|
1d321850
|
2020-01-13T15:35:52
|
|
Added support for claiming individiual interfaces on USB devices on Android
This is needed for supporting multiple wireless Xbox 360 controllers
|
|
acbf2593
|
2020-01-13T11:46:17
|
|
Emscripten: build fix for testoverlay2.c
|
|
3ce56f62
|
2020-01-13T08:12:10
|
|
Fixed error formatting
|
|
d2cda502
|
2020-01-12T17:22:24
|
|
Send the full Xbox One controller sequence for Microsoft controllers
This switches Bluetooth controllers back into USB report mode for the latest Xbox One S and Xbox One Elite Series 2 firmware
|
|
196f6998
|
2020-01-11T22:03:06
|
|
Fixed NEON detection on arm64 CPUs
This probably breaks RISCOS, but we need a better fix from Cameron Cawley for this
|
|
c14a59d9
|
2020-01-11T13:38:50
|
|
Worked around an issue where the kernel would lose the force feedback effect
|
|
e3cedf96
|
2020-01-11T04:38:13
|
|
Add the destination format to the error when conversion isn't possible
|
|
d33b122f
|
2020-01-11T04:34:28
|
|
The Xbox One S Bluetooth controller with older firmware uses b16 as the guide button. The same controller with newer firmware uses b12 as the guide button. Map both buttons so both firmware revisions will work with the same mapping.
|
|
a7bf6af8
|
2020-01-11T04:34:23
|
|
The Amlogic TVB-906X is Android TV
|
|
5d28c315
|
2020-01-09T14:53:34
|
|
Only initialize Xbox One controllers once they're ready for initialization (or if they are silent until init)
This fixes the Hyperkin Duke Xbox One controller showing the Xbox startup animation every time an SDL application launches
|
|
47abe4e3
|
2020-01-09T14:53:30
|
|
Fixed crash when unplugging a HIDAPI controller
|
|
f34795d0
|
2020-01-08T18:55:53
|
|
Added support for the updated Hyperkin Duke Xbox One controller
|
|
f4375e86
|
2020-01-07T18:43:40
|
|
Added support for the 8BitDo M30 GamePad
|
|
a56aaea1
|
2020-01-07T16:47:56
|
|
Fixed handling the 8BitDo M30 in Nintendo Switch mode
|
|
78ce18f5
|
2020-01-06T20:26:52
|
|
riscos: Add CPU feature detection
|
|
eb3d39bc
|
2020-01-06T12:18:51
|
|
Added support for the 8Bitdo FC30 Pro
|
|
598bcfc5
|
2020-01-06T07:06:58
|
|
Fixed bug 4928 - CMakeLists.txt: put cmake package helpers in proper libdir
Tiago O.
Use LIB_SUFFIX variable to determine the correct path.
|
|
2b1edf41
|
2020-01-04T11:05:06
|
|
X11_InitKeyboard: do not call XAutoRepeatOn unnecessarily
Use XGetKeyboardControl to initialize the current XKeyboardState, and
skip XAutoRepeatOn invocation if global_auto_repeat is AutoRepeatModeOn.
This fixes SDL2 when the X11 client is untrusted.
|
|
ed514cd0
|
2020-01-04T11:03:04
|
|
have_mitshm: use XShmQueryExtension to check for MIT-SHM extension
Do not try to guess MIT_SHM extension availability from the string
returned by XDisplayName, use the appropriate API instead.
This fixes SDL2 inside hasher.
|
|
d9c4be06
|
2020-01-01T08:13:40
|
|
Added support for the Hyperkin Duke controller
|
|
41dad5d7
|
2019-12-31T10:40:30
|
|
Fixed bug 4357 - iosbuild.sh broken with SDL 2.0.9
Christoph Charles
The new source files for coremotion sensors don't seem to have been included correctly in configure.in. This leads to the build script ios-build.sh to fail at link time, complaining about missing symbols, namely about missing SDL_COREMOTION_SensorDriver.
|
|
4c9628a0
|
2019-12-30T17:56:56
|
|
Fixed GameCube controller axis and trigger ranges and X and B button being swapped
|
|
58a11d30
|
2019-12-30T13:21:47
|
|
Fixed bug 4920 - Wider support for seconds of battery life left on Linux platforms using sys interface
Murad
On my system, SDL_GetPowerInfo() returns -1 seconds of battery life left. I have quickly investigated that in my case SDL uses sys interface to get battery data. It tries to read "time_to_empty_now" file which is not always present. However, it is still possible to calculate remaining lifetime using "energy_now" and "power_now" files. This is what my simple patch (included as attachment) tries to accomplish.
