src


Log

Author Commit Date CI Message
Sam Lantinga 1a31bbe2 2016-10-01T13:51:56 Fixed bug 3157 - Rudimentary touchscreen support in SDL_evdev (supports Raspberry Pi) tvc I've spent the last few days implementing touchscreen support in core/linux/SDL_evdev.c. It's fairly rudimentary at the moment, as can be seen from the multiple TODO's and FIXME's littered throughout, but I'm mainly submitting this patch for review. I've tested this patch on my Raspberry Pi 2 with the official touchscreen and it works fantastically, reporting all 10 multitouch points. I'm happy to work on this further, the evdev logic also needs a bit of a cleanup I think (I may have included a few changes). But if it's good enough in its current state to be committed then I'm sure there'd be plenty of people pleased, as currently the only other framework/library that supports touchscreens on the Raspberry Pi is Kivy.
Sam Lantinga 473051f6 2016-10-01T13:40:01 Fixed bug 3159 - SDL_blit_slow with BLENDING does not work Fritzor Source Suface is ABGR and Destination Surface is ABGR. We use software blending. In the Switch-Case statement for SDL_COPY_BLEND (Line 126) the alpha-channel is not calculated like in every SDL_blit_auto - function. So if the destination Surface has alpha - channel of zero the resulting surface has zero as well. Add: ?dstA = srcA + ((255 - srcA) * dstA) / 255;? to code and everything is okay.
Sam Lantinga 13dd2ccd 2016-10-01T13:38:30 Fixed bug 3161 - SDL_WINDOWEVENT_EXPOSED event possible queue overflow Marcel Bakker Observed when resizing or moving a window in Windows 7. Depending on how you resize/move your window , you may receive none or a lot of SDL_WINDOWEVENT_EXPOSED events , at the moment you release the mouse button. Maybe add this event to an already existing list of overflow candidates ?
Sam Lantinga ecea3c4a 2016-10-01T13:33:32 Fixed bug 3169 - GLES2_CreateRenderer does not check SDL_GL_GetAttribute result, causing use of uninitialized data Yann Dirson When attempting to force use of opengles2 renderer with: int wanted_renderer = -1; for (int i = 0; i < numrenderers; i++) { SDL_RendererInfo renderer_info; if (SDL_GetRenderDriverInfo(i, &renderer_info) != 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't get renderer driver info: %s\n", SDL_GetError()); quit(2); } std::cerr << "Renderer " << i << " '" << renderer_info.name << "': flags=0x" << std::hex << renderer_info.flags << std::dec << ", " << renderer_info.num_texture_formats << " texture formats, max=" << renderer_info.max_texture_width << "x" << renderer_info.max_texture_height << "\n"; if (!strcmp(renderer_info.name, "opengles2")) { std::cerr << " selecting!\n"; wanted_renderer = i; } } renderer = SDL_CreateRenderer(window, wanted_renderer, 0); ... on banana pi or raspberry pi I get an error like the following (the actual context profile value varies, being used uninitialized) ERROR: Couldn't create renderer: Unknown OpenGL context profile 900 With this patch I get the following, which should help more pointing to a real problem: ERROR: Couldn't create renderer: Failed getting OpenGL glGetString entry point I pushed a patch (based on master branch of unofficial git mirror): https://github.com/O-Computers/SDL/commit/550389c89f4e73a0a5294f95b9f6e6c18ba48509 I'll be opening a different bug for the underlying issue.
Sam Lantinga 67901f53 2016-10-01T13:29:30 Fixed bug 3174 - SDL_SetRenderTarget clip rect Marcel Bakker In SDL_SetRenderTarget(), i think the intended behavior was to clear the clip rect when a new target is set.
