Log

Author Commit Date CI Message
Sam Lantinga 1f21484b 2013-10-03T03:31:05 Fixed const/non-const warning
Sam Lantinga 8fbd7dc7 2013-10-03T00:54:58 Fixed bug 2130 - Two members of Windows WindowData not initialized norfanin SetupWindowData in SDL_windowswindow.c doesn't initialize two members of SDL_WindowData with NULL. This is an issue because other parts of the SDL code seem to make the assumption that this is the case. WIN_DestroyWindowFramebuffer for example uses data->mdc and data->hbm if they're not NULL.
Ryan C. Gordon ce45fa28 2013-10-02T22:18:04 SDLK_DELETE should probably be SDLK_BACKSPACE on iOS. The key on the software keyboard works like backspace, at least. Not sure what happens with a bluetooth keyboard here.
Ryan C. Gordon 958640e5 2013-10-02T22:16:11 Get rid of glGetError() calls in GLES2 renderer. It's not usually useful, and it causes pipeline stalls.
Gabriel Jacobo 57e09318 2013-10-01T08:47:06 Uses SDL_UDEV for Linux joystick hotplugging
Sam Lantinga 69a4351e 2013-09-30T22:35:32 Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi
Sam Lantinga 22a972a4 2013-09-30T22:16:14 Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes Lloyd Bryant SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render. This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
Sam Lantinga 058aba08 2013-09-30T21:57:03 Fixed bug 2119 - compiler warnings (-pedantic) SDL_video.h:111:42
Gabriel Jacobo 889b6bd7 2013-09-28T19:23:59 Removes unused property use_egl from internal structure gl_config
Gabriel Jacobo c691de00 2013-09-28T19:17:27 Fix: SDL_EVDEV_device_removed does not need UDEV
Sam Lantinga 202528a4 2013-09-28T14:07:17 Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
Sam Lantinga 25f607a3 2013-09-28T14:07:14 Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
Sam Lantinga cf5e5a83 2013-09-28T14:07:08 Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
Sam Lantinga 803965bc 2013-09-28T14:07:05 Added platform specific call: SDL_RenderGetD3DDevice()
Sam Lantinga 9f390e79 2013-09-28T14:06:59 Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
Sam Lantinga 89c31bb4 2013-09-28T14:06:55 Implemented SDL_UpdateYUVTexture() for Direct3D
Sam Lantinga 17c9ff85 2013-09-28T14:06:51 Added missing SDL_assert.h
Sam Lantinga 57bd5147 2013-09-28T14:06:47 Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
Sam Lantinga d0a57ea2 2013-09-28T14:06:39 Rolled back my LoadLibrary change. The first failed call causes a dialog to pop up in Windows apps (but not console apps) and that's really bad. I'll have to deal with this in my app.
Sam Lantinga dfa53e7e 2013-09-28T14:06:31 SDL_LoadObject on Windows now calls LoadLibrary a second time in its EX form whenever the first load fails. This second call uses the "altered" search path for DLL dependencies, which includes searching the directory that the DLL itself lives in.
Sam Lantinga b6be1435 2013-09-28T14:06:20 Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support. Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly. CR: Jorgen
Gabriel Jacobo 1ccbad96 2013-09-28T15:48:32 Do not use UDEV references in EVDEV if UDEV has not been detected
Sam Lantinga 99789c71 2013-09-28T10:30:51 Fixed bug 1820 - building SDL as a static library with static runtime doesn't compile/link with visual studio norfanin Adds a condition so only the MSVC 2012 compiler defines the macros for the functions of its version. Attaching a patch that adds a condition so that the HAVE_X supported by MSVC 2012 only get defined with that compiler. MSVC 2008 and 2010 will then build without any modification to the SDL source code. Also moved HAVE_M_PI to a separate check. The Microsoft headers require _USE_MATH_DEFINES to be defined before they define the constants.
Gabriel Jacobo 9ceed73d 2013-09-28T13:28:19 Raspberry Pi support (also unified UDEV and EVDEV support)
Philipp Wiesemann b9a22308 2013-09-28T12:55:32 Fixed doxygen warning.
Philipp Wiesemann 90afb94e 2013-09-28T12:48:26 Corrected name of SDL_Color field from unused to a.
