higher than intended, ie, if you try SDL_LogInfo, the log has the priority of Warn instead.
Ryan C. Gordon b63d11ce 2013-09-04T23:40:11 The SDL_PixelFormat* passed to SDL_ConvertSurface() should be const.
Ryan C. Gordon 2bafbeda 2013-08-31T01:36:38 Enabled thread naming on Windows. This is now done without compiler or C runtime support for __try/__except. (Granted, it uses Visual Studio-style inline asm, but still...)
Gabriel Jacobo ace1e98a 2013-08-29T15:02:32 Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1 SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
Gabriel Jacobo eec4710c 2013-08-29T14:03:44 Fixes bug #2074 - Thanks Sylvain! SDL_syssem.c:159 comparison of unsigned expression >= 0 is always true Solved by comparing unsigneds directly SDL_systimer.c:164: warning: control may reach end of Compile Solved by returning the default value if all else fails. SDL_androidgl.c:41:1: warning: type specifier missing, defaults to 'int' SDL_androidgl.c:47:1: warning: control reaches end of non-void function Solved by adding void return type to the function implementation
Sam Lantinga e07d7e64 2013-08-29T08:30:21 Christoph Mallon: Replace strlen(x) == 0 (O(n)) by x[0] == '\0' (O(1)).
Sam Lantinga 3e2930de 2013-08-29T08:29:51 Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
Sam Lantinga f79fc33a 2013-08-29T08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
Sam Lantinga 1d2c7796 2013-08-29T08:27:25 Christoph Mallon: Correct indendation.
Sam Lantinga 7267ea8f 2013-08-29T08:26:55 Christoph Mallon: Use SDL_arraysize()
Sam Lantinga 9e23d178 2013-08-29T08:26:24 Christoph Mallon: Simplify assignment.
Sam Lantinga 67c10169 2013-08-29T08:25:54 Christoph Mallon: Report an error, if creating the directories in SDL_GetPrefPath() failed.
Sam Lantinga db7c92b4 2013-08-29T08:25:24 Christoph Mallon: Remove lone /* if */ comment.
Sam Lantinga 321aa4ae 2013-08-29T08:24:43 Christoph Mallon: Simplify avoidance of duplicate / in SDL_GetPrefPath()
Ryan C. Gordon 257cef30 2013-08-28T22:09:17 Change order we enumerate Windows joysticks. Make it so XInput devices are listed before DirectInput devices, and that the XInput devices are sorted by userid in ascending numeric order (so device 0 comes first).
Ryan C. Gordon ea4350d8 2013-08-28T22:07:54 Don't corrupt XInput device state during SDL_SYS_JoystickClose().
Ryan C. Gordon 2538d311 2013-08-28T22:05:16 Fix endlines for logging via OutputDebugString().
Ryan C. Gordon aa652114 2013-08-28T17:17:21 Make XInput joystick names match the numbers on the device. (And how the Haptic code already names them.)
Ryan C. Gordon 79499898 2013-08-28T17:12:07 Fixed comment typo.
Ryan C. Gordon 4b255c63 2013-08-28T16:43:47 Reworked XInput and DirectInput joystick code. Now multiple XInput controllers map correctly to device indexes instead of grabbing the first available userid, and are completely separated out from DirectInput. Also, the hardcoded limitation on number of DirectInput devices is gone. I don't expect there to really ever be more than eight joysticks plugged into a machine, but it was a leftover limitation for a static array we didn't actually use anymore. Fixes Bugzilla #1984. (etc?)
Ryan C. Gordon c89e0469 2013-08-28T16:35:32 Better XInput detection code for DirectInput device enumeration. This code is way faster than the Wbem code, and less ugly.
Gabriel Jacobo ad20c801 2013-08-26T14:23:18 Fixes typo in EGL code (thanks jmcfarlane!)
Ryan C. Gordon 2abe45e8 2013-08-25T21:28:03 Removed obvious comment to trigger buildbot.
