|
20207abf
|
2017-08-31T22:07:28
|
|
macOS: Update controller mapping of Steelseries Stratus XL to account for reversed thumbstick y-axis values (bug #3483).
|
|
d7ae3131
|
2017-08-31T21:34:29
|
|
macOS: Fix menubar items being enabled when they shouldn't be.
|
|
b959be25
|
2017-08-31T21:26:13
|
|
Code style cleanup in the Cocoa and UIKit vulkan files.
|
|
cfd7a7fa
|
2017-08-31T21:13:32
|
|
macOS: Prevent unwanted native fullscreen (Spaces) toggles when the window is in fullscreen or isn't resizable. Fixes bug #3691.
|
|
ff76f8e5
|
2017-08-31T15:17:59
|
|
Fixed bug 3791 - SDL_bits.h: __builtin_clz is supported in gcc >= 3.4
Ozkan Sezer
__builtin_clz is supported in gcc >= 3.4. The following patchlet adjusts
SDL_bits.h for it.
|
|
6c38c900
|
2017-08-31T15:12:08
|
|
Update Android SDK required to API level 16
Sylvain
Some API 16 methods are used (InputDevice: getDescriptor(), getVibrator()), so we need to compile at least with SDK API 16. Hence default.properties and project.properties have been modified to use android-16.
There are also some modification to SDLActivity.java not to use getVibrator() if we run under API 16. And not to check to presence of hasVibrator() if we are under API 11.
-some hard-coded constant can be expandend.
- rename a local variable (hasVibrator to hasVibratorService)
|
|
b54bcb34
|
2017-08-30T23:30:24
|
|
Fixed bug 3483 - Steelseries Nimbus MFi controller reversed Y-axis analog stick
benjamin.feng
Probable underlying cause: https://bugzilla.libsdl.org/show_bug.cgi?id=3124#c5
"If you download and build the HID Calibrator sample you can see that these are totally legitimate HID devices (except for inverting the Y-axis of joysticks, which is contrary to the HID specification but does make them more compatible with games compiled expecting XBOX controllers)."
|
|
8e160a34
|
2017-08-30T23:02:39
|
|
Convert tabs to spaces in game controller database entries
|
|
347fe704
|
2017-08-30T14:25:01
|
|
Fixed bug 3789 - Android : small clean up
Sylvain
Since https://hg.libsdl.org/SDL/rev/6546daa45a02
SDL_android_main.c is empty and then produce a warning
nativeInit does not exist and dont need to be mark undefined
|
|
b5f31c39
|
2017-08-30T09:44:38
|
|
Moved haptic source files into the proper folder
|
|
e53c5c5c
|
2017-08-30T00:40:06
|
|
Fix QNX build - prioritize system EGL headers over the Khronos ones
|
|
9ca62923
|
2017-08-29T23:14:39
|
|
Added some missing render capability flags
|
|
c3d428d4
|
2017-08-29T23:12:26
|
|
Fixed line breaks in verbose test logging output
|
|
94e0f3e9
|
2017-08-29T22:52:17
|
|
Added some debug messaging for previously unhandled events
|
|
2d10a3f2
|
2017-08-29T22:24:59
|
|
The dummy video driver check is now covered by explicitly checking for cocoa above.
|
|
92bf6085
|
2017-08-29T22:04:43
|
|
Fixed bug 3616 - SDL_GL_CreateContext fails with SDL_GL_CONTEXT_DEBUG_FLAG and ANGLE/GLES 2.0
Colin Barrett
Using the pre-built x86 devel libs from here:
https://www.libsdl.org/release/SDL2-devel-2.0.5-VC.zip
If I have:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
and I'm using ANGLE/(a GL driver that doesn't provide an ES2 context) such that SDL_EGL_CreateContext is called by SDL_GL_CreateContext, I get the error "Could not create EGL context (context attributes are not supported)" and no context is created.
Looking at the code in SDL_EGL_CreateContext - if gl_config.flags is non-zero, it looks like the code in the section guarded with "#ifdef EGL_KHR_create_context" should be executed - but it apparently isn't.
