src


Log

Author Commit Date CI Message
Philipp Wiesemann 19f18558 2016-03-11T22:10:35 Emscripten: Deactivated custom cursor support because it created system cursors.
Philipp Wiesemann 676041aa 2016-03-11T22:10:15 Wayland: Fixed drawing created cursors without transparency.
Philipp Wiesemann 167dd4a1 2016-03-11T22:09:50 Wayland: Fixed showing created cursors incorrectly before the first redraw.
Philipp Wiesemann 0c923fda 2016-03-10T21:00:44 WinRT: Removed dead code and fixed memory leak if allocation for driver failed.
Sam Lantinga 6303941a 2016-03-08T13:55:50 Fixed infinite timeout in SDL_WaitEventTimeout() - thanks ?????????? ????????
Ethan Lee 2a754ca7 2016-03-07T08:22:55 Allow mappings to be added before GameControllerInit
Ryan C. Gordon 1e8df9cd 2016-03-05T23:25:23 alsa: Implemented basic device detection. This is kind of nasty, because ALSA reports dozens of "devices" that aren't really things you'd ever want, or things that should be listed this way, but the default path still works as before, and it at least allows these devices to be available to apps. This does not handle hotplugging yet. You get a device list at init time and that's it.
Ryan C. Gordon f647dfe8 2016-03-04T19:41:16 x11: Fix a few more XMoveWindow() calls to adjust for border size. Also, fix my inability to do basic math ('+' should have been '-').
Ryan C. Gordon 02f49fdb 2016-03-04T18:47:19 x11: Deal with window borders better. - Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query the X server for them (instead, we update our cached data when PropertyNotify events alert us to a change). - Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call. - Window position was meant to refer to the client area, not the window decorations, so adjust appropriately when getting/setting the position.
Philipp Wiesemann 05b6ca3c 2016-03-03T20:12:51 Raspberry: Fixed crash if memory allocation for cursor failed.
Philipp Wiesemann be34036e 2016-03-02T20:25:23 Wayland: Fixed fault in event handling which might have caused a crash someday. Found by Cppcheck.
Philipp Wiesemann ab8be043 2016-03-02T20:25:09 Wayland: Fixed crash if allocating memory for cursor failed. Also added missing error message if first allocation failed.
Brandon Schaefer 90ef601d 2016-02-25T10:06:33 Mir: Do not use opengl to find the valid pixel format if we dont use opengl
Philipp Wiesemann 966aa372 2016-02-24T21:07:19 Mir: Replaced memcpy() with SDL_memcpy().
Philipp Wiesemann b4b36122 2016-02-24T21:06:46 Mir: Fixed comment at conditional compilation macro.
Philipp Wiesemann 92209c26 2016-02-22T19:00:22 Mir: Fixed crash if allocating memory for cursor failed.
bschaefer 3607d3b7 2016-02-21T15:19:35 Fix API/ABI breakage in Mir 0.13/0.14.
Ryan C. Gordon 481a21b0 2016-02-21T17:21:29 Windows: Just use WaitForSingleObjectEx() everywhere. (It's supported on WinXP, no reason to have an #ifdef here...I think.)
Ryan C. Gordon 9fd4d4dd 2016-02-21T17:05:25 Windows: let threads be named in the debugger. We now only raise the magic exception that names the thread when IsDebuggerPresent() returns true. In such a case, Visual Studio will catch the exception, set the thread name, and let the debugged process continue normally. If the debugger isn't running, we don't raise an exception at all. Setting the name is a debugger trick; if the debugger isn't running, the name won't be set if attached later in any case, so this doesn't lose functionality. This lets this code work without assembly code, on win32 and win64, and across various compilers. The only "gotcha" is that if you have something attached that looks like a debugger but doesn't respect this magic exception trick, the process will likely crash, but that's probably a deficiency of the attached program. Fixes Bugzilla #2089.
Ryan C. Gordon 32c70cc5 2016-02-21T13:07:14 stdlib: Restored previous qsort() implementation; the licensing is resolved. Thanks to Gareth McCaughan for changing his code to the zlib license on our behalf!
Ryan C. Gordon 2436ca20 2016-02-20T01:03:39 x11: better fix for the previous commit's fullscreen vs maximized issue.
