|
229b438d
|
2014-03-29T12:27:27
|
|
Fixed assertion loading button.bmp in testgamecontroller
|
|
20680d7d
|
2014-03-29T12:27:02
|
|
Added testrumble to the Visual Studio 2013 solution
|
|
6123f15e
|
2014-03-28T09:59:32
|
|
Raspberry Pi builds should upload as .tar.xz instead of .tar.bz2.
Makes the archive about 40-50% smaller!
|
|
17a8d293
|
2014-03-26T16:19:52
|
|
Changed a C++ single-line comment to /* */ style.
|
|
833cfe53
|
2014-03-26T12:54:51
|
|
Remove the RaiseWindow call from OnWindowRestored for now.
It seems like a net improvement in all the scenarios Sam and I could
think of, and looking at hg history it was added for fullscreen
window management specifically. Much of that code has changed since
then, but maybe it needs to stay there for that and simply be moved
to a fullscreen condition check.
It would solve this issue:
https://bugzilla.libsdl.org/show_bug.cgi?id=2439
As well as cases where on SteamOS, we hide/show specific Steam
overlay windows while expecting them to stay in the background, since
changing the window stacking order really angers the NVIDIA driver.
CR: Sam.
|
|
8938c2b5
|
2014-03-25T15:24:43
|
|
Ignore unused mir event functions, need headers in Ubuntu 14.04 to use them.
|
|
2298ed17
|
2014-03-25T15:18:18
|
|
Remove two unused variables, causing compiler warnings.
|
|
b0502ce8
|
2014-03-25T14:33:34
|
|
Re-enable Mir/Wayland support now that 2.0.3 has been released.
|
|
a99bf4d7
|
2014-03-24T22:51:03
|
|
WinRT: Call IDXGIDevice3::Trim before app-suspend, as required on Windows 8.1
Thanks to Sylvain Becker for pointing this out!
|
|
cbf71846
|
2014-03-24T22:12:38
|
|
WinRT: Line ending fixes (CRLF to LF)
|
|
22a7dd0b
|
2014-03-24T11:42:09
|
|
Fixes #2456, controllermap's undo does not work correctly (by Bogdan Marinov)
|
|
1f92c9dc
|
2014-03-24T11:04:42
|
|
Emit SDL_RENDER_DEVICE_RESET on Android when the GLES context is recreated
|
|
dd81dad1
|
2014-03-24T07:12:26
|
|
Added an assert to help static analyzer.
|
|
26823b1b
|
2014-03-23T23:09:22
|
|
Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
|
|
25919bf2
|
2014-03-23T23:08:26
|
|
Fixed warning on Mac OS X
|
|
3317e434
|
2014-03-23T22:53:50
|
|
Fixing Alt-Enter handling, submitted by Nader Golbaz
I encountered a little issue: DXGI monitors application's message queue and this behavior interferes with SDL if the application already handles Alt-Enter sequence. I think it is necessary to disable this behavior.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb174540%28v=vs.85%29.aspx
|
|
119dff55
|
2014-03-23T22:07:01
|
|
WinRT: Implemented SDL_ShowMessageBox for Windows 8.x/RT hosts
This change does not include message box support for Windows Phone 8, which does
not offer the same message box APIs that Windows 8.x/RT does.
|
|
6ab50a5e
|
2014-03-23T18:56:47
|
|
Tossed in some SDL_asserts to make static analyzer happier.
(Most of its complaints here are that these ints can be negative, although
they wouldn't been in sane cases. Checking sanity is what assertions do, and
it placates the analyzer appropriately.)
|
|
46a80b04
|
2014-03-23T16:08:32
|
|
D3D11: Fixed a crash after a GPU device-reset on Win32
|
|
6ce684e9
|
2014-03-23T13:48:16
|
|
D3D11: Added code to handle GPU-device-removed scenarios
These scenarios can happen when a GPU is switched, its driver updated, or in
some virtual machines (such as Parallels) are suspended and then resumed. In
these cases, all GPU resources will already be lost, and it's up to the app to
recover.
For now, SDL's D3D11 renderer will handle this by freeing all GPU resources,
including all textures, and then sending a SDL_RENDER_TARGETS_RESET event.
It's currently up to an app to intercept this event, destroy all of its
textures, then recreate them from scratch.
|
|
c3d10376
|
2014-03-23T09:44:04
|
|
Better keyboard detection when some of the keys are remapped, thanks to Lewis Wall
|
|
c2243092
|
2014-03-23T11:04:47
|
|
WinRT: Miscellaneous app-backgrounding/restoring event fixes and additions
SDL_WINDOWEVENT_FOCUS_LOST is now sent when an app's native window is hidden.
Likewise, SDL_WINDOWEVENT_FOCUS_GAINED is sent when an app's window is shown.
This mimicks behavior seen on iOS and Android.
SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are now sent when the
app's native window is hidden and shown. Previously, these were sent when an
app was suspended and resumed. On Windows 8.x/RT, an app may be sent to the
background without being suspended, which previously meant that
SDL_WINDOWEVENT_MINIMIZED might never have been sent. (On Windows Phone 8,
however, this seems to be different, whereby apps sent to the background appear
to always get suspended.)
|
|
50ee99ec
|
2014-03-23T08:56:52
|
|
WinRT: Made app-backgrounded events get sent at separate, distinct times.