Sam Lantinga f4b26cd8 2016-10-01T13:16:31 Removed carriage returns from previous patch
Sam Lantinga 7b0ccd32 2016-10-01T13:14:51 Fixed bug 3405 - Wrong default icon size on windows systems Evgeny Vrublevsky Original code in the video/windows/SDL_windowsevents.c registers obsolete WNDCLASS (not WNDCLASSEX). As the result only one icon size is used as the small and normal icons. Also original code doesn't specify required size of an icon. As the result when 256x256 icon is available, the program uses it as a default icon, and it looks ugly. We have to use WNDCLASSEX and load icons with proper sizes which we can get using GetSystemMetrics. Better idea. We could use the first icon from resources, like the Explorer does. Patch is included. It also correctly loads large and small icons, so it will look nice everywhere.
Sam Lantinga 86b4319d 2016-10-01T13:07:36 Fixed bug 3422 - OpenGL ES 1.1 renderer: SDL_UpdateTexture breaks later function calls (missing glDisable) ny00 Using the OpenGL ES 1.1 renderer, after updating a texture with SDL_UpdateTexture (or SDL_UnlockTexture), a following call to SDL_RenderFillRect draws a rectangle with the wrong color (which appears to be the same as the texture's top-left pixel). Comparing SDL_render_gles.c:GLES_UpdateTexture to SDL_render_gl.c:GL_UpdateTexture, a missing call to glDisable appears to be the cause. After adding it back, the bug is resolved.
Sam Lantinga c2e25651 2016-10-01T13:02:20 Fixed bug 3424 - SDL_GameController: Increase k_nMaxReverseEntries ny00 On Android, the keycodes KEYCODE_BUTTON_1..16 (actual values 188-203) are translated to SDL_Joystick buttons no. 20-35. These are currently ignored in SDL_gamecontroller.c. The attached patch fixes this, by increasing k_nMaxReverseEntries from 20 to another arbitrary bound of 48. Side-note: Maybe some log should be emitted in case of going over any such bound?
Sam Lantinga 765d8bea 2016-10-01T12:46:36 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad Diego The keyboard on iPads has a dismiss button that hides the keyboard. When the keyboard was hidden using that button, instead of the return key, SDL was still reporting IsTextInputActive as true. This patch adds an extra SDL_StopTextInput when iOS reports the keyboard will hide.
Sam Lantinga d870f271 2016-10-01T12:31:31 Fixed bug 3320 - SDL_windows_main.c defines both console application entry points Simon Hug The SDLmain file src/main/windows/SDL_windows_main.c defines both entry points for console applications, main and wmain. This seems to confuse MSVC. It outputs a LNK4067 warning and then chooses main, which is a shame because only wmain has the unicode handling. Using SDLmain.lib provided on libsdl.org, the linker also goes for main. I'm proposing to not define the main entry point at all. wmain should be supported well enough with MSVC.
Sam Lantinga 6f11545a 2016-10-01T12:28:05 Fixed bug 3323 - SDL_LogOutput prints message twice on Windows when linked with libc Simon Hug If SDL2 is compiled with HAVE_LIBC on Windows, the SDL_LogOutput function has two ways of printing a message. WriteConsole and fprintf.
Sam Lantinga 0b576962 2016-10-01T12:17:42 Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
Sam Lantinga 1e6e5954 2016-10-01T11:54:02 Fixed bug 3332 - Win32: reset deadkeys in StartTextInput/StopTextInput Eric Wasylishen The bug here is that a dead keys pressed before calling SDL_StartTextInput() carries over into future text input, so the next key pressed will have the deadkey applied to it. This in undesirable, imho, and doesn't occur on OS X (haven't check Linux or elsewhere). It's causing a problem for Quakespasm on German keyboard layouts, where we use the ^ deadkey to toggle the console (which enables/disables text input), and ^ characters are showing up in the TEXTINPUT events.
Sam Lantinga 708def87 2016-10-01T11:48:15 Fixed bug 3338 - console_wmain doesn't null terminate the argv array Simon Hug The function console_wmain in src/main/windows/SDL_windows_main.c does not null terminate the argument list it is creating. As specified by the C standard, "argv[argc] shall be a null pointer." The SDLTest framework makes use of that null pointer and some test programs can cause an access violation because it's missing.
