|
22254931
|
2013-12-25T13:13:15
|
|
WinRT: moved contents of the d3d11 renderer's header file into its implementation file
|
|
d4ae3929
|
2013-12-25T13:00:41
|
|
WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget
|
|
b0df9157
|
2013-12-25T12:58:37
|
|
WinRT: removed an unnecessary use of std::string in the d3d11 renderer
|
|
10f2de1e
|
2013-12-25T12:52:16
|
|
WinRT: utilized SDL_SetError's return value in the d3d11 renderer
|
|
43e27aa8
|
2013-12-25T12:48:47
|
|
WinRT: minor d3d11 code cleanups
|
|
8c8feb83
|
2013-12-25T12:47:39
|
|
WinRT: made d3d11-spawned error messages trickle down
Some error messages had the potential to be overwritten/obscured.
|
|
5fba7db2
|
2013-12-25T12:43:26
|
|
WinRT: made d3d11-spawned error messages include the function name of failed calls
|
|
3f1e3c30
|
2013-12-24T21:28:31
|
|
WinRT: moved ill-performing XInput device-detection calls to a separate thread
|
|
27e79b93
|
2013-12-24T21:08:11
|
|
WinRT: bug fix: game-controller/joystick button-down events weren't getting sent
|
|
5e6aba06
|
2013-12-22T21:13:35
|
|
WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
|
|
446a2704
|
2013-12-10T22:34:08
|
|
WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display
|
|
b6f80d85
|
2013-11-29T00:19:46
|
|
WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
|
|
ecfbb3f5
|
2013-11-28T22:59:21
|
|
WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
|
|
7b5887b2
|
2013-11-28T22:24:13
|
|
WinRT: implemented SDL_DetachThread() for WinRT
|
|
46740a5a
|
2013-11-28T22:09:21
|
|
WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
|
|
da0c0a4a
|
2013-11-28T21:15:05
|
|
WinRT: fixed bug: touch input coordinates weren't normalized [0..1]
Thanks to Pierre-Yves for pointing this out and providing a fix!
|
|
9fa4da13
|
2013-11-28T02:31:32
|
|
Fixed windows build with conflict resolve
|
|
dee48135
|
2013-11-27T10:29:43
|
|
Added alternative XBox 360 controller GUID on Linux
Leszek Godlewski
As described in the other thread
(http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-November/091997.html),
I've run into a case of SDL2 not recognizing a wireless Xbox 360
controller receiver properly on Debian Linux amd64 testing.
Apparently, the generated GUID is slightly different.
Device in question:
Bus 001 Device 015: ID 045e:0291 Microsoft Corp. Xbox 360 Wireless
Receiver for Windows
|
|
d2511d9e
|
2013-11-27T10:29:38
|
|
Fixed bug 2260 - SDL_SetCursorGrab() is buggy on Windows
BurnSpamAddress
Steps to reproduce:
1. Grab the cursor with SDL_SetCursorGrab()
2. Alt-tab away from the window
3. Click on the titlebar of the window
This will cause the window to disappear underneath the taskbar!
This appears to be a general issue with ClipCursor() on windows, i.e. I am getting the same behavior if I call ClipCursor() directly.
It is caused by a feedback loop between the ClipCursor function and the modal resize/move event loop that handles mouse-based sizing on Windows.
|
|
fa4e4a64
|
2013-11-27T10:29:32
|
|
Fixed large relative mouse motion when iconifying the SDL window.
Windows will move the window to -32000,-32000 when it is iconified, so we don't want to send mouse motion for iconic windows.
|
|
2bb344d6
|
2013-11-27T10:29:27
|
|
Don't crash when no WM is present.
CR: Sam Lantinga.
|
|
8574c081
|
2013-11-27T00:29:46
|
|
Fixed bug 2274 - SDL_ceil is incorrectly implemented when HAVE_LIBC is not defined
Ghassan Al-Mashareqa
The SDL_ceil function is implemented incorrectly when HAVE_CEIL is not defined (HAVE_LIBC not defined).