Ryan C. Gordon a4627c5e 2016-02-20T00:44:42 x11: Don't mess with fullscreen vs maximized window state on unmapped windows.
Ryan C. Gordon dddd6a5a 2016-02-19T00:28:53 Android: Restored Philipp's joystick change, lost in the previous merge. This patch, specifically: https://hg.libsdl.org/SDL/rev/c0976de9c332
Ryan C. Gordon 03f97117 2016-02-19T00:24:00 Merge Android C89 fixes from Eric Wing.
Ryan C. Gordon df4be2f2 2016-02-18T23:27:58 x11/wayland/mir: Make the dynamic loading macro salsa a little less messy.
Sam Lantinga d6699d55 2016-02-17T14:15:37 Added support for the Mad Catz FightStick TE S+ PS3
Jonas ?dahl 3a22321d 2016-02-17T15:14:20 wayland: Add wl_proxy_marshal_constructor_versioned sym wl_proxy_marshal_constructor_versioned was introduce in wayland-client 1.10.
Sam Lantinga 5c59da2e 2016-02-16T13:51:24 Added support for the Mad Catz FightStick TE S+ PS4
Sam Lantinga 06828577 2016-02-16T13:51:15 Added support for the Akishop Customs PS360+ v1.66 and MadCatz PC USB Wired Stick 8818
Sam Lantinga a38d5b48 2016-02-16T13:48:46 Added support for several Mad Catz arcade sticks
Sam Lantinga 1c2beb21 2016-02-16T13:47:37 Allow using the game controller API with arcade sticks and other XInput devices
Philipp Wiesemann 9cd9925c 2016-02-16T20:32:22 Android: Changed an internal joystick function to return count instead of id. The returned value is currently not used by the caller. The instance id would also not be needed on Java side and providing it just complicated the function. Partially fixes Bugzilla #3234.
Ryan C. Gordon 45407d0e 2016-02-15T21:49:09 x11: Removed an assert. This assert triggers when run under XMonad. It's safe to pass a zero here anyhow, as this will still work "well enough" and the original problem--GNOME printing a warning message--is still fixed because GNOME's window manager gives us a chance to grab a non-zero user-time value before this code is run.
Ryan C. Gordon 09ae4df5 2016-02-15T03:37:01 Another attempt to fix Windows build.
Ryan C. Gordon 18f74c6e 2016-02-15T03:21:26 Patched to compile on Visual Studio.
Ryan C. Gordon 014956ac 2016-02-15T03:16:46 Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/
Alex Szpakowski 33af421d 2016-02-14T21:17:25 Windows: make sure SDL_TicksInit has been called before calling Sleep(ms) in SDL_Delay. This ensures the Windows system timer resolution is properly set before Sleep is called.
Philipp Wiesemann 37a54167 2016-02-13T17:35:38 PSP: Deactivated dynamic API. Thanks to Bugzilla #3240 for pointing this out.
Ryan C. Gordon 0e2badc1 2016-02-12T00:27:21 x11: Patched to compile with DEBUG_XEVENTS on C89 compilers.
Philipp Wiesemann 7da168db 2016-02-10T19:31:23 Fixed spaces in license comments.
Eric Wing 704298c0 2016-02-09T17:36:42 Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99.
Ryan C. Gordon 5ed63ae3 2016-02-08T01:08:21 x11: Updated imKStoUCS.* to latest from x.org. This was a version from XFree86 before now. :) Although not much has changed.
Alex Szpakowski 8e7cd6b5 2016-02-03T20:32:55 iOS: Implemented clipboard support.
Sam Lantinga 4249f466 2016-01-31T21:11:15 David Carlier implemented SDL_GetBasePath() for OpenBSD
Sam Lantinga 1fb30db0 2016-01-31T11:29:11 Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT
Alex Szpakowski 32592178 2016-01-31T09:39:42 x11: Fix AltGr generating an invalid keycode (bug #3244). Thanks Thomas!
Philipp Wiesemann 9bdd1881 2016-01-27T23:20:23 PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality.
Sam Lantinga 67f9fd2b 2016-01-22T13:12:16 Fixed creating fullscreen windows on Steam Link
Sam Lantinga e5d575b9 2016-01-16T21:58:49 Expose the EGL display and window for Vivante SDL windows
Philipp Wiesemann 0a1999df 2016-01-16T21:25:10 Fixed compile warnings about type conversion. Found by buildbot.