Is it possible this section hasn't been compiled into the pre-built libraries? If I build SDL2.dll myself using the Visual C++ solution (VS2015 Community Update 3) then the call succeeds as I expect
|
|
8fc1fb08
|
2017-08-29T21:42:22
|
|
Fixed bug 3719 - Cocoa - Incorrect window size when leaving fullscreen
bastien.bouclet
When exiting a "fullscreen space" on OS X, windows don't go to their defined "windowed mode size", but go back to their previous size.
Steps to reproduce:
1. Create a windowed mode SDL window
2. Toggle it to fullscreen with the SDL_WINDOW_FULLSCREEN_DESKTOP flag
3. While in fullscreen, change the windowed mode size using SDL_SetWindowSize
4. Toggle the window back to windowed mode
Expected result:
- The window has the size specified during step 3.
Actual result:
- The window has the size specified when creating the window in step 1.
Attached is a minimal reproduction test case.
The attached test case works as expected on X11 and Windows.
|
|
846a9ab9
|
2017-08-29T18:25:55
|
|
test: forgot to change a variable.
Fixes Bugzilla #3787.
|
|
4fc01638
|
2017-08-29T18:16:38
|
|
test: Fix for negative int that was now a size_t (thanks, Ozkan!).
Fixes Bugzilla #3787.
|
|
21e32bac
|
2017-08-29T16:30:49
|
|
egl: Cast to size_t, in case platform's NativeDisplayType isn't a pointer.
(fixes compiler warnings on QNX.)
|
|
eb3c66d3
|
2017-08-29T16:05:03
|
|
A few more compiler warnings fixed.
|
|
ae667da6
|
2017-08-29T15:52:49
|
|
Fixed a bunch of compiler warnings.
|
|
629f8aba
|
2017-08-29T09:02:04
|
|
Updated documentation, you don't need to initialize the audio subsystem to do in-place format conversion. (Thanks Simon Hug!)
|
|
abf8fc4c
|
2017-08-29T08:27:23
|
|
Fixed check for Mac OS X 10.11+ SDK (thanks Edward Rudd!)
|
|
2d655cd8
|
2017-08-29T02:32:53
|
|
MAC_OS_X_VERSION_MAX_REQUIRED isn't actually set in recent Xcode versions
|
|
737ed973
|
2017-08-29T01:04:48
|
|
Removed Metal and QuartzCore frameworks which aren't needed for Vulkan support
|
|
c684eb2c
|
2017-08-28T23:04:47
|
|
Add a way to set the context when other activities are active so many SDL API functions still work.
|
|
130138fa
|
2017-08-28T22:44:48
|
|
Fixed bug 3785 - fix windows build after revision 11382
Ozkan Sezer
fix windows build after revision 11382: commit 2026e42e377a renamed
_SDL_msctf_h to SDL_msctf_h_ . SDL_windowskeyboard.c relies on that
macro, so update it accordingly.
|
|
c0530bcd
|
2017-08-28T22:42:41
|
|
We removed QuartzCore link dependency in commit 5be6badaf7e1
|
|
8ac85744
|
2017-08-28T22:36:45
|
|
Fixed Vulkan configure check for Android and added one for Mac OS X
|
|
90b38a5d
|
2017-08-28T22:13:45
|
|
Fixed bug 3786 - building against a Mac OS X SDK < 10.11 fails since the vulkan merge
Ozkan Sezer
Since the Vulkan merge, building against a Mac OS X SDM older than
10.11 fails in SDL_cocoametalview.m because Metal.framework is not
present. There is no conditional compiling in SDL_cocoametalview.m
either, so --disable-video-vulkan doesn't help with anything. (The
configury doesn't check darwin for x86_64 either, but it's another
story.)