The following code:
double val = SDL_ceil(2.3);
printf("%g", val);
prints "2.0", as STD_ceil is defined as:
double
SDL_ceil(double x)
{
#ifdef HAVE_CEIL
return ceil(x);
#else
return (double)(int)((x)+0.5);
#endif /* HAVE_CEIL */
}
This functions is used in the SDL_BuildAudioResampleCVT function of the audio subsystem (SDL_audiocvt.c), and causes a bug in that function.
|
|
1ad0d248
|
2013-11-25T12:28:09
|
|
[Android] Fixes #2228, reworked touch code
Lets Android take care of which is the primary pointer (the one acting as the
mouse in SDL), reorganized the Java side code as well to make it easier to
understand.
|
|
c9331664
|
2013-11-23T23:38:16
|
|
Fixed bug 2258 - Crash when using Android clipboard
chw
The Android clipboard manager methods must be called from the UI thread,
otherwise crashes of the dalvikvm happen.
|
|
01acbd38
|
2013-11-23T18:34:27
|
|
Fixed spaces in license comment.
|
|
2aa4974b
|
2013-11-23T18:29:36
|
|
Removed include of no more needed header.
|
|
7a18a674
|
2013-11-23T09:47:25
|
|
[Android] Fixes #2264, handle joystick open/closed state properly
|
|
a3bb007e
|
2013-11-23T02:02:29
|
|
Fixed double-free of the window shape path
|
|
4abeed93
|
2013-11-22T14:19:52
|
|
Fixes compilation on Mingw.
|
|
61959aa6
|
2013-11-22T13:24:53
|
|
OpenGL ES support for Windows
|
|
a2187171
|
2013-11-20T21:17:26
|
|
Query version for X11 XInput2 multitouch separately from base XInput2.
|
|
9095952a
|
2013-11-20T12:51:18
|
|
Clean up X11 OpenGL ES backend
If you really need to switch between OpenGL and GLES context types, just issue
a SDL_GL_UnloadLibrary manually.
|
|
131a0725
|
2013-11-19T11:04:05
|
|
Find the best EGL config available between those returned by eglChooseConfig
This existed in the old Android Java code, it got lost in the migration to the
commong EGL code.
|
|
fdfea4ad
|
2013-11-19T10:00:05
|
|
[Android] Try to improve handling of DPAD|GAMEPAD + KEYBOARD devices
It seems some devices report themselves as DPAD or GAMEPAD and KEYBOARD as well,
and we need to route different keycodes to different parts of SDL.
|
|
48954ba1
|
2013-11-18T20:22:36
|
|
Accidentally committed debug code
|
|
d75498f6
|
2013-11-18T20:21:45
|
|
Textures need to be freed before renderers
|
|
48cffe33
|
2013-11-18T23:45:46
|
|
Added missing resource release in test source.
|
|
3cba7997
|
2013-11-18T23:43:15
|
|
Fixed unreachable return statement warning in gamecontroller source.
|
|
b5c68111
|
2013-11-18T23:38:59
|
|
Fixed implicit function declaration warning in joystick source for Android.
|
|
9dd923fb
|
2013-11-16T21:19:16
|
|
When the mouse is grabbed it's constrained to the client area, not the window frame.
|
|
e4146267
|
2013-11-16T18:56:02
|
|
Fixed bug 2245 - add SDL_acos and SDL_asin
Sylvain
Here's some code to add arc cosine, and arc sin functions to SDL_stdlib.c
There are plainly written using SDL_atan.
|
|
4e1ee557
|
2013-11-16T12:02:09
|
|
Fixed bug 2231 - Move src/input/evdev into src/core/linux
Ryan C. Gordon
To keep the directory layout sane, we should probably move this one piece of source to the linux catch-all directory, instead of making it look like this is part of an SDL "input" subsystem.
|
|
3b52058f
|
2013-11-16T11:54:16
|
|
Fixed bug 2241 - SSE intrinsic in fillrect MMX path
norfanin
The MMX path in SDL_fillrect.c uses the SSE intrinsic _mm_stream_pi. The function or symbol provided by the compiler will not be present because the SSE header may not get included. The linker will complain about an undefined reference.
Since this is the only intrinsic used here (and someone forgot to create one for MOVQ), I think the MMX path can be removed completely. At least I don't see another way to move 64-bits from an MMX register to memory.
|
|
8093cfd8
|
2013-11-15T22:07:35
|
|
Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer
At least, it works better here on my Mac. :)
|
|
30f7e868
|
2013-11-15T22:01:58
|
|
Added space in the common state structure for render targets
|
|
4f39f011
|
2013-11-15T23:20:50
|
|
Fix viewport being upside down in OpenGL renderer.
Fixes Bugzilla #2207.
|
|
4295a92f
|
2013-11-14T22:26:49
|
|
Fixed bug 2240 - On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register
philhassey
On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register.