Sam Lantinga 8b6ad7ff 2013-09-27T23:47:57 Fixed bug 2101 - CWBackPixel causes weird window flickering on window resize aBothe I tried to experiment a bit with SDL2 and OpenGL today and noticed that something caused some weird flickering when resizing my nicely drawn SDL2/OpenGL window: Just after resizing, the background went black and I had to let my OpenGL code redraw the contents.. However, after some hours spent with googling I found out that in OpenGL examples where this CWBackPixel flag was not used when creating X windows, there was no flickering while resizing the window. See http://www.sbin.org/doc/Xlib/chapt_04.html @ "The Window Background" for more info.
Sam Lantinga b9567776 2013-09-27T23:35:17 # User Darren Salt <devspam@moreofthesa.me.uk> # Date 1379621782 -3600 # Thu Sep 19 21:16:22 2013 +0100 Work around a false-positive in the X11 mouse wheel code This false positive occurs when one particular button on my mouse is pressed. The kernel which I'm using is patched to cause a release event to be synthesised immediately when the mouse says that this button is pressed because the mouse doesn't signal release until the button is next pressed. (Also documents a false negative, observed with the horizontal scroll wheel on the same mouse.)
Sam Lantinga c95761e0 2013-09-27T23:29:05 Fixed bug 2100 - directfb fails to build
Sam Lantinga 3ef5a977 2013-09-27T23:19:22 Fixed the name of the environment variable to match the name of the hint.
Sam Lantinga 0103bc0b 2013-09-27T22:09:51 Default to OpenGL ES 2.0 instead of 1.0 when it's available.
Edward Rudd 869a7076 2013-09-20T13:43:00 add in High DPI support (aka Retina) - based on J?rgen's patch with a few bug fixes
Sam Lantinga d3d6f9ad 2013-09-14T11:25:52 Fixed syntax error in C style block comment.
Ryan C. Gordon bfe1b1d0 2013-09-14T01:30:57 Don't incorrectly report success for negative swap intervals on Mac OS X.
Sam Lantinga fae4190d 2013-09-13T17:42:46 Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now. CR: Sam
Sam Lantinga 49d64d52 2013-09-13T17:42:38 Fix X11_RestoreWindow() and X11_RaiseWindow() to properly do window activation. X11_RestoreWindow() had a call ordering problem that prevented activation, and X11_RaiseWindow() wasn't attempting activation. Windows and OS X both activate in these cases. CR: saml
Sam Lantinga 67c02a28 2013-09-13T17:42:31 Mac: Translate Ctrl-Left click to right click.
Sam Lantinga e231d5b4 2013-09-13T17:41:17 Mac: Turn off momentum-based scrolling.
Sam Lantinga 37509cf3 2013-09-13T17:40:41 Mac: Fix cast warning.
pgriffais a9166450 2013-09-10T18:25:13 [SDL] X11+GL: Allow Visual override for GL windows. SDL provides an SDL_VIDEO_X11_VISUALID environment variable that lets you override window visuals, but it wasn't being checked for OpenGL windows. CR: Sam.
Ryan C. Gordon 5081b5d3 2013-09-07T13:57:20 Workaround for compiling with /W4 warnings on Visual C++.
Ryan C. Gordon 83383c65 2013-09-07T13:47:14 Disable thread naming on Win64 for now. We can't use _try/_except without the C runtime, and we can't use inline asm with the Win64 compiler. We'll need to move this to an .asm file or something later.
Sam Lantinga dc9ddf1f 2013-09-06T20:54:14 Fixed bug 2090 - Some joystick inputs are delayed on FreeBSD kikuchan Some joysticks with high sampling rate need to be read() more fast, otherwise it delay user inputs due to internal queue. Especially, an app that issues SDL_PollEvent() not so frequent
Sam Lantinga 10ffa28a 2013-09-06T20:45:08 Fixed time comparison and explicitly delay 1 ms instead of an arbitrary scheduled time.
J?rgen P. Tjern? f06eeb01 2013-09-05T15:49:57 Fix to buffer overrun in SDL_JoystickGetGUIDString().
Sam Lantinga 4b942c5a 2013-09-05T07:15:26 Fixed bug 2076 - OpenGL doesn't work with --disable-threads stepik-777 Thread local storage is used to store current window and current opengl context. OpenGL worked before this changeset: 7596 (45e5c263c096)
Sam Lantinga 2afbd773 2013-09-05T07:02:27 Fixed bug 2081 - Add name to SDL_Point structure Dmitry Marakasov Unlike SDL_Rect (typedef struct SDL_Rect {} SDL_Rect), SDL_Point (typedef struct {} SDL_Point) structure is unnamed. This feels inconsistent and makes it impossible to use forward declaration for SDL_Point, having to include whole SDL_rect.h instead.