Sam Lantinga 77305d47 2016-10-01T11:46:32 Fixed bug 3345 - SDL_RenderClear inconsistency with ClipRect Simon Hug The description of the SDL_RenderClear function in the SDL_render.h header says the following: "This function clears the entire rendering target, ignoring the viewport." The word "entire" implies that the clipping rectangle set with SDL_RenderSetClipRect also gets ignored. This is left somewhat ambiguous if only the viewport is mentioned. Minor thing, but let's see what the implementations actually do. The software renderer ignores the clipping rectangle when clearing. It even has a comment on this: /* By definition the clear ignores the clip rect */ Most other render drivers (opengl, opengles, opengles2, direct3d, and psp [I assume. Can't test it.]) use the scissor test for the ClipRect and don't disable it when clearing. Clearing will only happen within the clipping rectangle for these drivers. An exception is direct3d11 which uses a clear function that ignores the scissor test.
Sam Lantinga 89c868f4 2016-10-01T11:40:57 Fixed bug 3347 - OpenGL ES renderer doesn't flip projection matrix for target textures Simon Hug When updating the viewport in GLES_UpdateViewport, the OpenGL ES renderer doesn't flip the projection matrix for target textures. The lines, rectangles and textures (if drawn with glDrawArrays) are upside down when drawing to target textures.
Sam Lantinga 061cc5e7 2016-10-01T11:38:53 Fixed bug 3349 - GLES2_RenderReadPixels doesn't use target texture format Simon Hug The OpenGL ES 2 renderer does not check the target texture format when using SDL_RenderReadPixels and just always uses ABGR8888. This can result in swapped or wrong colors. The attached patch adds a check and selects the target texture format, if a texture is set as the target.
Sam Lantinga 51d6371e 2016-10-01T11:34:04 Fixed bug 3350 - GL renderers don't need to flip rows after reading back pixels from the target texture Simon Hug All OpenGL renderers always flip the rows of the pixels that come from glReadPixels. This is unnecessary for target textures since these are already top down. Also, the rect->y value can be used directly for target textures for the same reason. I don't see any code that would handle the logical render size for target textures. Or am I missing something? The attached patch makes the renderers only the flip rows if the data comes from the default framebuffer.
Sam Lantinga 9fff05f8 2016-10-01T11:29:13 Fixed bug 3352 - Adding alpha mask support to SDL_SaveBMP_RW Simon Hug The current SDL_SaveBMP_RW function that saves surfaces to a BMP uses an old bitmap header which doesn't officially support alpha channels. Applications just ignore the byte where the alpha is stored. This can easily be extended by using a newer header version and setting the alpha mask. The attached patch has these changes: - Extending the description of the function in the SDL_surface.h header with the supported formats. - Refining when surfaces get stored to a 32-bit BMP. (Must have bit depth of 8 or higher and must have an alpha mask or colorkey.) - Fixing a small bug that saves 24-bit BGR surfaces with a colorkey in a 24-bit BMP. - Adding code that switches to the bitmap header version 4 if the surface has an alpha mask or colorkey. (I chose version 4 because Microsoft didn't lose its documentation behind a file cabinet like they did with version 3.) - Adding a hint that can disable the use of the version 4 header. This is for people that need the legacy header or like the old behavior better. (I'm not sure about the hint name, though. May need changing if there are any rules to that.)
Sam Lantinga 53e22e4b 2016-10-01T11:22:39 Only use GCC pragmas when we're building with GCC
Sam Lantinga a42c396a 2016-10-01T11:04:45 Fixed bug 3361 - Texture color modulation doesn't work with active NONE blend mode (opengl and opengles) Simon Hug The GL_SetBlendMode and GLES_SetBlendMode functions of the opengl and opengles renderers call the glTexEnvf to set the texture env mode to either GL_MODULATE (the default) or GL_REPLACE for the NONE blend mode. Using GL_REPLACE disables color and alpha modulation for textures. These glTexEnv calls were put in the SetBlendMode function back in 2006 [1], but there the NONE code still used the GL_DECAL mode. The GL_REPLACE mode came in 2008 [2]. I'm a bit confused why that wasn't always GL_MODULATE and a bit surprised nobody reported that yet (unless I missed it). I guess only a few use the gles renderer and the newish shaders mask the issue.
