|
214eb88f
|
2020-01-29T20:09:14
|
|
Added SDL_hidapi_steam.c to the iOS and tvOS dylib build targets
|
|
c7a62b41
|
2020-01-29T20:09:12
|
|
There are lots of unused macros in the Steam controller code
|
|
355f0b54
|
2020-01-29T20:09:11
|
|
Added support for the Steam Controller on mobile devices
|
|
c9c89783
|
2020-01-29T20:09:08
|
|
Miscellaneous pending fixes
|
|
598cf694
|
2020-01-28T21:41:13
|
|
Fixed member order to make more sense
|
|
43b377b0
|
2020-01-28T17:11:17
|
|
Fixed wired PS4 controller support on Android
|
|
39563b7b
|
2020-01-28T13:51:24
|
|
x11: Use XSync when changing window position instead of XFlush.
Attempt to fix regression in Bugzilla #4646.
|
|
c7e1b289
|
2020-01-27T17:15:12
|
|
cocoa: Fix command line apps' menu bar not working on macOS Catalina.
Fixes Bugzilla #4937.
|
|
059de38c
|
2020-01-27T15:44:48
|
|
darwin: Don't pass NULL device refs to IOHIDDeviceGetValue().
Possibly fixes Bugzilla #4961.
|
|
b4c2e29e
|
2020-01-27T10:58:30
|
|
video: Added a hint to override the display's usable bounds.
|
|
7ea3f5b4
|
2020-01-26T12:48:35
|
|
Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705
Switch hidapi and xinput also need to check for overflow, attached a patch for them.
|
|
5e649983
|
2020-01-26T12:40:32
|
|
Don't enumerate devices we can't open
|
|
adb53d0b
|
2020-01-26T10:32:39
|
|
Fixed disabling the Xbox 360 wireless HIDAPI driver
|
|
ce7c51a9
|
2020-01-26T00:37:48
|
|
Always release devices in onPause in case we're going to be force stopped, and for consistency with interacting with other activities that might use the controller
|
|
c9f672fd
|
2020-01-23T22:24:24
|
|
Fixed compiler warnings
|
|
2ae41b9c
|
2020-01-23T12:53:43
|
|
Fixed mapping for both versions of the Xbox One Elite Series 2 controller firmware connecting over Bluetooth
|
|
48240ac8
|
2020-01-23T12:53:41
|
|
Added mapping for the Xbox One controller connected via the wireless dongle using xow
|
|
6dc172d0
|
2020-01-23T12:53:39
|
|
Turn off rumble on drivers which don't respect the replay.length value
|
|
30ff5fcf
|
2020-01-23T01:03:23
|
|
SDL_LEAN_AND_MEAN defaults off
|
|
b5e3d264
|
2020-01-23T01:00:52
|
|
Added a single SDL_LEAN_AND_MEAN define to turn on minimal SDL builds
Protected more code with #ifdefs to reduce the size of minimal shared library builds
|
|
b1c6e7c2
|
2020-01-23T00:32:34
|
|
Fixed compile warning
|
|
443bce74
|
2020-01-22T11:28:35
|
|
Added support for the paddles on the Xbox One Elite Series 1 controller
|
|
6f89b059
|
2020-01-22T15:23:44
|
|
Documentation of the footprint #defines
|
|
f30ef6ed
|
2020-01-21T17:40:16
|
|
audio: Fixed a '//' style comment.
|
|
55afc281
|
2020-01-21T22:06:09
|
|
Add #define SDL_HAVE_BLIT_N_RGB565 to compile out RGB565 LUT
|
|
dbe5c14b
|
2020-01-21T15:49:37
|
|
audio: Calculate a legitimate SDL_AudioSpec::silence in SDL_LoadWAV_RW().
|
|
7df22cf2
|
2020-01-21T21:33:40
|
|
A few #defines to reduce SDL2 footprint.
Only applied when library is statically linked
|
|
25c88ea9
|
2020-01-20T13:53:40
|
|
The Xbox One 0x01 initialization packet is an ack packet
|
|
9c3d1602
|
2020-01-19T11:43:36
|
|
Refactored code so SDL_GetJoystickGameControllerType() is called less during controller detection
|
|
ff068011
|
2020-01-18T11:21:42
|
|
Added missing file from previous commit
|
|
43aa1fa9
|
2020-01-18T11:21:14
|
|
Added support for detecting previously unknown Xbox 360 and Xbox One controllers using the HIDAPI driver with libusb and Android
|
|
27035425
|
2020-01-17T11:09:57
|
|
There are multiple bindings for XBox One controller model 1708, depending on firmware revision
|
|
bde1a371
|
2020-01-17T11:07:19
|
|
Added support for the NACON GC-400ES
|
|
0a7fe18f
|
2020-01-17T11:06:02
|
|
On Mac OSX there are spurious hat events at program start, so skip these
|
|
4e682461
|
2020-01-17T10:43:14
|
|
Reattach the kernel driver after closing USB controllers
|
|
005e2dff
|
2020-01-17T12:41:54
|
|
Android: prevents rare crashes when app goes to background or ends.