Steps to Reproduce:
1. Open a windowed window on OS/X. (With the border on.)
2. e.button.button will give values 1,2,3 depending on which mouse button I click.
3. Call SDL_SetWindowBordered to disable the border.
4. e.button.button will only give values 1,2. 3 (right mouse button) stops coming through.
Expected result:
I expect all mouse buttons to register.
|
|
ef97aab9
|
2013-11-14T21:39:54
|
|
Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
|
|
b2f8b351
|
2013-11-14T20:24:40
|
|
Fixed comment typo.
|
|
35915d4f
|
2013-11-14T20:14:02
|
|
Clean up the EGL related video backends (X11, Android, RPi)
|
|
e899f0c4
|
2013-11-14T14:42:20
|
|
Haiku: fixed uninitialized variable.
|
|
00003e8c
|
2013-11-14T11:51:24
|
|
Renamed things named after BeOS to be named after Haiku instead.
|
|
dd325b97
|
2013-11-14T01:00:08
|
|
Patched to compile on Haiku.
|
|
8d6e03f3
|
2013-11-14T00:52:39
|
|
Added SDL_DetachThread() API.
|
|
b36d98bd
|
2013-11-13T21:50:59
|
|
Diagonal flipping with RenderCopyEx
Ivan Rubinson
As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
|
|
7550ddcc
|
2013-11-13T22:35:26
|
|
Started BeOS removal: merged BeOS thread and pthread code.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.
BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
|
|
5b8b403e
|
2013-11-13T11:18:37
|
|
[Windows] Fixes bug #1555, handle ALT+F4 on Windows
|
|
397f5a85
|
2013-11-12T02:18:52
|
|
Retain the high dpi flag when recreating the window (e.g when creating a renderer context)
|
|
12961352
|
2013-11-12T02:04:12
|
|
Fixed build error with SDK < 10.7
|
|
253b9ba8
|
2013-11-12T02:02:12
|
|
We still want to generally minimize on focus loss, but not when we're in a fullscreen space on Mac OS X.
|
|
75145ea0
|
2013-11-12T01:52:54
|
|
Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X.
|
|
5f8a0b18
|
2013-11-12T00:32:29
|
|
Fullscreen space naming cleanup to avoid confusion with normal fullscreen mode
|
|
7459b159
|
2013-11-11T23:42:43
|
|
Made sure the window had the correct border when manually being brought back from fullscreen mode.
|
|
cb190b82
|
2013-11-11T22:43:05
|
|
Fixed assertion when quickly toggling from fullscreen back to fullscreen:
"Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'backgroundWindows not nil in enterFullScreenTransitionWithOptions:animated:activatingIt:'"
To reproduce this, run testsprite2, press Alt-Enter once, again while it's animating to fullscreen, and then again while it's animating out of fullscreen.
|
|
8f8070db
|
2013-11-11T21:38:11
|
|
Fixed window resizing when entering and leaving fullscreen mode
|
|
7cf76ffb
|
2013-11-11T21:21:18
|
|
Fixed assertion failure when minimizing a fullscreen window.
|
|
75a23d99
|
2013-11-11T20:51:19
|
|
Fixed bug 2212 - SDL_SetTextInputRect has no effect on iOS
philhassey
Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect.
Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput.
Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region.
Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.)
This patch implements SDL_SetTextInputRect for uikit/iOS.
It sets up notification handlers to respond to changes in the display of the keyboard. These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
|
|
cb31a80d
|
2013-11-11T20:42:59
|
|
Properly handle toggling fullscreen state when another fullscreen state change is in progress.
|
|
819148a8
|
2013-11-11T19:17:32
|
|
[X11] Fix up compilation when EGL headers are not present.
|
|
45a88b6a
|
2013-11-11T10:15:35
|
|
[Android] Fixes bug 2217, better joystick axes handling on Android.
|
|
f0692d65
|
2013-11-11T03:29:11
|
|
Fixed compiling with older Mac OS X SDK
|
|
2384ad5b
|
2013-11-11T03:12:50
|
|
Fixed compiling with ISO C90
|
|
2ceeb74e
|
2013-11-11T03:02:42
|
|
Don't minimize by default when in fullscreen desktop mode.
This fixes behavior with the new Mac OS X fullscreen space code, as well as improve behavior on Linux desktops.