I cross-build against 10.8 SDK on linux using clang-3.4.2 and this
is a problem for me. Will this be fixed?
|
|
d619d885
|
2017-08-28T21:42:39
|
|
Fixed bug 3662 - Error message when using the audio conversion setup without an initialized audio subsystem is a bit vague
Simon Hug
This issue actually raises the question if this API change (requirement of initialized audio subsystem) is breaking backwards compatibility. I don't see the documentation saying it is needed in 2.0.5.
|
|
b128e880
|
2017-08-29T00:41:45
|
|
audio: A whole bunch of improvements to audio conversion (thanks, Solra!).
"Major changes, roughly in order of appearance:
- Use float math everywhere, instead of promoting to double and casting back
all the time.
- Conserve sound energy when downmixing any channel into two other channels.
- Add a QuadToStereo filter. (The previous technique of reusing StereoToMono
never worked, since it assumed an incorrect channel layout for 4.0.)
- Add a 71to51 filter. This removes just under half of the cases the previous
code would silently break in.
- Add a QuadTo51 filter. More silent breakage fixed.
- Add a 51to71 filter, removing another almost-half of the silently broken
cases.
- Add 8 to the list of values SDL_SupportedChannelCount will accept.
- Change SDL_BuildAudioCVT's channel-related logic to handle every case, and
to actually fail if it fails instead of silently corrupting sound data and/or
crashing down the road."
(Note that SDL doesn't otherwise support 7.1 audio yet, but hopefully it will
soon and the 7.1 converters are an important piece of that. --ryan.)
Fixes Bugzilla #3727.
|
|
620f5342
|
2017-08-29T00:36:17
|
|
stdlib: An implementation of SDL_scalbn using ldexp() (thanks, Ozkan!).
Fixes Bugzilla #3767.
|
|
a0cd7d6b
|
2017-08-29T00:02:04
|
|
audio: Converting audio samples from int to float was using wrong equation.
Fixes Bugzilla #3775.
|
|
1067b528
|
2017-08-28T20:52:05
|
|
Fixed building with an older Mac OS X SDK
|
|
e8b114ec
|
2017-08-28T19:32:08
|
|
Vulkan support on Mac OS X introduces a link time dependency (CAMetalLayer) on 10.11 and newer
|
|
30947476
|
2017-08-28T19:30:59
|
|
We don't need the VULKAN_SDK to build SDL with Vulkan support anymore
|
|
09e43d45
|
2017-08-28T17:28:09
|
|
Added missing Visual Studio 2010 project for testvulkan
|
|
aa85436e
|
2017-08-28T14:45:19
|
|
Fixed compile warning
|
|
da84c3bf
|
2017-08-28T14:44:21
|
|
Added a log message for nativeRunMain()
|
|
60182eb7
|
2017-08-28T14:40:21
|
|
Allow overriding the main entry point on Android
|
|
dbb0a2aa
|
2017-08-28T14:34:15
|
|
Removed the need for libSDL2main.a on Android, and separated JNI initialization out for other integrations
|
|
93415899
|
2017-08-28T13:40:32
|
|
Removed unneeded Vulkan symbol definitions
|
|
2a945b44
|
2017-08-28T10:03:39
|
|
Fixed bug 2361 - [Android] Joysticks do not have unique IDs
David Brady
When I attempted to make a mapping file for Android gamepads, I quickly discovered that most of the ones that I have here show up as the same device (Broadcom Bluetooth HID), meaning that it was impossible to make mappings on Android, since every device looked the same.
This patch will check for the existence of the getDescriptor function added in Jelly Bean, and use it if it's there. The Android Dashboard says that the majority of Android phones should support this function, and doing it this way will not force us to bump up our API version.
|
|
c45932ba
|
2017-08-28T09:54:16
|
|
Fixed bug 2277 - Hardware keyboard control key sequences don't get reported
chw
Control key sequences from hardware keyboards (wireless/USB/bluetooth) get not properly reported on Android devices.