Sam Lantinga 3f1b1629 2016-10-01T10:52:24 Fixed bug 3362 - OpenGL renderer doesn't check if framebuffers are supported when creating target textures Simon Hug The GL_CreateTexture function doesn't have any checks for the case where the driver doesn't support the framebuffer object extension. It will call into GL_GetFBO which will call the non-existent glGenFramebuffersEXT. Also, for some reason GL_CreateContext always sets the SDL_RENDERER_TARGETTEXTURE info flag, even if it is not supported. Changeset cc226dce7536 [1] makes this change, but doesn't explain why. It seems to me like the code would already have taken care of this [2]. The attached patch adds some checks and stops SDL from reporting render target support if there is none. The application can then properly inform the user instead of just crashing.
Sam Lantinga fd1d692b 2016-10-01T10:46:10 Fixed bug 3368 - SDL_Blit_Slow doesn't ignore alpha values in colorkey comparison Simon Hug When the SDL_Blit_Slow function compares the pixel to the color key it does so without removing the alpha component from the pixel value and the key. This is different from the optimized 32-bit blitters which create a rgb mask and apply it to both to filter the alpha out. SDL_Blit_Slow will only skip the pixels with the exact alpha value of the key instead of all pixels with the same color. The attached test case blits a surface with a color key and prints the pixel values to the console. The third row is expected to be skipped.
Sam Lantinga 2ccb46ce 2016-10-01T10:43:01 Fixed bug 3373 - OpenGL implementation differences of glDrawTexfOES Simon Hug It seems not everyone implemented glDrawTexfOES the same. Intel and Mesa ignore the viewport entirely, whereas the Raspberry Pi implementation offsets the coordinates and does viewport clipping. The glDrawTexfOES extension text [1] for the function says "Xs and Ys are given directly in window (viewport) coordinates." I guess this wasn't clear enough. Alex Szpakowski Honestly I'd probably remove that codepath from SDL_Render entirely. It's an OpenGL ES 1-specific extension that isn't likely to give huge performance gains and adds additional maintenance overhead to SDL_Render while also having bugs in some drivers (as seen here).
Sam Lantinga 9dfe5400 2016-10-01T10:38:15 We should be using a string constant for the strftime format string
Bastien Nocera 7edd2261 2016-10-01T10:36:24 Fix "format not a string literal" errors With GCC 6.1. https://bugzilla.libsdl.org/show_bug.cgi?id=3375
Sam Lantinga b7e45f8a 2016-10-01T10:28:00 Fixed bug 3336 - Failure to build with MinGW-w64 Kai Sterker There are already patches available from mingw64 that fix the issue https://github.com/Alexpux/MINGW-packages/tree/master/mingw-w64-SDL2 With those applied, I could compile SDL2 without problems. But of course, it would be preferable if SDL built cleanly from source.
Sam Lantinga 9f854cdb 2016-10-01T10:08:34 Fixed bug 3388 - Fail to build src/thread/windows/SDL_systhread.c on MinGW 4.9.3 Vitaly Novichkov Line 124 ==================================================================== const DWORD flags = thread->stacksize ? STACK_SIZE_PARAM_IS_A_RESERVATION : 0; ==================================================================== Error of compiler: ==================================================================== CC build/SDL_systhread.lo src/thread/windows/SDL_systhread.c: In function 'SDL_SYS_CreateThread': src/thread/windows/SDL_systhread.c:124:45: error: 'STACK_SIZE_PARAM_IS_A_RESERVA TION' undeclared (first use in this function) const DWORD flags = thread->stacksize ? STACK_SIZE_PARAM_IS_A_RESERVATION : 0; ^ src/thread/windows/SDL_systhread.c:124:45: note: each undeclared identifier is r eported only once for each function it appears in make: *** [build/SDL_systhread.lo] Error 1 ==================================================================== Fixing when I adding into begin of the file: ==================================================================== #ifndef STACK_SIZE_PARAM_IS_A_RESERVATION #define STACK_SIZE_PARAM_IS_A_RESERVATION 0x00010000 #endif ====================================================================
Philipp Wiesemann 7b23eef3 2016-09-30T23:30:54 Fixed crash if allocating memory for mouse clicks failed.
