src


Log

Author Commit Date CI Message
Ryan C. Gordon 19f8c622 2014-02-02T23:41:46 Added Mir video target (thanks, Brandon!).
Philipp Wiesemann e8f5e010 2014-02-02T20:58:46 Fixed including SDL_internal.h twice for DirectFB.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Sam Lantinga 3bd0e900 2014-02-02T00:33:31 Fixed bug 2376 - no SDL_HasAVX Haneef Mubarak AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable. This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available). Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions): http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
Sam Lantinga d76c2cc1 2014-01-30T12:30:40 Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()). The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows. Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those. The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format. To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom(). When I do this, SDL_CreateWindowFrom() will: 1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering. I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO. CR: SamL Some pseudocode that shows how this is used in Source2: HWND hExternalHwnd; // HWND that was established outside of SDL // Create main window (happens inside platwindow.cpp) SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. ); // Create GL context, happens inside rendersystemgl SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow ); // Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) ); // Create the secondary window. This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd ); // To render to the main window: SDL_GL_MakeCurrent( mainWindow, onlyContext ); // Do some rendering to main window // To render to the secondary window: SDL_GLMakeCurrent( secondaryWindow, onlyContext ); // Do some rendering to secondary window
Sam Lantinga dbd4a917 2014-01-30T12:27:24 Document Michael's changes adding TranslateMessage() back to the SDL message loop.
Sam Lantinga 5c58bd68 2014-01-30T12:27:00 * Added TranslateMessage call to SDL default message pump - was causing problems in S2 tools mode apps that used Qt. Qt relies on the WM_CHAR message generated by TranslateMessage and keyboard input was showing up in the UI as mixed-case. (Depending on which message pump got a given message - both SDL and Qt pump messages for the entire process.) Sam will review and possibly tweak this change before propagating to public SDL, but I'm checking this version in so I can integrate into S2 and fix the issue there.
J?rgen P. Tjern? 338bf9cc 2014-01-29T18:38:13 Add SDL_GL_ResetAttributes.
J?rgen P. Tjern? 366b1727 2014-01-29T18:37:23 Mac: [NSApp keyWindow] is not valid in windowDidBecomeKey: This fixes weird behavior on Mac where our first responder reverts to the window itself, rather than the SDLTranslatorResponder, after the window has lost focus once. This causes Escape to call cancelOperation: on the NSWindow, which by default removes our fullscreen-ness. When someone has turned off SDL_TEXTINPUT we should probably set another initial responder that handles the Escape behavior, so that SDL_TEXTINPUT doesn't change fullscreen behavior (and possibly other behavior) like it does now.
Philipp Wiesemann 68f2fe64 2014-01-29T00:29:14 Fixed spaces in source file license comment.
dbrady 109fe0e0 2014-01-28T15:28:20 fixed hat code validation.
Philipp Wiesemann 62b17e7e 2014-01-29T00:27:54 Fixed comments in joystick implementation files claiming to be headers. It seems comments were originally copied from SDL_sysjoystick.h.
Gabriel Jacobo f52d7f5e 2014-01-28T11:39:37 [Wayland] Fixes segfault when mouse enters window
J?rgen P. Tjern? 2efa2dc2 2014-01-27T13:43:04 X11: Don't redraw dialog box when mouse moves. This fixes bug #2343. (https://bugzilla.libsdl.org/show_bug.cgi?id=2343) Thanks to Melker Narikka for the patch.
Ryan C. Gordon aff44ccd 2014-01-27T16:13:13 Patched to compile...uh, everywhere. :)
Ryan C. Gordon 87cfee27 2014-01-27T16:10:15 Patched to compile on Windows when not supporting Direct3D.
Gabriel Jacobo 33479316 2014-01-27T17:59:19 [Android] Fixes Bug 2370, don't send accelerometer changes when Android_JNI_GetAccelerometerValues return SDL_FALSE (thanks to Jairo Luiz)
Gabriel Jacobo 50befa62 2014-01-23T08:44:25 Bug 2358 - [Android] Joystick Button Mappings are strange (fix by David Brady)
Ryan C. Gordon ecc0df06 2014-01-22T12:39:34 Fix detection of iOS for disabling dynamic API.
Gabriel Jacobo b131e74b 2014-01-21T18:20:12 Fixes 2356, [Android] SDL_JoystickGetAttached does not function Also fix a potential NULL pointer access in android/SDL_SYS_JoystickGetGUID
Gabriel Jacobo cf9828a2 2014-01-20T20:25:43 Move Wayland driver above dummy, check for driver availability before creation
Ryan C. Gordon 2ddd0c58 2014-01-20T12:53:44 Patched to compile if Wayland is disabled via SDL_config.h (thanks, Martin!). Fixes Bugzilla #2351.
Sam Lantinga 9e90acdf 2014-01-18T11:47:03 Make sure you clean up the associated renderer when destroying a window.