Philipp Wiesemann 8d035b1a 2016-01-12T22:23:00 Android: Added mouse initialization to reset state. If the app is launched again then the shared object may be reused (on Android).
Philipp Wiesemann 15603519 2016-01-11T20:02:48 Android: Added mapping of mouse forward button and mouse back button.
Alex Szpakowski 87ea39be 2016-01-09T17:41:09 Removed dead code (caught by Clang's static analyzer).
Ryan C. Gordon ed620333 2016-01-07T19:58:00 x11: make last mouse coords sane upon window entry (thanks, Cengiz!). (and thanks to Cengiz for many of the previous Unreal-related patches! They were generically credited to Epic Games, but a large amount of that work was his contribution.) Fixes Bugzilla #3067.
Ryan C. Gordon 73680ab3 2016-01-07T16:01:24 Fixed NULL dereference on drop events with no window associated. (such as when dropping a file onto an app's icon to launch.) This bug caught by Clang's static analyzer.
Ryan C. Gordon 5dcf6bcc 2016-01-07T14:51:22 Updated dynamic API table.
Ryan C. Gordon 416d0466 2016-01-07T14:02:37 Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!). Fixes Bugzilla #3223.
Philipp Wiesemann 1d1ba58f 2016-01-06T22:39:29 Fixed compile warnings about uninitialized variables in test library. Found by buildbot.
Ethan Lee 167cf14c 2016-01-05T16:39:18 SDL_RenderSetIntegerScale
Ryan C. Gordon 49e47688 2016-01-05T05:38:55 Patched to compile on iOS.
Ryan C. Gordon 881ccccb 2016-01-05T05:31:33 Android: Fixed up drop events for new interface.
Ryan C. Gordon eeb89999 2016-01-05T05:22:35 Patched to compile.
Ryan C. Gordon 3bdaf4c6 2016-01-05T02:46:10 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity(). This is currently implemented for X11, Cocoa, Windows, and DirectFB. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon f9d478b6 2016-01-05T02:40:14 x11: _NET_WM_PID needs a long, not a pid_t, I think.
Ryan C. Gordon 7605ccf6 2016-01-05T02:29:16 Use SDL's stdinc functions instead of C runtime calls.
Ryan C. Gordon 5696e88e 2016-01-05T02:29:06 Added SDL_GetWindowBordersSize(). This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon e497e465 2016-01-05T02:28:56 Added SDL_SetWindowInputFocus(). This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon dc532c70 2016-01-05T02:27:50 Added SDL_WINDOWEVENT_TAKE_FOCUS. This is for corner cases where a multi-window app is activated and wants to make a decision about where focus should go. This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon f9af0c03 2016-01-05T02:27:26 x11: Put a matching window_group wmhint on every window created. This is useful to the Window Manager, so it can know to associate multiple SDL windows with a single app.
Ryan C. Gordon f9b73793 2016-01-05T02:26:45 Added SDL_DROPTEXT event, for dragging and dropping string data. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon 8e855f2f 2016-01-05T01:42:00 Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops. This allows an app to know when a set of drops are coming in a grouping of some sort (for example, a user selected multiple files and dropped them all on the window with a single drag), and when that set is complete. This also adds a window ID to the drop events, so the app can determine to which window a given drop was delivered. For application-level drops (for example, you launched an app by dropping a file on its icon), the window ID will be zero.
Ryan C. Gordon f2defe5e 2016-01-05T01:30:40 Added special window type flags. Specifically: always on top, skip taskbar, tooltip, utility, and popup menu. This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
Ryan C. Gordon 81209acb 2016-01-04T23:44:27 x11: Let apps specify that video init should fail if XRandR is unavailable. Notably: it sets the error string to inform you that your custom SDL is built without xrandr support, which apparently has been a support issue for Unreal Engine 4 developers.
Ryan C. Gordon 15bc7aea 2016-01-04T22:00:04 Mac: allows apps to use OpenGL on a slower, integrated GPU. This is often useful for SDL apps that aren't meant to be games: the integrated GPU starts up faster, uses less power, and is often more than fast enough. Note that even with this change, the app will still default to the more powerful, discrete GPU if one is available; an app that prefers the integrated GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly set in its Info.plist and Mac OS X 10.7 or later. https://developer.apple.com/library/mac/qa/qa1734/_index.html
Ryan C. Gordon 7678b1db 2016-01-04T16:36:42 Patch to compile on C89 compilers.