Sam Lantinga cefffd61 2013-09-05T06:59:34 Fixed bug 2082 - SDL stdlib implementation does not force upper case for %X format specifier norfanin When SDL_vsnprintf handles the %x format specifier, a boolean is set to signal forced lower case. It also should be able to signal forced upper case for the %X specifier. A boolean is not sufficient anymore. The attached patch adds an enum for the three cases: lower, upper and no change.
Sam Lantinga 48aca0b2 2013-09-05T06:43:34 Fixed bug 2084 - SDL_log xxx on Android outputs to Logcat with incorrect priority. Pallav Nawani This effects all SDL_Logxxx functions. On android, the debug output has a priority that is 1 higher than intended, ie, if you try SDL_LogInfo, the log has the priority of Warn instead.
Ryan C. Gordon b63d11ce 2013-09-04T23:40:11 The SDL_PixelFormat* passed to SDL_ConvertSurface() should be const.
Ryan C. Gordon 2bafbeda 2013-08-31T01:36:38 Enabled thread naming on Windows. This is now done without compiler or C runtime support for __try/__except. (Granted, it uses Visual Studio-style inline asm, but still...)
Gabriel Jacobo ace1e98a 2013-08-29T15:02:32 Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1 SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
Gabriel Jacobo eec4710c 2013-08-29T14:03:44 Fixes bug #2074 - Thanks Sylvain! SDL_syssem.c:159 comparison of unsigned expression >= 0 is always true Solved by comparing unsigneds directly SDL_systimer.c:164: warning: control may reach end of Compile Solved by returning the default value if all else fails. SDL_androidgl.c:41:1: warning: type specifier missing, defaults to 'int' SDL_androidgl.c:47:1: warning: control reaches end of non-void function Solved by adding void return type to the function implementation
Sam Lantinga e07d7e64 2013-08-29T08:30:21 Christoph Mallon: Replace strlen(x) == 0 (O(n)) by x[0] == '\0' (O(1)).
Sam Lantinga 3e2930de 2013-08-29T08:29:51 Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
Sam Lantinga f79fc33a 2013-08-29T08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
Sam Lantinga 1d2c7796 2013-08-29T08:27:25 Christoph Mallon: Correct indendation.
Sam Lantinga 7267ea8f 2013-08-29T08:26:55 Christoph Mallon: Use SDL_arraysize()
Sam Lantinga 9e23d178 2013-08-29T08:26:24 Christoph Mallon: Simplify assignment.
Sam Lantinga 67c10169 2013-08-29T08:25:54 Christoph Mallon: Report an error, if creating the directories in SDL_GetPrefPath() failed.
Sam Lantinga db7c92b4 2013-08-29T08:25:24 Christoph Mallon: Remove lone /* if */ comment.
Sam Lantinga 321aa4ae 2013-08-29T08:24:43 Christoph Mallon: Simplify avoidance of duplicate / in SDL_GetPrefPath()
Ryan C. Gordon 257cef30 2013-08-28T22:09:17 Change order we enumerate Windows joysticks. Make it so XInput devices are listed before DirectInput devices, and that the XInput devices are sorted by userid in ascending numeric order (so device 0 comes first).
Ryan C. Gordon ea4350d8 2013-08-28T22:07:54 Don't corrupt XInput device state during SDL_SYS_JoystickClose().
Ryan C. Gordon 2538d311 2013-08-28T22:05:16 Fix endlines for logging via OutputDebugString().
Ryan C. Gordon aa652114 2013-08-28T17:17:21 Make XInput joystick names match the numbers on the device. (And how the Haptic code already names them.)
Ryan C. Gordon 79499898 2013-08-28T17:12:07 Fixed comment typo.
Ryan C. Gordon 4b255c63 2013-08-28T16:43:47 Reworked XInput and DirectInput joystick code. Now multiple XInput controllers map correctly to device indexes instead of grabbing the first available userid, and are completely separated out from DirectInput. Also, the hardcoded limitation on number of DirectInput devices is gone. I don't expect there to really ever be more than eight joysticks plugged into a machine, but it was a leftover limitation for a static array we didn't actually use anymore. Fixes Bugzilla #1984. (etc?)
Ryan C. Gordon c89e0469 2013-08-28T16:35:32 Better XInput detection code for DirectInput device enumeration. This code is way faster than the Wbem code, and less ugly.