Edward Rudd 833fd30e 2013-08-25T11:24:01 reworked GetBasePath on OS X to use Contents/Resource by default if bundled, or exedir if not bundled. - also adds OS X specific magic for bundled apps adding an Info.plist property of name SDL_FILESYSTEM_BASE_DIR_TYPE to the following values will change the bahaviour. * bundle -- use the bundle directory e.g. "/Applications/MyGame/Blah.app/" * parent -- use the bundle parent directory e.g. "/Applications/MyGame/" * resource -- use the bundle resource directory (default) e.g. "/Applications/MyGame/Blah.app/Contents/Resources/"
Gabriel Jacobo 64e6eeac 2013-08-25T11:48:49 Fixes "error: conflicting types for 'GLintptr'"
Ryan C. Gordon c9c6852f 2013-08-24T21:15:10 Minor FreeBSD code cleanup.
Edward Rudd e5b65e4e 2013-08-24T09:05:18 Fix #2062 Be more diligent about validating trailing "/" existence in HOME and XDG_DATA_HOME env vars
Ryan C. Gordon 58a558e3 2013-08-23T23:34:23 Patched to compile on Solaris.
Ryan C. Gordon 88cd94a0 2013-08-23T21:48:40 Patched to compile on FreeBSD.
Ryan C. Gordon 97948aef 2013-08-23T21:38:54 Add support for some BSDs and Solaris to SDL_GetBasePath().
Gabriel Jacobo f60bcf8b 2013-08-22T17:26:22 Fix warning in GL ES2 renderer
Ryan C. Gordon faf760d2 2013-08-22T13:32:27 XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
Sam Lantinga cd27a1ef 2013-08-21T12:12:04 Fixed compiling on old versions of the DirectX SDK
Sam Lantinga 9faefccd 2013-08-21T10:32:04 SDL - detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open) CR: SamL
Sam Lantinga 05d8c2dc 2013-08-21T10:31:44 Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized. This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
Sam Lantinga 3d217ed7 2013-08-21T10:07:48 Fixed crash if the IC isn't set up for some reason (bad X11 locale?)
Gabriel Jacobo 6107705a 2013-08-21T10:34:32 Fix a couple of warnings
Gabriel Jacobo 5f8de2b9 2013-08-21T10:27:39 Patched to compile on Darwin
Gabriel Jacobo 29dfdd1e 2013-08-21T10:13:12 More fixes for -Wdeclaration-after-statement
Gabriel Jacobo 2490166d 2013-08-21T10:12:16 Fixes for -Wdeclaration-after-statement
Gabriel Jacobo 1e49b1ed 2013-08-21T09:47:10 OCD fixes: Adds a space after /* (glory to regular expressions!)
Gabriel Jacobo 695344d1 2013-08-21T09:43:09 OCD fixes: Adds a space before */
Ryan C. Gordon 3984c7d8 2013-08-20T23:20:32 Actually, this should be a memcpy(). We already know the exact length we just allocated, and we plan to append our own null terminator to the end of the copy, so this makes more sense.
Ryan C. Gordon 9ff379ba 2013-08-20T21:21:57 Patched to compile on iOS.
Ryan C. Gordon fb7a0291 2013-08-20T20:39:22 More Haiku fixes.
Ryan C. Gordon 24006be2 2013-08-20T20:31:57 Fixed compiler warning.
Ryan C. Gordon ad8aa33b 2013-08-20T20:29:30 More Windows fixes for filesystem code.
Ryan C. Gordon c9152adc 2013-08-20T20:15:15 Patched new filesystem code to compile.
Ryan C. Gordon 2dd7091e 2013-08-20T19:57:11 Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
Gabriel Jacobo 552b04c5 2013-08-20T20:34:40 More non C89 compliant comments
Gabriel Jacobo 63fe3a77 2013-08-20T19:49:24 Fixes a few non C89 compliant comments
Ryan C. Gordon e43ff8fb 2013-08-20T12:43:06 Added some FIXMEs for later.
Gabriel Jacobo 0eeb76d8 2013-08-19T16:29:46 Fixes bug #2037, common EGL code for Android and X11
Ryan C. Gordon b4426769 2013-08-19T11:02:44 Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!). Fixes Bugzilla #2047.
Sam Lantinga c2a29aed 2013-08-18T22:05:53 Fixed Haiku build (thanks Alexander!)
Ryan C. Gordon 7e3b7dbc 2013-08-17T20:46:34 Patched to compile with Visual Studio.