The attached patch uses the idea from http://stackoverflow.com/questions/12337117/capture-all-ctrl-under-android to make control key sequences appear as normal SDL_KEYDOWN events instead of cooked text input.
|
|
0560544d
|
2017-08-28T09:51:25
|
|
Fixed 3783 - Default libGL path for directFB on Linux differs from x11 path
Clayton Craft
The default path used by directfb for libGL is different than the default path used by x11 in SDL2:
./src/video/directfb/SDL_DirectFB_opengl.c:
path = "libGL.so";
./src/video/x11/SDL_x11opengl.c:
#define DEFAULT_OPENGL "libGL.so.1"
On at least one distro (Alpine Linux), libGL.so is not created (or more accurately the symlink to libGL.so.1 is not created). For consistency, the 'path' variable in SDL_DirectFB_opengl.c should patch the DEFAULT_OPENGL in SDL_x11opengl.c ("libGL.so.1")
|
|
d28cb702
|
2017-08-28T09:41:00
|
|
Fixed bug 3781 - unbalanced #pragma pack(pop) in close_code.h
Ozkan Sezer
Revision 288 (http://hg.libsdl.org/SDL/rev/2f5a6062db86) excluded the
Watcom compiler from forcing 4 byte structure packing in begin_code.h.
However, it missed updating close_code.h, which now has an unbalanced
#pragma pack(pop) if the compiler is Watcom. The issue seems to have
crawled into SDL2, too.
|
|
959ae901
|
2017-08-28T02:30:41
|
|
Instantiate the CAMetalLayer so SDL_Vulkan_CreateSurface() doesn't fail
Error message was:
[mvk-info] MoltenVK version 0.18.2. Vulkan version 1.0.51.
[***MoltenVK ERROR***] VK_ERROR_INITIALIZATION_FAILED: On-screen rendering requires a view that is backed by a layer of type CAMetalLayer.
2017-08-28 02:17:29.579 testvulkan[95627:1716939] ERROR: SDL_Vulkan_CreateSurface(): vkCreateMacOSSurfaceMVK failed: VK_ERROR_INITIALIZATION_FAILED
|
|
6dd3f55d
|
2017-08-28T01:59:53
|
|
Fixed WinRT build after changing the header guard preprocessor symbol
|
|
ff8d2e14
|
2017-08-28T01:42:18
|
|
Fixed build when Wayland is dynamically loaded
|
|
edaa0ef5
|
2017-08-28T00:54:02
|
|
Fixed analyzer warning "Call to 'calloc' has an allocation size of 0 bytes"
|
|
3c7f9d69
|
2017-08-28T00:51:14
|
|
Fixed redefinition of typedef warnings and errors on BSD
|
|
50efbda7
|
2017-08-28T00:43:14
|
|
Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
|
|
0d011ec6
|
2017-08-28T00:22:23
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
|
|
ce2b1644
|
2017-08-28T00:11:38
|
|
Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
|
|
5cd1a959
|
2017-08-27T23:53:09
|
|
Fixed Android build with Vulkan support
|
|
0cebef60
|
2017-08-27T23:39:55
|
|
Fixed code style for new Vulkan API functions
|
|
ea91908e
|
2017-08-27T23:39:38
|
|
Fixed Android ABI check to match vulkan/vk_platform.h
|
|
34bdee53
|
2017-08-27T23:31:31
|
|
Make the androidbuildlibs.sh script executable
|
|
37ce9f27
|
2017-08-27T23:13:15
|
|
Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h
You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
|
|
9da4717d
|
2017-08-27T22:36:03
|
|
Fixed Windows warning
|
|
82ffabc8
|
2017-08-27T22:34:15
|
|
Fixed Android build
|
|
24a0d3bc
|
2017-08-27T22:27:45
|
|
Don't define Vulkan types if vulkan.h has already been included
|
|
1f2e151b
|
2017-08-27T22:20:17
|
|
Added Vulkan support to the Visual Studio 2010 solution
|
|
213356cd
|
2017-08-27T21:55:31
|
|
Don't need the Vulkan SDK for the Visual Studio 2008 project anymore
|
|
ded5b3a4
|
2017-08-27T21:05:18
|
|
Fixed crash at shutdown if the window couldn't be created
|
|
071e1018
|
2017-08-27T20:41:48
|
|
We use the SDL Vulkan headers
|
|
eb5392ad
|
2017-08-27T20:41:29
|
|
Added the new Vulkan API functions to exported functions
|
|
c722e58d
|
2017-08-27T23:25:12
|
|
vulkan: Include a copy of vulkan.h and vk_platform.h.
