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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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46e1377d
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2019-12-20T20:12:03
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Automatically assign player indexes to game controllers, and allow changing the player index for game controllers and joysticks.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
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b5aff9d7
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2019-11-22T13:12:12
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Added SDL_GameControllerTypeForIndex() and SDL_GameControllerGetType() to return the type of controller attached.
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32bb8b4b
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2019-09-10T10:03:20
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test: replace some exit()s with returns.
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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d2042e1e
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2018-08-09T16:00:17
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Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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c2b90f2d
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2016-12-28T20:11:29
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Fixed compiling of testgamecontroller program with C++.
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6d7da088
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2016-12-27T01:39:07
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Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa.
Also added support for inverted axes, improving trigger binding support
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70aa2a57
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2016-12-09T04:17:10
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Only print out the controller mappings if we're not going to test a controller
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dd5d85a4
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2016-11-29T06:36:57
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Added an API to iterate over game controller mappings
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c406f649
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2016-11-10T18:53:50
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Added USB VID/PID information to the SDL test programs
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c490b54e
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2016-10-13T04:01:25
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Fixed black screen on Steam Link
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929b965c
|
2016-09-21T23:06:38
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Fixed compiling of three test programs with C++.
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6a9a8b68
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2016-05-05T22:05:21
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Fixed memory leak in game controller test program.
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42065e78
|
2016-01-02T10:10:34
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Updated copyright to 2016
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11d98995
|
2015-11-25T21:39:28
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Replaced tabs with spaces in test programs.
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e6ad29ae
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2015-11-14T12:35:45
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Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
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2bf6f1bc
|
2015-09-20T23:08:36
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Added initial support for MFi game controllers on iOS.
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0e45984f
|
2015-06-21T17:33:46
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Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
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2c4a6ea0
|
2015-05-26T06:27:46
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Updated the copyright year to 2015
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4f00dda9
|
2015-05-21T21:27:53
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Removed redundant NULL check in test program.
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2c4ad51d
|
2015-05-18T21:21:14
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Added missing loop cancel for Emscripten in test programs.
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b72938c8
|
2015-04-20T12:22:44
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Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
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fe6c797c
|
2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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d1932834
|
2015-02-12T21:40:53
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Fixed test programs for joystick not exiting on events after first disconnect.
Exit was broken since the main loop extraction needed for Emscripten support
because the former local but now global variables were not reset correctly.
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b88ca1b4
|
2015-02-10T16:28:56
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the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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b48e54aa
|
2015-01-26T22:00:29
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|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
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97e87667
|
2014-12-25T21:42:56
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|
Fixed compile errors in example programs.
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|
fe40a172
|
2014-12-18T00:19:52
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|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
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70438be2
|
2014-12-03T10:55:23
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WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
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9c398852
|
2014-11-22T22:20:40
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|
Corrected header file documentation comment.
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|
24c86b55
|
2014-09-11T19:24:42
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|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
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a0cdcb0a
|
2014-08-20T22:44:15
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Fixed warnings about unused functions in test program.
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|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
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|
229b438d
|
2014-03-29T12:27:27
|
|
Fixed assertion loading button.bmp in testgamecontroller
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|
2d92a372
|
2014-02-10T11:29:48
|
|
Make controllermap, etc, work on platforms with hardcoded window sizes.
This makes sure everything renders correctly, even if, say, an Android device
gives you a certain "window" size no matter what you ask for.
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|
b17fd9a1
|
2014-02-10T01:41:58
|
|
Replace testgamecontroller visualization mode with something more useful.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
112f60a4
|
2013-12-23T15:55:08
|
|
Changed testgamecontroller to wait for controllers to be reattached, the way testjoystick does.
|
|
95ec90aa
|
2013-12-02T19:35:04
|
|
Adds controllermap utility to test suite.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
540cb538
|
2013-08-28T00:07:02
|
|
Fixed testgamecontroller output to make sense.
|
|
65728477
|
2013-08-14T23:30:10
|
|
Fix bug 2034: replace printf by SDL_Log in tests; update loopwave VS solution: copy missing dependency
|
|
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.
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|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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