Sam Lantinga 1455a947 2013-08-17T17:14:15 Fixed Windows build
Sam Lantinga d7817f42 2013-08-17T17:04:14 Fixed for consistency with the other platforms
Edward Rudd e187810e 2013-08-17T18:07:29 auto init the ticks if the GetTicks and the like methods are called before SDL_Init().. This prevents annoying game bugs such as caching SDL_GetPerformanceFrequency in a static initializer
Sam Lantinga 6995ff18 2013-08-17T09:54:30 Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
Sam Lantinga 9ab14aa5 2013-08-16T17:50:44 Fixed windows build
Sam Lantinga ff77ca8d 2013-08-16T15:38:06 The keyboard text events should be sent after the key down events
Sam Lantinga b4b12d95 2013-08-16T15:35:10 Fixed bug 1876 - SDL_TEXTINPUT only returns '?' (0x3F) in event.text.text with Khmer language input Andreas The issue comes down to this line on MSDN: "TranslateMessage produces WM_CHAR messages only for keys that are mapped to ASCII characters by the keyboard driver." "WM_KEYDOWN and WM_KEYUP combinations produce a WM_CHAR or WM_DEADCHAR message. WM_SYSKEYDOWN and WM_SYSKEYUP combinations produce a WM_SYSCHAR or WM_SYSDEADCHAR message." Except for WM_CHAR, none of these messages are used in SDL. Hence TranslateMessage should be dropped entirely and proper handling be included in the WM_KEYDOWN event. Currently TranslateMessage is called for every message even if it must not be called in certain cases (like "An application should not call TranslateMessage if the TranslateAccelerator function returns a nonzero value."). WM_CHAR message handling should remain for external processes posting these messages - additionally, WM_UNICHAR should be added. I made a patch for src/video/windows/SDL_windowsevents.c that seems to work fine. It doesn't solve the "missing" composition for Khmer, but at least input for languages that cannot be mapped to ASCII characters (and for which IME is not used) will now work on Windows.
Gabriel Jacobo bb2671b7 2013-08-16T14:38:04 Android quirk:Some devices don't report GL_OES_framebuffer_object but support it
Ryan C. Gordon 4cb0ead7 2013-08-16T12:51:29 Patched to compile.
Gabriel Jacobo 02868b69 2013-08-16T13:37:27 [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally Also, fail more gracefully when creating texture to avoid double free errors.
Sam Lantinga 76b7b1e9 2013-08-16T09:20:33 Fixed alpha composition when destination alpha is transparent. Jianyu Guan I found I make a big mistake that when dstA==0, I just simply let *dstp=*srcp and forgot to make dstRGB = srcRGB*srcA. The if consition "(*dstp & amask) == 0" in BlitRGBtoRGBPixelAlphaMMX and BlitRGBtoRGBPixelAlphaMMX3dNow should be removed.
Sam Lantinga 89bc80f1 2013-08-16T06:59:19 Fixed alpha blending for the MMX blit functions I see the Remarks of function SDL_BlitSurface shows that "when SDL_BLENDMODE_BLEND, we have dstA = srcA + (dstA * (1-srcA))". however, I tested some pictures but the result implies "dstA=arcA" actually. I stepped into the source code, and found after I set SDL_BLENDMODE_BLEND for the source surface, the final blit function is BlitRGBtoRGBPixelAlphaMMX when I use SDL_BlitSurface on my computer. And I found these codes: else if (alpha == amask) { /* opaque alpha -- copy RGB, keep dst alpha */ *dstp = (*srcp & chanmask) | (*dstp & ~chanmask); The same code is used in BlitRGBtoRGBPixelAlphaMMX3DNOW and BlitRGBtoRGBPixelAlpha. So I think they still keep dst alpha. Best regards, Jianyu Guan
Sam Lantinga 67367be0 2013-08-12T22:00:21 Don't print "unrecognized key" message for an X11 keycode of 0. This can happen with composed characters.
J?rgen P. Tjern? 14bf230d 2013-08-12T11:09:13 Mac: Fix restoring of Cmd-H-hidden fullscreen desktop windows. This should fix http://bugzilla.libsdl.org/show_bug.cgi?id=1996
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.