SDL_APP_WILLENTERBACKGROUND is now sent as soon as the app is told that it is
about to go to the background. SDL_APP_DIDENTERBACKGROUND is sent via a WinRT
'deferral operation', which is how WinRT gives apps a bit of extra time
(multiple seconds worth) to prepare for an app-backgrounding.
The distinction may be important as the deferral operation's code is always run
in a separate thread. For Direct3D-only apps, this means that between the
two SDL app-backgrounded events, SDL_APP_WILLENTERBACKGROUND will be the only
one run from the main thread. Given that some WinRT operations can only be done
on the main thread (operations to the CoreWindow fall into this category), this
could be important.
It is important to note that pre-deferral code may only have a very short bit of
time to execute code, less so than code run in the deferral operation (where
SDL_APP_DIDENTERBACKGROUND is sent from), which usually gets several seconds to
run.
|
|
823bf721
|
2014-03-22T21:08:05
|
|
WinRT globals cleanup: Removed WINRT_GlobalSDLVideoDevice
|
|
b51a3206
|
2014-03-22T20:48:18
|
|
WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT.
SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT,
however its API changed a few months ago, and SDL/WinRT would crash when trying
to use it. It would also occasionally crash when using the older version.
This changeset should make SDL/WinRT work with the latest version, as
available via MS Open Tech's git repository of it at
https://github.com/msopentech/angle
Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject
or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to
MS Open Tech's latest version.
|
|
cc529398
|
2014-03-21T10:40:15
|
|
Static analysis fix: more cleanups of unused variables, etc, in blitters.
|
|
7bf36abf
|
2014-03-21T00:57:43
|
|
Static analysis fix: more dead stores.
|
|
ba4b3aa9
|
2014-03-20T18:00:41
|
|
Patched to compile on C89 compilers, removed more streamer code.
|
|
e177b1cc
|
2014-03-20T17:55:24
|
|
Static analysis fix: clean up unused variables and dead stores in blitters.
|
|
6d6fba4b
|
2014-03-20T17:00:33
|
|
#ifdef'd out the audio streamer code.
It's been hardcoded out forever now, but I've now forcibly removed it with
the preprocessor so static analysis doesn't complain about it for now.
Eventually I want to rewrite or remove this code.
|
|
a43dbfad
|
2014-03-20T16:56:37
|
|
Static analysis fix: Removed unused variable.
(We don't care if closing the device fails anyhow).
|
|
3aae0ed2
|
2014-03-20T16:54:20
|
|
Static analysis fix: uninitialized data.
(This is Clang not knowing that SDL_SetError() always returns -1.)
|
|
d7a253b5
|
2014-03-20T16:25:30
|
|
Static analysis fix: uninitialized data.
(Clang doesn't know that "_this" was already checked for NULLness elsewhere.)
|
|
93ba5bd8
|
2014-03-20T16:23:18
|
|
Static analysis fix: uninitialized value.
(A false positive: clang doesn't know SDL_SetError() always returns -1.)
|
|
a25bd63c
|
2014-03-20T16:05:57
|
|
Static analysis fix: leaking Objective-C object.
|
|
84b919a2
|
2014-03-20T11:22:57
|
|
Static analysis fix: dereference of a NULL pointer.
|
|
415675be
|
2014-03-20T11:14:44
|
|
Static analysis fix: division by zero.
|
|
b99a6253
|
2014-03-20T11:14:02
|
|
Static analysis fix: let clang know _this->displays isn't NULL.
|
|
b659c700
|
2014-03-20T10:41:47
|
|
Static analysis fix: uninitialized variables.
This is actually a false-positive, in this case, since Clang doesn't know
that SDL_SetError() only ever returns -1. Feature request to improve that,
with explanation about these specific SDL patches, is here:
http://llvm.org/bugs/show_bug.cgi?id=19208
|
|
1a2a3e9c
|
2014-03-20T10:04:23
|
|
Static analysis fix: Fixed leaking Objective-C object.
|
|
a7b84069
|
2014-03-19T21:48:32
|
|
Fix visualstudio build break introduced by changeset 8645
|
|
f018ca46
|
2014-03-19T21:39:55
|
|
Add input validation to SDL_getenv/SDL_setenv; update Stdlib testsuite; add Hints testsuite
|
|
bcc2ed09
|
2014-03-19T23:19:34
|
|
Static analysis fix: bad release.