Best wishes.
|
|
8b0660b2
|
2019-12-30T13:18:57
|
|
Fixed bug 4918 - SDL failed to build due to error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex with MSVC x64 on Windows
LinGao
We build SDL with Visual studio 2017 compiler on Windows Server 2016, but it failed to build due to error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex with MSVC x64 on Windows on latest default branch. And we found that it can be first reproduced on 0fff06175109 changeset. Could you please help have a look about this issue? Thanks in advance!
Steps to Reproduce:
1.hg clone https://hg.libsdl.org/SDL D:\SDL\src
2.Open a VS 2017 x64 command prompt as admin and browse to D:\SDL
3.msbuild /p:Configuration=Release /p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17134.0 VisualC\SDL.sln /t:Rebuild
Actual result:
Creating library D:\SDL\src\VisualC\x64\Release\SDL2.lib and object D:\SDL\src\VisualC\x64\Release\SDL2.exp
SDL_joystick.obj : error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex [D:\SDL\src\VisualC\SDL\SDL.vcxproj]
D:\SDL\src\VisualC\x64\Release\SDL2.dll : fatal error LNK1120: 1 unresolved externals [D:\SDL\src\VisualC\SDL\SDL.vcxproj]
Done Building Project "D:\SDL\src\VisualC\SDL\SDL.vcxproj" (Rebuild target(s)) -- FAILED.
|
|
98ce0e50
|
2019-12-30T11:09:03
|
|
Removed unnecessary setlocale() on Mac
https://github.com/signal11/hidapi/commit/240bad3b669ad4874c8aa2d68e18e82232d63e35
|
|
a9482a1d
|
2019-12-30T09:44:32
|
|
Added support for the Nintendo GameCube adapter, tested on Steam Link hardware
|
|
cdbeae52
|
2019-12-29T23:10:39
|
|
wayland: support wl_data_device_manager version < 3
|
|
9340cfa9
|
2019-12-27T23:01:10
|
|
SDL_x11events.c (X11_DispatchEvent): remove FIXME and use SDL_strtokr().
|
|
ef3ca2cc
|
2019-12-23T19:55:10
|
|
Fix build error in SDL_render_metal.m (bug #4916.)
Patch provided by Konrad. Error was introduced by commit 522164980828 for bug #4914.
|
|
6d639fce
|
2019-12-23T16:47:00
|
|
SDL_ScaleMode: fix compilation GLES renderer
|
|
131e13a7
|
2019-12-22T20:48:43
|
|
direct3d11: Always set vertex buffers when updating them (thanks, Konrad!).
Fixes Bugzilla #4913.
|
|
982f8a83
|
2019-12-22T13:56:50
|
|
Fixed bug 4910 - Missing joystick-driver type check in haptic
meyraud705
On Linux and MacOS, some haptic system functions access joystick->hw_data without checking the driver type.
|
|
dd5987e8
|
2019-12-22T13:42:20
|
|
Fixed bug 4911 - Build broken when hidapi enabled
meyraud705
SDL_hidapi.c is added twice to 'SOURCES' which causes "multiple definition error" when linking.
|
|
5e19e66c
|
2019-12-22T13:39:44
|
|
Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad
This was something rather trivial to add, but asked at least several times before (I did google about it as well).
It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.
I needed it for my game as well, so I took the liberty of writing it myself.
This patch adds following functions:
SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);
That way you can change texture scaling on the fly.
|
|
f0cee3ed
|
2019-12-22T13:15:11
|
|
Fix shutting down HIDAPI device with multiple joysticks
Using Wii U GameCube USB adapter with multiple controllers attached and
restarting SDL input in a game results in extra joysticks with NULL name.
HIDAPI_CleanupDeviceDriver() shut down joysticks by iterating through
device->num_joysticks but each HIDAPI_JoystickDisconnected() decreases
device->num_joysticks and shifts joysticks array down. Resulting in only
half of controllers being shutdown. It worked with only 1 controller
attached though.
