src


Log

Author Commit Date CI Message
David Ludwig 22254931 2013-12-25T13:13:15 WinRT: moved contents of the d3d11 renderer's header file into its implementation file
David Ludwig d4ae3929 2013-12-25T13:00:41 WinRT: simplified a potentially-common error message from D3D11_SetRenderTarget
David Ludwig b0df9157 2013-12-25T12:58:37 WinRT: removed an unnecessary use of std::string in the d3d11 renderer
David Ludwig 10f2de1e 2013-12-25T12:52:16 WinRT: utilized SDL_SetError's return value in the d3d11 renderer
David Ludwig 43e27aa8 2013-12-25T12:48:47 WinRT: minor d3d11 code cleanups
David Ludwig 8c8feb83 2013-12-25T12:47:39 WinRT: made d3d11-spawned error messages trickle down Some error messages had the potential to be overwritten/obscured.
David Ludwig 5fba7db2 2013-12-25T12:43:26 WinRT: made d3d11-spawned error messages include the function name of failed calls
David Ludwig 3f1e3c30 2013-12-24T21:28:31 WinRT: moved ill-performing XInput device-detection calls to a separate thread
David Ludwig 27e79b93 2013-12-24T21:08:11 WinRT: bug fix: game-controller/joystick button-down events weren't getting sent
David Ludwig 5e6aba06 2013-12-22T21:13:35 WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
David Ludwig 446a2704 2013-12-10T22:34:08 WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display
David Ludwig 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
David Ludwig ecfbb3f5 2013-11-28T22:59:21 WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
David Ludwig 7b5887b2 2013-11-28T22:24:13 WinRT: implemented SDL_DetachThread() for WinRT
David Ludwig 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.
David Ludwig 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!
Sam Lantinga 9fa4da13 2013-11-28T02:31:32 Fixed windows build with conflict resolve
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 2bb344d6 2013-11-27T10:29:27 Don't crash when no WM is present. CR: Sam Lantinga.
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.
Gabriel Jacobo 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.
Philipp Wiesemann 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.
Philipp Wiesemann 01acbd38 2013-11-23T18:34:27 Fixed spaces in license comment.
Philipp Wiesemann 2aa4974b 2013-11-23T18:29:36 Removed include of no more needed header.
Gabriel Jacobo 7a18a674 2013-11-23T09:47:25 [Android] Fixes #2264, handle joystick open/closed state properly
Sam Lantinga a3bb007e 2013-11-23T02:02:29 Fixed double-free of the window shape path
Gabriel Jacobo 4abeed93 2013-11-22T14:19:52 Fixes compilation on Mingw.
Gabriel Jacobo 61959aa6 2013-11-22T13:24:53 OpenGL ES support for Windows
Ryan C. Gordon a2187171 2013-11-20T21:17:26 Query version for X11 XInput2 multitouch separately from base XInput2.
Gabriel Jacobo 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.
Gabriel Jacobo 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.
Gabriel Jacobo 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.
Sam Lantinga 48954ba1 2013-11-18T20:22:36 Accidentally committed debug code
Sam Lantinga d75498f6 2013-11-18T20:21:45 Textures need to be freed before renderers
Philipp Wiesemann 48cffe33 2013-11-18T23:45:46 Added missing resource release in test source.
Philipp Wiesemann 3cba7997 2013-11-18T23:43:15 Fixed unreachable return statement warning in gamecontroller source.
Philipp Wiesemann b5c68111 2013-11-18T23:38:59 Fixed implicit function declaration warning in joystick source for Android.
Sam Lantinga 9dd923fb 2013-11-16T21:19:16 When the mouse is grabbed it's constrained to the client area, not the window frame.
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 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. :)
Sam Lantinga 30f7e868 2013-11-15T22:01:58 Added space in the common state structure for render targets
Ryan C. Gordon 4f39f011 2013-11-15T23:20:50 Fix viewport being upside down in OpenGL renderer. Fixes Bugzilla #2207.
Sam Lantinga 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.
Sam Lantinga ef97aab9 2013-11-14T21:39:54 Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
Ryan C. Gordon b2f8b351 2013-11-14T20:24:40 Fixed comment typo.
Gabriel Jacobo 35915d4f 2013-11-14T20:14:02 Clean up the EGL related video backends (X11, Android, RPi)
Ryan C. Gordon e899f0c4 2013-11-14T14:42:20 Haiku: fixed uninitialized variable.