Gabriel Jacobo 129640af 2014-01-16T15:02:41 Fixes prototype declaration for wl_proxy_marshal_constructor [Wayland 1.4]
Gabriel Jacobo 838e76c6 2014-01-16T11:33:39 Fix to compile against the Wayland v1.4 headers
J?rgen P. Tjern? 12e7fdcb 2014-01-15T11:34:03 Don't minimize fullscreen windows when destroying them. Previously, we'd minimize fullscreen windows (if SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS was set) during SDL_DestroyWindow if they had keyboard focus, because we call SDL_SetKeyboardFocus(NULL) which yields a OnWindowsFocusLost event. Related to https://bugzilla.libsdl.org/show_bug.cgi?id=1840
J?rgen P. Tjern? bc92383e 2014-01-15T11:31:56 Mac: Don't give windows focus back when we're closing them. Fixes bug #1840 (https://bugzilla.libsdl.org/show_bug.cgi?id=1840)
J?rgen P. Tjern? a0c9e649 2014-01-15T11:17:09 Allow switching between FS and desktop FS. This should fix bug #2057 (https://bugzilla.libsdl.org/show_bug.cgi?id=2057)
J?rgen P. Tjern? a442f121 2014-01-15T11:08:55 Test: Add Shift-Enter to switch between FS and desktop FS.
J?rgen P. Tjern? a6a56af9 2014-01-15T10:40:14 Tests: Refactor key modifier checking.
J?rgen P. Tjern? 8f660a46 2014-01-14T17:33:24 Mac: Trigger SDL_FINGERUP for all touches. Fixes bug #2348. Thanks to Alex Szpakowski for the patch!
Gabriel Jacobo c0d86b92 2014-01-14T21:29:38 Make EGL loading more resilient. Lesson learned while trying to run L4D2 under Wayland :)
Gabriel Jacobo 272ebb8e 2014-01-09T13:56:21 Dynamic loading support for Wayland
Edward Rudd 5fd5567c 2014-01-08T14:53:08 define a font-size for the "unicode" message box font so the text isn't unreadable on linux systems
Ryan C. Gordon d75665c7 2014-01-08T01:07:57 Maybe fix Cygwin.
Ryan C. Gordon 960458e5 2014-01-08T00:58:03 Patched to compile on Cygwin.
Ryan C. Gordon e9689e8d 2014-01-08T00:51:31 Another Android fix.
Ryan C. Gordon d16e6301 2014-01-08T00:46:39 Updated Dynamic API jumptable.
Ryan C. Gordon afd0f323 2014-01-08T00:40:48 Patched to compile on Android (I think).
Ryan C. Gordon d5c977ad 2014-01-08T00:31:19 Patched to compile on OpenBSD.
Sam Lantinga b44e7470 2013-12-30T12:49:15 Fixed display mode calculations for applications which are not DPI aware. If your application wants to have access to the full resolution even when the system has DPI scaling enabled, call SetProcessDPIAware() before calling SDL_Init() e.g. typedef BOOL (WINAPI *SetProcessDPIAware_t)(void); HMODULE hMod = LoadLibrary("user32.dll"); if ( hMod ) { SetProcessDPIAware_t pSetProcessDPIAware = GetProcAddress( hMod, "SetProcessDPIAware" ); if ( pSetProcessDPIAware ) { pSetProcessDPIAware(); } FreeLibrary( hMod ); }
Sam Lantinga 69153196 2013-12-27T10:18:19 Switch back to apartment threaded COM initialization, which was the previous default. We do succeed now if the application previously initialized COM in multi-threaded mode.
Sam Lantinga 6f6c76a6 2013-12-27T10:18:18 Make sure our window has mouse focus before processing raw input events. This happens rarely, but not reproducibly, where we get raw input events for the window even though it doesn't have focus.
Sam Lantinga 27779311 2013-12-27T10:18:11 Bump SDL to build with 10.7 SDK. This also bumps the minimum requirement for building SDL to 10.7, and removes some checking we no longer need. CR: saml
Gabriel Jacobo fce6257c 2013-12-27T09:29:39 Implements touch support on QTWayland. Contributed by Thomas Perl.
Philipp Wiesemann 54a1f61a 2013-12-25T17:02:15 Changed return -1 after SDL_SetError() to return SDL_SetError().
Philipp Wiesemann 87ad7a1c 2013-12-25T16:57:59 Fixed pointer from integer warning and bug if compiled without EGL.
Philipp Wiesemann b97e077e 2013-12-24T20:00:58 Fixed unused local variable warning in joystick source for Android.
Philipp Wiesemann 28309c1d 2013-12-24T19:59:35 Fixed implicit declaration of SDL_Log() warning in joystick source for Android.
Sam Lantinga 2521e497 2013-12-23T17:55:06 Setting the mouse in relative mode implies grabbing the mouse. This fixes getting mouse button events in raw input relative mode on X11.