Gabriel Jacobo aef52c35 2013-08-28T12:43:29 [Linux] Test config script: Add the X11 library search path if it is not empty If ac_x_libraries is empty it means that the library's found in the default path, so we skip adding it to the XLIB variable as it screws up the search path.
Gabriel Jacobo 7fc50aff 2013-08-28T10:41:25 Fixes test building
Ryan C. Gordon 540cb538 2013-08-28T00:07:02 Fixed testgamecontroller output to make sense.
Gabriel Jacobo ad20c801 2013-08-26T14:23:18 Fixes typo in EGL code (thanks jmcfarlane!)
Ryan C. Gordon 2abe45e8 2013-08-25T21:28:03 Removed obvious comment to trigger buildbot.
Edward Rudd 833fd30e 2013-08-25T11:24:01 reworked GetBasePath on OS X to use Contents/Resource by default if bundled, or exedir if not bundled. - also adds OS X specific magic for bundled apps adding an Info.plist property of name SDL_FILESYSTEM_BASE_DIR_TYPE to the following values will change the bahaviour. * bundle -- use the bundle directory e.g. "/Applications/MyGame/Blah.app/" * parent -- use the bundle parent directory e.g. "/Applications/MyGame/" * resource -- use the bundle resource directory (default) e.g. "/Applications/MyGame/Blah.app/Contents/Resources/"
Edward Rudd 9ce449e6 2013-08-25T11:20:14 update xcode projects with filesystem API bits. (missing tests and missing from files from some targets)
Gabriel Jacobo 64e6eeac 2013-08-25T11:48:49 Fixes "error: conflicting types for 'GLintptr'"
Ryan C. Gordon c9c6852f 2013-08-24T21:15:10 Minor FreeBSD code cleanup.
Edward Rudd 5f45f422 2013-08-24T09:43:14 make the examples in the doc comments match the actual output of the SDL_GetPrefPath function
Edward Rudd e5b65e4e 2013-08-24T09:05:18 Fix #2062 Be more diligent about validating trailing "/" existence in HOME and XDG_DATA_HOME env vars
Ryan C. Gordon 58a558e3 2013-08-23T23:34:23 Patched to compile on Solaris.
Ryan C. Gordon 88cd94a0 2013-08-23T21:48:40 Patched to compile on FreeBSD.
Ryan C. Gordon 97948aef 2013-08-23T21:38:54 Add support for some BSDs and Solaris to SDL_GetBasePath().
Gabriel Jacobo f60bcf8b 2013-08-22T17:26:22 Fix warning in GL ES2 renderer
Gabriel Jacobo 1c6d5576 2013-08-22T14:56:07 Separate EGL / GL ES detection in CMake
Ryan C. Gordon faf760d2 2013-08-22T13:32:27 XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
Ryan C. Gordon f77c2372 2013-08-22T13:00:05 Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!).
Gabriel Jacobo cc122ce5 2013-08-22T10:22:22 Fixes #2036 and #2038, bypass camera zoom and shutter keypresses on Android.
Sam Lantinga cd27a1ef 2013-08-21T12:12:04 Fixed compiling on old versions of the DirectX SDK
Sam Lantinga 9faefccd 2013-08-21T10:32:04 SDL - detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open) CR: SamL
Sam Lantinga 05d8c2dc 2013-08-21T10:31:44 Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized. This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
Sam Lantinga 3d217ed7 2013-08-21T10:07:48 Fixed crash if the IC isn't set up for some reason (bad X11 locale?)
Gabriel Jacobo 6107705a 2013-08-21T10:34:32 Fix a couple of warnings
Gabriel Jacobo 5f8de2b9 2013-08-21T10:27:39 Patched to compile on Darwin
Gabriel Jacobo 29dfdd1e 2013-08-21T10:13:12 More fixes for -Wdeclaration-after-statement
Gabriel Jacobo 2490166d 2013-08-21T10:12:16 Fixes for -Wdeclaration-after-statement
Gabriel Jacobo 1e49b1ed 2013-08-21T09:47:10 OCD fixes: Adds a space after /* (glory to regular expressions!)
Gabriel Jacobo 695344d1 2013-08-21T09:43:09 OCD fixes: Adds a space before */
Ryan C. Gordon 3984c7d8 2013-08-20T23:20:32 Actually, this should be a memcpy(). We already know the exact length we just allocated, and we plan to append our own null terminator to the end of the copy, so this makes more sense.
Ryan C. Gordon 38dc821b 2013-08-20T21:29:40 Added filesystem code to Mac and iOS Xcode projects.