Now we can provide Vulkan support in the build even if the build box doesn't
have a Vulkan SDK, since we dynamically link to the library anyhow.
|
|
803fd6d5
|
2017-08-27T19:32:08
|
|
Use SDL_Vulkan_GetDrawableSize() instead of SDL_GL_GetDrawableSize()
|
|
25e3a1ec
|
2017-08-27T22:15:57
|
|
vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
|
|
8e7998e1
|
2017-08-27T19:10:30
|
|
Fixed bug 3710 - SDL_OpenAudio(desired, obtained) doesn't update desired's size when obtained is NULL
David Ludwig
I've created a new set of patches. I am happy to create more, if it would help.
One version only copies 'size'.
A second version copies both 'size' and 'silence'. When looking over the documentation for SDL_OpenAudio in SDL_audio.h, it mentioned that both 'size' and 'silence' were things that SDL_OpenAudio would calculate.
Regarding *both* patches, I did notice that SDL 1.2 appears to have always modified desired's size and silence fields. The SDL wiki, at https://wiki.libsdl.org/SDL_OpenAudio#Remarks , does note:
|
|
003d491f
|
2017-08-27T19:05:57
|
|
Fixed bug 3724 - Allow Angle Static Link
Carlos
We would like to add a switch (define) that allows us to compile Angle statically with SDL. That is, getting rid of the OpenGL DLL. Usually you need OpenGL to be loaded dynamically as DLL because implementation is provided by the system but no need with Angle.
Only 2 files need modification and it shouldn't affect current behaivor:
include/SDL_egl.h and src/video/SDL_egl.c, as in here
https://github.com/native-toolkit/sdl/pull/10/files
The flag name could be SDL_VIDEO_STATIC_ANGLE (instead of NATIVE_TOOLKIT_STATIC_ANGLE) as discussed here https://github.com/native-toolkit/sdl/pull/10
We have tested this with both Windows and UWP, using NME engine (https://github.com/haxenme/nme).
Releated issue: https://bugzilla.libsdl.org/show_bug.cgi?id=1820
|
|
aad997fc
|
2017-08-27T19:00:03
|
|
Fixed bug 3740 - atexit() in test/testime.c
|
|
b7c5d151
|
2017-08-27T18:53:30
|
|
SDL_dynapi.c: add missing SDLCALL to macros.
|
|
a38f127e
|
2017-08-27T18:52:43
|
|
Swapped conditional arguments for standard SDL readability
|
|
30fe9a67
|
2017-08-27T18:49:36
|
|
SDL_dynapi.h: revert commit ee88fe3e353e in order to enable dynapi
[ optional ]
|
|
50d3fe21
|
2017-08-27T18:49:11
|
|
SDL_dynapi_procs.h: adjust SDL_CreateThread for os/2
|
|
bf126828
|
2017-08-27T18:48:51
|
|
SDL_thread.h: fix os/2 defines (rev 11340:2688d85b817c was a missing patch)
|
|
fe21a747
|
2017-08-27T18:43:52
|
|
Fixed bug 2266 - please add notifications for clipboard updates on Android
Sylvain
Hi! here's a patch for that with two class loaded regarding API level.
Test both case : before API 11 and after.
I also remove now unused GetSystemServiceFromUIThread() and minor clean-up (haptic warning prototype).
|
|
6885bc88
|
2017-08-27T18:36:54
|
|
Fixed bug 2265 - Voice to text feature on Android repeats some text via SDL_TEXTINPUT
Sylvain
Small patch for this issue. I tested it and it seems to work.