The default for normal fullscreen mode is still to minimize because we're likely doing a mode switch and don't want to stick around as a borderless window in the background.
|
|
4c1322f6
|
2013-11-11T02:53:00
|
|
Added support for new style fullscreen transitions on Mac OS X
|
|
6ec3e690
|
2013-11-11T01:59:40
|
|
Fixed whitespace style
|
|
77a0d3fe
|
2013-11-11T01:59:20
|
|
Toggling fullscreen now takes fullscreen flags
|
|
893afbaf
|
2013-11-10T19:19:44
|
|
Fixed pool memory leak
|
|
b30e396b
|
2013-11-10T17:56:07
|
|
Fixed bug 1965 - Mac: dead code for supporting OS 10.4
Alex Szpakowski
The new patch removes all the truly obsolete code I could find. I tested on OS 10.8 and OS 10.5.
|
|
5821466c
|
2013-11-10T17:40:35
|
|
Fixed bug 2176 - SDL_CreateWindow(w=INT_MAX, h=INT_MAX) causes program to hang
Catch exceptions generated when trying to create a Cocoa window.
|
|
15a3bbcb
|
2013-11-10T20:38:50
|
|
[X11] Ignore both NotifyGrab and NotifyUngrab modes in FocusIn/FocusOut events
|
|
d21640e9
|
2013-11-10T20:13:27
|
|
Fixes bugs #2213 and #2214, improves the Android joystick code button handling
|
|
9228c845
|
2013-11-10T14:48:44
|
|
Fixed issue with dead key press/release events being filtered out.
|
|
0d39d090
|
2013-11-10T14:33:01
|
|
Hopefully fixed focus problems when handling a global hotkey on X11.
See this thread for details:
https://bugzilla.mozilla.org/show_bug.cgi?id=578265
|
|
e19f15dd
|
2013-11-10T14:10:00
|
|
Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows
Also fixed minimize and maximize state detection for Windows.
|
|
aa337980
|
2013-11-10T14:50:37
|
|
Added a new unused key code from Android 4.4 (API 19).
|
|
0ab7624c
|
2013-11-10T14:47:05
|
|
Changed function to return -1 through SDL_Error() instead of plain -1.
|
|
82b3e7d2
|
2013-11-10T14:44:50
|
|
Changed function to be static.
The function keycode_to_SDL() is only used in this file.
|
|
6e3558cf
|
2013-11-10T14:42:41
|
|
Removed unused local variable to fix warning.
|
|
3f2e942f
|
2013-11-10T14:39:38
|
|
Fixed implicit function declarations by including the missing header.
|
|
bd1e1a93
|
2013-11-10T14:36:41
|
|
Corrected source comment.
|
|
24731317
|
2013-11-09T01:15:17
|
|
Updated notes about building with the Windows 8 SDK: Get the DirectX SDK.
|
|
33cf925c
|
2013-11-09T01:08:21
|
|
Fixed signed/unsigned warning
|
|
550676d0
|
2013-11-09T00:56:05
|
|
Fixed signed/unsigned warning
|
|
976c8769
|
2013-11-08T14:05:23
|
|
Fixed bug 2172 - Window loses maximized state when activated
I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues.
For now the correct way to raise and/or restore the window is as follows:
if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) )
{
SDL_RaiseWindow( window );
}
if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED )
{
SDL_RestoreWindow( window );
}
I will investigate the window state change rules more fully in the future.
CR: Alfred Reynolds
|
|
7c7a9b7f
|
2013-11-08T14:05:19
|
|
Added a Linux game controller mapping for the Valve Streaming Gamepad
|
|
3523b409
|
2013-11-08T14:05:15
|
|
Made helper window creation depend on initializing the Haptics or Joystick subsystems.
|
|
faebe94c
|
2013-11-08T14:05:08
|
|
Mac: Fix a crash with SDL_MAC_NO_SANDBOX.
When we get a kCGEventTapDisabledByTimeout or
kCGEventTapDisabledByUserInput, the event tap would perform an invalid
memory access. void pointers are so fun.
This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.
|
|
e3e24bde
|
2013-11-08T14:04:59
|
|
Make sure the joystick count is correct when the added and removed events are dispatched, in case someone is watching for them with an event filter.
|
|
621c7f8f
|
2013-11-08T14:04:51
|
|
Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX.
|
|
493fadd5
|
2013-11-08T14:04:35
|
|
Fixed spot where SDL was assuming that two displays having the same origin means they're the same display. Changed it to check for the same extents instead.
(Sam actually wrote this, I'm just reviewing and checking it in.)
|