Disconnect HIDAPI device joystick 0 until there are none left.
|
|
d000a592
|
2019-12-21T22:33:21
|
|
Fixed windows build
|
|
d004cc70
|
2019-12-21T22:40:33
|
|
Android: same way as in nativePause(), resume events are sent from SDL thread
|
|
45a9b5fa
|
2019-12-21T21:18:02
|
|
Android: fix call of glFinish without context.
Message in the log, when going to background:
"call to OpenGL ES API with no current context (logged once per thread)"
Because of SDL_WINDOWEVENT_MINIMIZED is sent from the Java Activity thread.
It calls SDL_RendererEventWatch(), _WindowEvent() and glFinish() without context.
Solution is to move sending of SDL_WINDOWEVENT_MINIMIZED to the SDL thread.
|
|
f21e1727
|
2019-12-20T22:25:49
|
|
Use IOHIDManagerRegisterDeviceRemovalCallback() to monitor for HID removal
The function we currently use, IOHIDDeviceRegisterRemovalCallback(), often
fails on Catalina with a "__CFRunLoopModeFindSourceForMachPort returned NULL"
error message. Once a removal callback is missed, we will eventually crash when
the joystick is closed attempting to use the invalid IOHIDDeviceRef.
https://forums.developer.apple.com/thread/124444
|
|
f3a547d0
|
2019-12-20T21:40:28
|
|
Added support for the Hori Dragon Quest Slime Controller
|
|
868551b1
|
2019-12-20T21:00:16
|
|
Fixed duplicate controller entries on Mac OS X when using libusb, due to the HID interface number not being available in the Mac OS X HID code.
|
|
46e1377d
|
2019-12-20T20:12:03
|
|
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()
|
|
f050309e
|
2019-12-20T15:58:59
|
|
Android: fix IllegalStateException in onBackPressed()
Rare exception, not catch-able, which appears when the activity gets in a broken
state.
java.lang.IllegalStateException:
at android.app.FragmentManagerImpl.checkStateLoss (FragmentManagerImpl.java:1323)
at android.app.FragmentManagerImpl.popBackStackImmediate (FragmentManagerImpl.java:493)
at android.app.Activity.onBackPressed (Activity.java:2215)
at org.libsdl.app.SDLActivity.onBackPressed (SDLActivity.java)
at android.app.Activity.onKeyUp (Activity.java:2193)
at android.view.KeyEvent.dispatch (KeyEvent.java:2685)
at android.app.Activity.dispatchKeyEvent (Activity.java:2423)
at org.libsdl.app.SDLActivity.dispatchKeyEvent (SDLActivity.java)
|
|
9996d1bb
|
2019-12-20T14:33:37
|
|
fix xcode project file permissions
|
|
95d40e8a
|
2019-12-19T21:47:43
|
|
kmsdrm: Fix busy-loop within libc's dlopen()
For some obscure reason, the order in which the libdrm/libgbm libraries
are loaded matters.
Without this fix, the first call to check_modesetting() will work and
load then unload all symbols properly, but the second call to this
function will lock up as soon as dlopen() is called on libdrm.
Swapping the order in which the libdrm and libgbm libraries are loaded
is enough to fix (or work around?) this issue.
Fixes #4891:
https://bugzilla.libsdl.org/show_bug.cgi?id=4891
Signed-off-by: Paul Cercueil <paul@crapouillou.net>
|
|
6b767872
|
2019-12-19T21:45:44
|
|
Make sure the Xbox 360 driver doesn't try to talk to the wireless controllers
|
|
1db56619
|
2019-12-19T18:03:28
|
|
Fixed rare infinite rumble in HIDAPI controller driver
|
|
25bd5070
|
2019-12-19T18:00:08
|
|
Fixed GameCube rumble
|
|
202c966a
|
2019-12-19T16:14:22
|
|
Added support for the Nintendo GameCube Controller, using the Mayflash GameCube adapter.