Sam Lantinga 7aef2350 2013-12-23T17:37:22 Added a relative mouse mode that uses mouse warping instead of raw input. To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1" When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
Sam Lantinga 7fe277cd 2013-12-23T17:15:32 Fixed float to int conversion warning, which was a legitimate bug.
Sam Lantinga 8e0dfef1 2013-12-23T15:55:47 Print events with SDL_Log() so they show up in Visual Studio debug output Added some joystick and controller events to the set that are printed out.
Sam Lantinga 03aece54 2013-12-23T15:10:03 Generate SDL_CONTROLLERDEVICEADDED events for controllers connected at startup
Sam Lantinga 74692835 2013-12-23T12:17:52 Added support for double-clicks, through a new "clicks" field in the mouse button event.
Sam Lantinga 3666c1f7 2013-12-23T10:54:27 Explicitly initialize COM with multi-threaded support. This is the safest option for applications that use COM, multi-threaded or not.
Gabriel Jacobo ec1cb49e 2013-12-14T20:18:43 Wayland support Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al. Additional changes in this commit, done by me: * Wayland uses the common EGL framework * EGL can now create a desktop OpenGL context * testgl2 loads GL functions dynamically, no need to link to libGL anymore * Assorted fixes to the Wayland backend Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10, running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
Gabriel Jacobo 4a8c2967 2013-12-13T09:48:12 Context sharing for EGL
Gabriel Jacobo 2159de66 2013-12-12T14:55:33 [Android] Poll joysticks every three seconds
Sam Lantinga 35ab76d0 2013-12-11T21:17:24 Fixed bug 2050 - Obvious bugs in SDL_ltoa and SDL_lltoa pjz SDL_ltoa(-2147483648,s,10) only returns "-" because there is a bug in the code: if ( value < 0 ) { *bufp++ = '-'; value = -value; } but -(-2147483648) is still -2147483648 (0x80000000) as signed int (or long), so the following loop doesn't run at all. Similar bug are also in SDL_lltoa. BTW, there is no sanity check for radix.
Gabriel Jacobo bfcd28c1 2013-12-10T16:24:11 [Android] Hotplugging support for joysticks
Ryan C. Gordon 090327e7 2013-12-09T16:03:18 Implemented the Dynamic API magic.
Ryan C. Gordon d01ad02b 2013-12-09T15:17:20 Hook up SDL_acos and SDL_asin properly.
Ryan C. Gordon 31caa22d 2013-12-09T13:30:35 Patched stdlib changes to compile on Windows.
Sam Lantinga 5e656f89 2013-12-07T11:19:52 Associate the environment with any thread that calls Android_JNI_GetEnv(), in case it's been manually created with pthread_create() or C++11.
Sam Lantinga 44afc2a3 2013-12-06T16:12:18 Fixed crash if no window has keyboard focus
Sam Lantinga 4ab350d4 2013-12-06T09:13:31 Fixed detecting the wired XBox 360 controller on Linux Also added some more debug output to detect issues
Sam Lantinga c78476da 2013-12-06T08:24:00 Fixed compiler warning on Visual Studio
Sam Lantinga 7afb7682 2013-12-05T09:29:04 Added code missed in the resolve
Sam Lantinga 43825e27 2013-12-05T09:14:56 Clean up the cursor clipping area when quitting SDL. This fixes the cursor being clipped after the streaming client quits when streaming Dungeons of Dredmor
Gabriel Jacobo 6c495a80 2013-12-03T12:09:58 [Android] Signal the resume semaphore after pushing the relevant events Ref: Request in #2242
Gabriel Jacobo 5ac18134 2013-12-03T12:01:28 Adds SDL_GameControllerAddMappingsFromRW, updates controllermap SDL_GameControllerAddMappingsFromFile is now a convenience macro. controllermap can now skip bindings by pressing space or clicking/touching the screen.
Sam Lantinga 013d9982 2013-12-02T23:54:35 Fixed error return value in SDL_EGL_CreateSurface(), thanks to Mike Kasprzak
Gabriel Jacobo 95ec90aa 2013-12-02T19:35:04 Adds controllermap utility to test suite.
Gabriel Jacobo 45ae148a 2013-12-02T19:34:08 Adds SDL_GameControllerAddMappingsFromFile
Gabriel Jacobo 7d9e42f2 2013-12-02T10:08:57 Select EGL config when creating the EGL surface
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 7e1289af 2013-11-24T23:56:17 Make internal SDL sources include SDL_internal.h instead of SDL_config.h The new header will include SDL_config.h, but allows for other global stuff.
Ryan C. Gordon e7693740 2013-11-24T23:35:38 Added SDL_vsscanf().
Ryan C. Gordon 928b4946 2013-11-24T21:04:51 Moved atomic API implementation out of headers.