- it can send several backspaces (instead of only 1).
- it calls directly "sendKeyEvent()" instead of "super.sendKeyEvent()".
otherwise, it would go through the android internals, calling again "onKey()".
and then the "backspace" would arrive after the next "commitText()".
|
|
5ca01522
|
2017-08-26T21:17:12
|
|
Fixed bug 3774 - Cmake build fails for Android
sfalexrog
Android haptic code was not added to CMakeLists.txt, leading to build failures when targeting Android platform.
Attached patch adds Android haptic driver to source sets and adds configuration parameter to SDL_config.h.cmake.
|
|
bbd9acdd
|
2017-08-26T21:20:20
|
|
Add support for GameSir G4s
|
|
73f866cf
|
2017-08-25T15:16:39
|
|
windows: Attempt to make Visual Studio not hardcode a call to memset().
|
|
e58c7920
|
2017-08-25T12:51:42
|
|
x11: Patched to compile with DEBUG_XEVENTS defined.
|
|
8c39d1d0
|
2017-08-25T12:27:18
|
|
OS/2: fixed inverted logic bug (thanks, Ozkan!).
|
|
2213077a
|
2017-08-25T11:31:12
|
|
OS/2: proper fix for dynapi (thanks, Ozkan!).
|
|
685890a2
|
2017-08-24T22:57:42
|
|
Fix KHR_no_error support
|
|
d8fc70ea
|
2017-08-24T21:30:53
|
|
opengl: add support for GL_KHR_no_error.
This is completely untested!
Fixes Bugzilla #3721.
|
|
a3890ff6
|
2017-08-22T15:50:39
|
|
dynapi: fill in OS/2 loading code (thanks, Ozkan!).
Partially fixes Bugzilla #3765.
|
|
17453d49
|
2017-08-21T23:44:46
|
|
x11: Move screen_w/h inside the only ifdef they are referenced in to avoid compiler warnings
|
|
a6dc4ed5
|
2017-08-21T17:22:00
|
|
kmsdrm: Remove moved file
|
|
11717184
|
2017-08-21T17:20:50
|
|
kmsdrm: Cleanup unused headers, rename SDL_kmsdrmevents_c.h -> SDL_kmsdrmevents.h
|
|
fcf83e79
|
2017-08-21T16:30:24
|
|
Fixed bug 3768 - provide a quick copysign() solution for watcom
Ozkan Sezer
The following patch provides a quick copysign solution for Watcom/x86
|
|
9b3ec6a5
|
2017-08-21T13:01:22
|
|
SDL_thread.h: add missing os/2 defines.
(essentially replicates the windows case || SDL1.2 case.)
|
|
f6ad070b
|
2017-08-21T13:00:58
|
|
SDL_dynapi.h: disable dynapi for os/2.
|
|
b821ded9
|
2017-08-21T13:00:40
|
|
SDL_cpuinfo.c: add os/2 support to SDL_GetCPUCount() and SDL_GetSystemRAM().
|
|
f807655b
|
2017-08-21T11:25:04
|
|
Fixed bug 3761 - Windows non-MinGW cmake build defines HAVE_WCSLCPY and HAVE_WCSLCAT
Tom Seddon
https://github.com/SDL-mirror/SDL/commit/0f0ad62237fabb58d5811fe6fa59e5e5aa0e2fb5 (git head at the time of writing); Visual Studio 2015, toolset v140, Platform 10.0.14393.0, building for x64
Windows non-MinGW cmake build sets defines implying wcslcpy and wcslcat are available, but Windows doesn't have these functions.
Ryan C. Gordon
That's weird, these are the exact two functions that Emscripten incorrectly believed it had until we upgraded the buildbot's emsdk install.
Not sure what's up with this, but it's possibly not a MingW-specific thing!
|
|
834ab350
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2017-08-21T11:19:38
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Fixed bug 3644 - Wayland touch event support
Moritz Bitsch
Attached is a small patch which enables multitouch events on Wayland.
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