Ryan C. Gordon 00003e8c 2013-11-14T11:51:24 Renamed things named after BeOS to be named after Haiku instead.
Ryan C. Gordon dd325b97 2013-11-14T01:00:08 Patched to compile on Haiku.
Ryan C. Gordon 8d6e03f3 2013-11-14T00:52:39 Added SDL_DetachThread() API.
Sam Lantinga 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.
Ryan C. Gordon 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.
Gabriel Jacobo 5b8b403e 2013-11-13T11:18:37 [Windows] Fixes bug #1555, handle ALT+F4 on Windows
Sam Lantinga 397f5a85 2013-11-12T02:18:52 Retain the high dpi flag when recreating the window (e.g when creating a renderer context)
Sam Lantinga 12961352 2013-11-12T02:04:12 Fixed build error with SDK < 10.7
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 5f8a0b18 2013-11-12T00:32:29 Fullscreen space naming cleanup to avoid confusion with normal fullscreen mode
Sam Lantinga 7459b159 2013-11-11T23:42:43 Made sure the window had the correct border when manually being brought back from fullscreen mode.
Sam Lantinga 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.
Sam Lantinga 8f8070db 2013-11-11T21:38:11 Fixed window resizing when entering and leaving fullscreen mode
Sam Lantinga 7cf76ffb 2013-11-11T21:21:18 Fixed assertion failure when minimizing a fullscreen window.
Sam Lantinga 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.
Sam Lantinga cb31a80d 2013-11-11T20:42:59 Properly handle toggling fullscreen state when another fullscreen state change is in progress.
Gabriel Jacobo 819148a8 2013-11-11T19:17:32 [X11] Fix up compilation when EGL headers are not present.
Gabriel Jacobo 45a88b6a 2013-11-11T10:15:35 [Android] Fixes bug 2217, better joystick axes handling on Android.
Sam Lantinga f0692d65 2013-11-11T03:29:11 Fixed compiling with older Mac OS X SDK
Sam Lantinga 2384ad5b 2013-11-11T03:12:50 Fixed compiling with ISO C90
Sam Lantinga 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.
Sam Lantinga 4c1322f6 2013-11-11T02:53:00 Added support for new style fullscreen transitions on Mac OS X
Sam Lantinga 6ec3e690 2013-11-11T01:59:40 Fixed whitespace style
Sam Lantinga 77a0d3fe 2013-11-11T01:59:20 Toggling fullscreen now takes fullscreen flags
Sam Lantinga 893afbaf 2013-11-10T19:19:44 Fixed pool memory leak
Sam Lantinga 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.
Sam Lantinga 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.
Gabriel Jacobo 15a3bbcb 2013-11-10T20:38:50 [X11] Ignore both NotifyGrab and NotifyUngrab modes in FocusIn/FocusOut events
Gabriel Jacobo d21640e9 2013-11-10T20:13:27 Fixes bugs #2213 and #2214, improves the Android joystick code button handling
Sam Lantinga 9228c845 2013-11-10T14:48:44 Fixed issue with dead key press/release events being filtered out.
Sam Lantinga 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
Sam Lantinga 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.
Philipp Wiesemann aa337980 2013-11-10T14:50:37 Added a new unused key code from Android 4.4 (API 19).
Philipp Wiesemann 0ab7624c 2013-11-10T14:47:05 Changed function to return -1 through SDL_Error() instead of plain -1.
Philipp Wiesemann 82b3e7d2 2013-11-10T14:44:50 Changed function to be static. The function keycode_to_SDL() is only used in this file.
Philipp Wiesemann 6e3558cf 2013-11-10T14:42:41 Removed unused local variable to fix warning.
Philipp Wiesemann 3f2e942f 2013-11-10T14:39:38 Fixed implicit function declarations by including the missing header.
Philipp Wiesemann bd1e1a93 2013-11-10T14:36:41 Corrected source comment.
Sam Lantinga 24731317 2013-11-09T01:15:17 Updated notes about building with the Windows 8 SDK: Get the DirectX SDK.
Sam Lantinga 33cf925c 2013-11-09T01:08:21 Fixed signed/unsigned warning
Sam Lantinga 550676d0 2013-11-09T00:56:05 Fixed signed/unsigned warning
Sam Lantinga 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
Sam Lantinga 7c7a9b7f 2013-11-08T14:05:19 Added a Linux game controller mapping for the Valve Streaming Gamepad
Sam Lantinga 3523b409 2013-11-08T14:05:15 Made helper window creation depend on initializing the Haptics or Joystick subsystems.
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 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.)