|
|
2481ab93
|
2019-12-19T15:58:16
|
|
Fixed compiler warning
|
|
c5024a18
|
2019-12-19T15:21:44
|
|
Backed out debug code
|
|
20daf54f
|
2019-12-19T15:18:50
|
|
Added new HIDAPI driver files to the Xcode projects
|
|
8d742d47
|
2019-12-19T15:12:36
|
|
Added new HIDAPI driver files to the Visual Studio project
|
|
fead0b24
|
2019-12-19T15:02:12
|
|
Added missing files from previous commits
|
|
e22e77da
|
2019-12-19T15:01:35
|
|
Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee
|
|
15d30298
|
2019-12-19T15:01:32
|
|
Added support for wireless Xbox 360 controllers using the HIDAPI driver
|
|
e7f7e3f4
|
2019-12-19T15:01:30
|
|
Refactored HIDAPI controller code to support dongles and hubs that dynamically attach controllers
|
|
5d5a5671
|
2019-12-19T13:54:03
|
|
Fixed bug 4906 - Pressing Back button terminates app after SDL_StartTextInput
|
|
4237b183
|
2019-12-19T04:31:00
|
|
Fixed compiler warning
|
|
7b2826f6
|
2019-12-17T12:03:57
|
|
Added Android support for the Hyperkin X91 and the SteelSeries Stratus Duo
|
|
52b6ab21
|
2019-12-16T17:11:23
|
|
Added support for the SteelSeries Stratus Duo
|
|
bc430d40
|
2019-12-16T10:26:36
|
|
Update for bug 4883 - Add approximation for display DPI on iOS
Aaron Barany
I realized I made a minor mistake in my patch: I changed the constructor prototype for SDL_DisplayData, but didn't update the declaration in the .h file. The compiler and linker don't complain, but it would probably be best to fix in case a later change runs into a problem from the mismatch. I have attached a patch to fix this.
|
|
a7ae9175
|
2019-12-16T10:20:03
|
|
Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705
On a Dualshock 4 controller using hidapi driver, calling SDL_JoystickRumble with a duration too long (SDL_HAPTIC_INFINITY for example) causes the rumble to stop immediately.
This happens because of integer overflow on line 301 of SDL_hidapi_ps4.c
(https://hg.libsdl.org/SDL/file/a3077169ad23/src/joystick/hidapi/SDL_hidapi_ps4.c#l301), which sets expiration time in the past.
|
|
9f8009f2
|
2019-12-13T16:12:41
|
|
Added mappings for the Razer Serval on Windows and Mac OSX
|
|
cf9af481
|
2019-12-13T16:12:39
|
|
Added support for the 8Bitdo NES30 GamePad in wired mode
|
|
c2b6d6f9
|
2019-12-13T16:12:37
|
|
Enable the LED on PowerA Xbox One controllers
|
|
511df4a5
|
2019-12-13T16:12:35
|
|
Added support for the BDA XB1 Spectra Pro
|
|
55f8eabf
|
2019-12-13T16:12:33
|
|
Identified the BDA XB1 Classic Controller
|
|
0352814a
|
2019-12-13T16:07:25
|
|
Added general remapping of controller manufacturer
|
|
b51d7f35
|
2019-12-13T16:07:22
|
|
Added support for the HORI PAD A
|
|
23c39a2e
|
2019-12-12T19:14:37
|
|
Strip trailing whitespace on controller manufacturer identification
|
|
4d4e5584
|
2019-12-12T19:07:26
|
|
Fixed binding D-pad on NES30 controller
|
|
cd515bd1
|
2019-12-12T14:26:34
|
|
Fixed Xbox 360 Controller support using libusb on Linux
|
|
1ac7eaba
|
2019-12-12T14:25:02
|
|
Fixed comment typo
|
|
13e10151
|
2019-12-12T20:33:11
|
|
Android: use SDL_arraysize()
|
|
210f6dda
|
2019-12-12T18:38:36
|
|
Android: use 'RegisterNatives' to export the native methods
"The advantages of RegisterNatives are that you get up-front checking
that the symbols exist, plus you can have smaller and faster shared
libraries by not exporting anything but JNI_OnLoad"
https://developer.android.com/training/articles/perf-jni#native-libraries
|
|
a613fc7c
|
2019-12-11T19:24:40
|
|
Added names for official Microsoft controllers, since they don't have descriptive product names
|
|
0f529160
|
2019-12-11T17:47:01
|
|
Added custom names for some controllers
|
|
e029fdbb
|
2019-12-11T17:46:59
|
|
Shorten "Performance Designed Products" to "PDP"
|
|
325a2efb
|
2019-12-11T17:46:57
|
|
Added support for the full line of PDP Xbox 360 and Xbox One controllers
|
|
8b50dcb2
|
2019-12-11T17:46:54
|
|
Use the controller product string instead of hard-coding controller names
|
|
89401b21
|
2019-12-10T13:09:52
|
|
Added support for the Razer Raion Fightpad for PS4
|
|
a21f6b7a
|
2019-12-10T11:46:22
|
|
Add the manufacturer to the joystick name on Mac OS X, for consistency with other drivers
|
|
2a161e7a
|
2019-12-10T11:30:56
|
|
Remove any duplicate manufacturer in the joystick name
|
|
3469481e
|
2019-12-10T10:00:49
|
|
Don't include the manufacturer if it's already included in the product string
|
|
bb37a1eb
|
2019-12-10T09:38:10
|
|
Fixed the name of the Razer RAION Fightpad
|
|
82d2c357
|
2019-12-09T16:52:11
|
|
Fixed rumble after Xbox controller initialization
When we initialize the controller it has an internal rumble sequence number, and if our rumble sequence number doesn't match that, rumble won't happen. To fix that we cycle through the range of sequence numbers, and at some point we'll match up with the controller's sequence number and it'll roll forward until it matches our next rumble sequence number.