Ryan C. Gordon 6df5e1e5 2016-01-04T16:25:27 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp. Fixes Bugzilla #3056.
Ryan C. Gordon fa8c83c1 2016-01-03T06:50:50 Remove almost all instances of "volatile" keyword. As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety: https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/ Some of these volatiles didn't need to be, some were otherwise protected by spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc. Fixes Bugzilla #3220.
Sam Lantinga e2fd1c0f 2016-01-02T11:17:06 Backed out commit 80ce90dbc266, this causes Visual Studio build failure on buildbot
Sam Lantinga 68a32728 2016-01-02T10:38:51 Fixed sed error on Mac OS X and updated copyright on a few last files
Sam Lantinga ac444cd3 2016-01-02T10:25:53 Fixed bug 3092 - Statically link sdl2 with /MT for msvc Martin Gerhardy According to https://msdn.microsoft.com/de-de/library/2kzt1wy3%28v=vs.120%29.aspx when one is using /MT for msvc compilations the libcmt.lib is already linked to the binary. This lib includes the symbol that is now guarded (see attached patch) by the #ifndef _MT.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
David Ludwig 44c0b2da 2015-12-31T01:54:11 WinRT: minor code-comment cleanups
David Ludwig 6823a221 2015-12-31T01:50:30 WinRT: fixed bug whereby a Win8.x app's SDL_Window wasn't getting de-marked as maximized (on window restore)
David Ludwig d8aa0662 2015-12-31T01:40:50 Fixed Bug 3217 - WinRT: after alt-tab'ing back into fullscreen app, mouse cursor is sometimes wrong
David Ludwig 854cf7ac 2015-12-30T12:44:13 Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen
Philipp Wiesemann c41feca5 2015-12-29T19:13:56 Fixed a crash if creating accelerated renderer after accessing window surface. Partially fixes Bugzilla #3196.
Ryan C. Gordon 696cd797 2015-12-29T02:32:47 NetBSD: fixed issues with cpuinfo and pthread_setname_np (thanks, Thomas!). Fixes Bugzilla #3176.
Ryan C. Gordon ce0f90ff 2015-12-29T02:29:56 NetBSD: improved joystick support (thanks, Thomas!). This patch skips non-joystick HID devices and gives joysticks on NetBSD a human readable name. Fixes Bugzilla #3178.
Ryan C. Gordon 18c7d6df 2015-12-29T02:16:14 XRandR: fixed primary output detection logic (thanks, "winterknight"!). Fixes Bugzilla #3185.
Ryan C. Gordon 326b3578 2015-12-29T01:09:58 Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!). Fixes Bugzilla #3190.
Ryan C. Gordon f893ce3d 2015-12-28T15:15:58 OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!). Fixes Bugzilla #2700.
Alex Szpakowski 4ae69e32 2015-12-28T15:44:09 Mac: expose joystick buttons that report themselves as having 'Start' and 'Select' HID usages. I don't know if any joysticks report those usages for any buttons in practice, but other prominent Mac gaming software exposes them, so we might as well too.
Ryan C. Gordon 51c1d69d 2015-12-28T13:30:58 Mac: Whoops, lost legit Caps lock keypress events. Fixed.
Ryan C. Gordon fd6b435c 2015-12-28T13:08:19 Windows: resync num/caps lock when window is gaining focus.
Ryan C. Gordon 257b7af2 2015-12-28T13:07:44 Sync up the caps/numlock state properly without sending key events. Partially fixes Bugzilla #2736 and #3125.
Ryan C. Gordon d3b323f8 2015-12-27T23:39:43 Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground.
David Ludwig fa7c15ce 2015-12-27T22:26:27 WinRT: made bug 3202/3213's fix apply for WinRT apps
Ryan C. Gordon 2befe01d 2015-12-27T18:56:46 Removed a tabstop.
Ryan C. Gordon 6a2e8a7a 2015-12-27T18:48:14 Win: make sure SDL keyboard state reflects system capslock state at startup.