Make sure the thread is actually paused, and context backep-up, before
SurfaceView is destroyed (eg surfaceDestroyed() actually returns).
Add a timeout when surfaceDestroyed() is called, and check 'backup_done' variable.
It prevents crashes like:
#00 pc 000000000000c0d0 /system/lib64/libutils.so (android::RefBase::incStrong(void const*) const+8)
#01 pc 000000000000c7f4 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::UpdateBufferList(ANativeWindowBuffer*)+284)
#02 pc 000000000000c390 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::DequeueBuffer()+240)
#03 pc 000000000000bb10 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::GetBuffer(EglSubResource*, EglMemoryDesc*)+64)
#04 pc 000000000032732c /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::UpdateResource(EsxContext*)+116)
#05 pc 0000000000326dd0 /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::GetResource(EsxContext*, EsxResource**, EsxResource**, int)+56)
#06 pc 00000000002ae484 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::AcquireBackBuffer(int)+364)
#07 pc 0000000000249680 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::Clear(unsigned int, unsigned int, unsigned int, EsxClearValues*)+1800)
#08 pc 00000000002cb52c /vendor/lib64/egl/libGLESv2_adreno.so (EsxGlApiParamValidate::GlClear(EsxDispatch*, unsigned int)+132)
|
|
d52ba78b
|
2020-01-17T12:04:18
|
|
Fixed bug 4246 - Android: orientation between portrait<->landscape doesn't work
Improve handling of landscape/portrait orientation. Promote to SCREEN_ORIENTATION_SENSOR_* when needed.
Android window can be somehow resizable.
If SDL_WINDOW_RESIZABLE is set, window size change is allowed, for instance when orientation changes (provided the hint allows it).
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
572f4a85
|
2020-01-16T15:54:20
|
|
Fixed bug 4929 - Software renderer produces bugs when optimizations are turned on with Visual C++ 2019
Konrad
I took the liberty of rewriting this function a bit as it seemed to be unnecessary extended with ifs regarding flags (we can check everything in one pass which seem to be the thing which confuses Visual C++ 2019 as well).
Also, I have made CPU features an int instead of uint because if we check it against flags which are all ints it might as well just be int (no signed/unsigned bitwise comparison).
|
|
c6817a2c
|
2020-01-16T15:32:41
|
|
Added support for the paddles on the Xbox One Elite Series 2 controller
|
|
4e1cc124
|
2020-01-16T15:32:39
|
|
Improved Xbox One controller initialization
|
|
981e0d36
|
2020-01-16T08:52:59
|
|
Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad
This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.
SDL_BLENDMODE_MUL implements following equation:
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))
Background:
https://i.imgur.com/UsYhydP.png
Blended texture:
https://i.imgur.com/0juXQcV.png
Result for SDL_BLENDMODE_MOD:
https://i.imgur.com/wgNSgUl.png
Result for SDL_BLENDMODE_MUL:
https://i.imgur.com/Veokzim.png
I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
|
|
669729a8
|
2020-01-15T22:18:31
|
|
Improved Xbox One controller initialization sequence
This sequence works across Microsoft, PowerA, PDP, and HORI controllers.
The newer Microsoft XBox firmware requires synchronizing the rumble sequence number, when SDL sees it after the initial connect
The Razer Wildcat controller requires waiting for init responses before continuing the initialization sequence.
The PDP Battlefield 1 controller takes over a second to be ready for initialization, and if initialization is attempted before then, it will fail.
|
|
34486005
|
2020-01-15T22:18:29
|
|
Added support for the HORI Fighting Commander
|
|
6705e27c
|
2020-01-13T22:05:58
|
|
Added D-PAD bindings for the Linux Steam Controller
|
|
cb800d1c
|
2020-01-13T22:05:56
|
|
Fixed compiler warning
|
|
7775f7ce
|
2020-01-13T22:05:54
|
|
Fixed deadlock in HIDAPI joystick system
|
|
3a796d6a
|
2020-01-13T15:35:54
|
|
Free the joystick player index when the joystick is removed
|
|
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
|