Ryan C. Gordon e64c5186 2016-09-29T23:42:18 windows: Removed hardcoded "1" for mouse clickthrough hint.
Ryan C. Gordon f10db407 2016-09-29T23:15:56 haiku: Patched to compile.
Ryan C. Gordon f2fcd324 2016-09-29T23:12:58 windows: fix borderless windows at desktop resolution (thanks, Evgeny!). Fixes Bugzilla #3404.
Ryan C. Gordon b2510d9c 2016-09-29T23:01:43 x11: fixed incorrect SDL_GetWindowPosition() after resize (thanks, Jason!). Fixes Bugzilla #3272.
Ryan C. Gordon 4f4c4b62 2016-09-29T22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
Sam Lantinga f1e0b9af 2016-09-29T16:10:08 Added debug output for new window events
Sam Lantinga 67bdbcca 2016-09-29T16:05:29 Implemented SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH on X11
Sam Lantinga d285af2a 2016-09-29T14:48:33 Added Windows support for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
Sam Lantinga a13da2fa 2016-09-29T13:34:49 Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH. The behavior is defined to not receive the click event, and this hint allows you to override that.
Sam Lantinga 8ddb4328 2016-09-29T03:59:04 When clicking on a window to give it focus, don't pass the mouse click to the application.
Sam Lantinga e45698d2 2016-09-28T22:24:01 Updated version to 2.0.5 in preparation for release
Alex Szpakowski f31c7086 2016-09-25T15:02:06 Enable SDL_LoadObject on iOS 8+ and tvOS.
Alex Szpakowski 77bacfd7 2016-09-25T11:46:25 tvOS launch images are now properly supported.
Alex Szpakowski 40ecac8e 2016-09-25T00:21:12 Don't try to load a launch storyboard on tvOS (it doesn't use them).
Alex Szpakowski 666d3fec 2016-09-24T23:33:49 iOS/tvOS: Try to load the launch screen as a storyboard. Xcode 8 compiles it as a storyboard instead of a nib.
Alex Szpakowski 9165ba7e 2016-09-24T20:12:57 iOS/tvOS: Always send SDL_WINDOWEVENT_FOCUS_GAINED when a window is created on the main screen (fixes bug #3395).
Alex Szpakowski 450fa8cd 2016-09-24T18:46:34 Use OS-provided click counts on macOS and iOS for mouse press and release events.
Alex Szpakowski bac53941 2016-09-24T13:28:40 Fix mouse wheel events on macOS 10.12 (thanks Eric Wasylishen!) Fixes bug #3432
Brandon Schaefer 89c538a4 2016-09-21T18:23:59 Mir: Add gamma support set/get. Still need one more function to complete the set
Brandon Schaefer a729c4f9 2016-09-21T16:28:23 Mir: Add fixme (waiting for a public api to be added)
Brandon Schaefer 705ecf78 2016-09-21T15:57:15 [Mir] Move to the new MirDisplayConfig API
Philipp Wiesemann 8e88f081 2016-09-21T23:06:49 Mac: Fixed whitespace around function return type.
Philipp Wiesemann 85588ea0 2016-09-21T23:06:26 Android: Fixed two warnings about unused variables.
Alex Szpakowski f0fca288 2016-09-18T19:22:09 Handle audio interruptions on iOS/tvOS. Fixes bugs 2569 and 2960.