|
|
3d34750c
|
2019-12-09T13:54:05
|
|
The PowerA Mini controller blocks while writing feature reports, so don't try to use the HIDAPI driver for it on Linux
|
|
36265063
|
2019-12-09T13:54:03
|
|
Added some missing Xbox controller names
|
|
140918bb
|
2019-12-08T11:36:40
|
|
Fixed bug 4883 - Add approximation for display DPI on iOS
Aaron Barany
There appears to be no way to directly access the display DPI on iOS, so as an approximation the DPI for the iPhone 1 is used as a base value and is multiplied by the screen's scale. This should at least give a ballpark number for the various screen scales. (based on https://stackoverflow.com/questions/25756087/detecting-iphone-6-6-screen-sizes-in-point-values it appears that both 2x and 3x are used)
I have updated the patch to use a table of current devices and use a computation as a fallback. I have also updated the fallback computation to be more accurate.
|
|
54748a39
|
2019-12-08T11:33:06
|
|
Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany
Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.
When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.
When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
|
|
135a9053
|
2019-12-06T13:48:13
|
|
Fixed the Apple TV remote menu button on tvOS 13.2 (thanks Romain Tisserand)
|
|
7a51ad6a
|
2019-12-06T13:48:10
|
|
Fixed the game controller menu button on tvOS 13.2 (thanks Romain Tisserand)
|
|
597f11e5
|
2019-12-05T17:27:06
|
|
cocoa: Patched to compile on older compilers.
|
|
8342fa7c
|
2019-12-05T13:48:08
|
|
Fixed controller mapping issues caused by PS3 gyro jitter
|
|
8ce894a3
|
2019-12-05T13:18:56
|
|
Ignore axis jitter when mapping controllers
|
|
6d001668
|
2019-12-05T13:18:53
|
|
Get full axis range for PS3 controller triggers on Linux
|
|
ca2c8609
|
2019-12-04T12:20:24
|
|
cocoa: SDL_GetDisplayDPI() should account for Retina displays.
Fixes Bugzilla #4856.
|
|
b7576025
|
2019-12-03T22:07:58
|
|
Fixed bug 4882 - Fix build for iOS when disabling OpenGL
Aaron Barany
Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
|
|
7a3ae590
|
2019-12-03T07:12:55
|
|
Fixed bug 4877 - Add support for loading menus from a nib/xib instead of building a hardcoded minimum set
Eric Shepherd
Currently, SDL on Cocoa macOS creates a rudimentary menu bar programmatically if none is already present when the app is registered during setup.
SDL could be much more easily and flexibly used on macOS if upon finding that no menus are currently in place, it first looked for the application's main menu nib or xib file and, if found, loaded that instead of programmatically building the menus.
This would then let developers simply drop in a nib file with a menu bar defined in it and it would be installed and used automatically.
Attached is a patch that does just this. It changes the SDL_cocoaevents.m file to:
* In Cocoa_RegisterApp(), before calling CreateApplicationMenus(), it calls a new function, LoadMainMenuNibIfAvailable(), which attempts to load and install the main menu nib file, using the nib name fetched from the Info.plist file. If that succeeds, LoadMainMenuNibIfAvailable() returns true; otherwise false.
* If LMMNIA() returns false, CreateApplicationMenus() is called to programmatically build the menus as before.
* Otherwise, we're done, and using the menus from the nib/xib file!
I made these changes to support a project I'm working on, and felt they were useful enough to be worth offering them for uplift. They should have zero impact on existing projects' behavior, but make Cocoa SDL development miles easier.
|