Ryan C. Gordon 06700a90 2016-09-18T18:07:47 emscripten: get even more aggressive about audio device closing. I still get exceptions thrown sometimes on shutdown without this.
Sam Lantinga 29214826 2016-09-16T22:27:58 Fixed warning with Xcode 7.3.0
Alex Szpakowski a96b6f21 2016-09-17T01:31:07 Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION. When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
Alex Szpakowski 4bcce330 2016-09-15T21:49:29 tvOS: Add drop-file support
Alex Szpakowski 4209a1fd 2016-09-15T19:59:57 CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS. Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
Sam Lantinga 86d4b099 2016-09-13T18:44:28 Fixed spacing
Sam Lantinga 925859aa 2016-09-13T18:43:55 Fixed accidental call to SDL_PrivateJoystickHat()
Alex Szpakowski f0505766 2016-09-13T22:18:06 Initial Apple TV / tvOS support. The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used. A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
Alex Szpakowski 86708c3c 2016-09-13T19:51:10 Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
Sam Lantinga 00791f3a 2016-09-13T00:09:21 Only prevent the default browser event handling when the specific event types aren't disabled by the user, patch contributed by Jonas Platte
Charlie Birks 993dd835 2016-09-13T00:04:00 Add mapping for media keys
Alon Zakai 1b6565fc 2016-09-13T00:03:59 use Module.createContext for 2D rendering in emscripten
Alon Zakai bec55734 2016-09-13T00:03:58 add some detail to fullscreen workaround comment; version 6 Conflicts: version.txt
Charlie Birks 405d64b2 2016-09-13T00:03:56 only unset fullscreen flags if fullscreen failed
Charlie Birks c68cac89 2016-09-13T00:03:55 use screen resolution instead of canvas size
Boris Gjenero 791b946a 2016-09-13T00:03:54 Fix full screen mode in Firefox, which was broken by 9d4beb2
Boris Gjenero b71208d4 2016-09-13T00:03:53 Support SDL_SetWindowTitle() via Module['setWindowTitle']()
Jukka Jyl?nki 7cf44f1b 2016-09-13T00:03:51 Remove unused variable warning from Emscripten build in Emscripten_HandleFullscreenChange().
Boris Gjenero b54eb82c 2016-09-13T00:03:49 Unpress all keys on blur to avoid stuck keys
Boris Gjenero a0a75f38 2016-09-13T00:03:48 Listen for blur and focus events on window instead of canvas Blur and focus events were not arriving for the canvas in Firefox 35 and Chrome 40.
Boris Gjenero 3e5c4cec 2016-09-13T00:03:46 Mouse events use CSS coordinates, so don't scale by pixel_ratio
Boris Gjenero a20c40c4 2016-09-13T00:03:45 Accumulate subpixel mouse motion so motion is not lost. Previously when the canvas was scaled up and the pointer was locked, motion corresponding to less than one pixel was lost. Therefore, slow mouse motion resulted in no motion. This fixes that.
TelpeNight 443998ff 2016-09-13T00:03:44 Fix of mouse events in browser without pointer locks
Alon Zakai 2b367cb6 2016-09-13T00:03:43 optimize Emscripten_UpdateWindowFramebuffer - avoid creating contexts and images all the time - use set and then fix alpha directly
Alon Zakai 63200ea3 2016-09-13T00:03:41 optimize a getValue
Charlie Birks 98ec8443 2016-09-13T00:03:39 send mouse move on enter/leave
Charlie Birks a2ef0db8 2016-09-13T00:03:37 listen for mouse up on document (fixes mouseup outside canvas)
Charlie Birks cd05184f 2016-09-13T00:03:36 use SDL_SetMouseFocus
Sam Lantinga bdca510f 2016-09-13T00:03:28 simplify fullscreen handling using new fullscreen_strategy api, patch contributed by Charlie Birks
Charlie Birks be08cc61 2016-09-12T23:58:08 use css size for touch normalisation
Sam Lantinga 1096f323 2016-09-09T15:12:09 Reverted previous commit which breaks game controller input processing.
Sam Lantinga 61c0f2cf 2016-09-08T20:38:23 Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing
Ryan C. Gordon da1e3d69 2016-09-06T13:13:03 emscripten: special case to make SDL_ShowSimpleMessageBox() work. Browsers don't have the functionality to fully support the generic SDL_ShowMessageBox(), but this handles the likely most-common case. Without this, you'd return immediately with a proper error result and no UI, but probably no one checks that for SDL_ShowSimpleMessageBox. And if they did: what would they do to handle this anyhow? We'd need to lobby for an HTML spec of some sort that allows customizable message boxes--that block!--to properly support SDL message boxes on Emscripten, but this is probably Good Enough for now.
Ryan C. Gordon 0265d3af 2016-09-04T01:23:55 coreaudio: Move from AudioUnits to AudioQueues. AudioQueues are available in Mac OS X 10.5 and later (and iOS 2.0 and later). Their API is much more clear (and if you don't mind the threading tapdance to get its own CFRunLoop) much easier to use in general for our purposes. As an added benefit: they seemlessly deal with format conversion in ways AudioUnits don't: for example, my MacBook Pro's built-in microphone won't capture at 8000Hz and the AudioUnit version wouldn't resample to hide this fact; the AudioQueue version, however, can handle this.
Ryan C. Gordon 3b53304a 2016-09-03T00:13:41 coreaudio: capture devices should let the system allocate the render buffer.
Ryan C. Gordon fda7a3d1 2016-09-02T13:12:21 coreaudio: Replaced an int with an SDL_bool.
Ryan C. Gordon f9d9708f 2016-09-02T13:11:28 coreaudio: Move some variable declarations to the top of the scope.
Sam Lantinga f11a4409 2016-09-01T01:26:56 wayland: Add support for relative mouse mode, by Jonas ?dahl <jadahl@gmail.com> Generate the C protocol files from the protocol XML files installed by wayland-protocols, and use them to implement support for relative pointer motions and pointer locking. Note that at the time, the protocol is unstable and may change in the future. Any future breaking changes will, however, fail gracefully and result in no regressions compared to before this patch.
Bastien Nocera 736a624d 2016-09-01T01:22:58 Wayland: Set "class" for each window we create This will be used by Wayland compositors to match the application ID and .desktop file to the SDL window(s). Applications can set the SDL_VIDEO_WAYLAND_WMCLASS environemnt variable early in the process to override using the binary name as a fallback. Note that we also support the SDL_VIDEO_X11_WMCLASS in the Wayland backend so that if a program correctly associated the desktop file with the window under X11, only a newer SDL would be needed for it to work under Wayland. https://bugzilla.libsdl.org/show_bug.cgi?id=3376
Ryan C. Gordon 2098bfb3 2016-08-31T16:10:04 emscripten: Be more aggressive when closing audio capture devices. Fixes exceptions being thrown on shutdown.
David Ludwig f5d43cf9 2016-08-31T12:52:55 WinRT: added an extra NULL pointer check for SDL_*ScreenSaver() backend code
Brandon Schaefer ebb05891 2016-08-30T12:58:00 Mir: Add mouse grab support (requires mir 0.24)
Philipp Wiesemann 9581d4a5 2016-08-30T21:15:18 Android: Fixed misleading warning in log output (thanks, Sylvain!). Fixes Bugzilla #3418.
Philipp Wiesemann cf28727f 2016-08-30T21:14:52 Android: Fixed missing mouse motion events while button down (thanks, Sylvain!). Happened for real mouse if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH was active. Fixes Bugzilla #3313.
Philipp Wiesemann 51053a06 2016-08-30T21:14:13 Fixed compiling if filesystem is disabled (thanks, Elias!). Fixes Bugzilla #3414.
David Ludwig 5020fe8f 2016-08-29T20:27:21 WinRT: added SDL_*ScreenSaver() support; fixed crash when restoring app from screensaver