(object is already init'd at this point, so -[obj init] destroys
existing reference count.)
|
|
6ca11273
|
2014-03-19T22:43:30
|
|
Minor comment cleanups in checker-buildbot.sh
|
|
e84fc5a3
|
2014-03-19T18:25:21
|
|
Static analysis fix: division by zero.
|
|
546cb890
|
2014-03-19T16:55:38
|
|
Static analysis fix: Value stored to '[bcd]' is never read.
|
|
faaaf6c5
|
2014-03-19T16:52:26
|
|
Static analysis fix: "Value stored to 'p' is never read"
|
|
7b893acd
|
2014-03-19T16:02:25
|
|
Don't overwrite SDL_dynapi.h in checker-buildbot.sh.
|
|
055d5679
|
2014-03-19T15:25:27
|
|
Make checker-buildbot.sh work just about anywhere Clang is installed.
|
|
ff3f49f0
|
2014-03-19T13:22:09
|
|
Reenable static builds for now with static analysis.
|
|
7b785625
|
2014-03-19T03:29:14
|
|
Buildbot static analysis script: use configure script instead of cmake.
|
|
80bb859c
|
2014-03-19T03:04:04
|
|
Just build shared libraries for static analysis.
Building the static libs just does the same work twice.
|
|
f53d1669
|
2014-03-19T00:58:32
|
|
Added a script to let buildslaves run Clang static analysis.
|
|
18c9a4e9
|
2014-03-18T17:16:28
|
|
Fixed SDL_HapticNewEffect() failing on various DirectInput devices.
|
|
2a2fb611
|
2014-03-18T12:53:01
|
|
Fixed PS4 game controller config on Windows.
|
|
978566a6
|
2014-03-18T12:52:51
|
|
Whitespace fix.
|
|
1f45d4b6
|
2014-03-18T12:33:57
|
|
controllermap: Don't treat SDL_HAT_CENTERED as a valid input.
|
|
1496be6e
|
2014-03-18T12:08:49
|
|
Fixed a build error in SDL_platform.h when using Code Blocks and MinGW
winapifamily.h, a header file specific to Microsoft's Windows 8 SDK, wasn't
getting found, which was leading to a build error.
|
|
7eaf8997
|
2014-03-17T19:11:18
|
|
Fixed SDL_HapticOpenFromJoystick() with DirectInput devices.
|
|
cf3ff16e
|
2014-03-15T19:31:20
|
|
Added tag release-2.0.3 for changeset d0af6b2f53ca
|
|
d4f2f015
|
2014-03-15T19:30:52
|
|
Fixed iOS build
|
|
a2e77a24
|
2014-03-15T16:48:32
|
|
Added tag release-2.0.3 for changeset 9ac15210f445
|
|
adddf269
|
2014-03-15T16:43:58
|
|
Added a patch note for 2.0.3
|
|
56b40ce0
|
2014-03-15T16:32:45
|
|
Fixed bug 2450 - Crosscompiling for Win32 with MinGW fails due to WM_UNICHAR undeclared
|
|
9245c930
|
2014-03-15T16:27:06
|
|
Only show the window if it's supposed to be shown.
|
|
c663d731
|
2014-03-15T15:35:15
|
|
Mac: Make sure window is still showing when we exit a fullscreen space.
|
|
f25ee50b
|
2014-03-15T14:54:23
|
|
Fixed broken rotation detection routines on WinRT
Rotation detection and handling should now work across all, publicly-released,
WinRT-based platforms (Windows 8.0, Windows 8.1, and Windows Phone 8.0).
|
|
5281f9f1
|
2014-03-15T13:27:18
|
|
Fixed a crash on Windows Phone 8 that occurred after rotating a device
This changeset prevents IDXGISwapChain::ResizeBuffers from being invoked on
Windows Phone 8, a function that isn't available on the platform (but is
available on other Windows platforms). The call would fail, which ultimately
led to a crash.
This changeset also attempts to make sure that the D3D11 swap chain is created
at the correct size, when using Windows Phone 8.
Still TODO: make sure rotation-querying works across relevant Windows
platforms (that support Direct3D 11.x).
|
|
205266fa
|
2014-03-15T10:37:40
|
|
Fixed a build error when including WinRT's SDLmain file directly in an app
|
|
26e8e387
|
2014-03-14T18:06:09
|
|
Fixed Mac OS X window level when leaving fullscreen mode
|
|
2216ab93
|
2014-03-14T01:36:05
|
|
Added a missing file related to WinRT power management/reporting.
|
|
f9a58968
|
2014-03-13T21:21:26
|
|
Added missing copyright notices
|
|
ed02f61d
|
2014-03-13T00:40:08
|
|
Fixed the copyright date on files contributed by David Ludwig
|
|
7124034b
|
2014-03-12T23:44:23
|
|
Windows XP toolchain fix from Bruce Dawson:
Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option.
In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
|
|
646cdedb
|
2014-03-12T12:14:47
|
|
Fixed line endings (CRLF to LF) in WinRT source code
|
|
4cd5ed7b
|
2014-03-12T12:12:20
|
|
Merged various WinRT build fixes
|
|
b68b6e23
|
2014-03-12T11:57:15
|
|
Fixed various build and runtime errors when using WinRT with VS2012.
|
|
c515b794
|
2014-03-12T07:55:32
|
|
Updated framework version to match dylib version.
Actually the dylib compatibility version is 3.0.0, but don't break compatibility with previous frameworks, which were compatibility version 1.0.0
|
|
641ba099
|
2014-03-12T07:26:07
|
|
Fixed compiling Windows RT code on Visual Studio 2013
|
|
36e7c8d9
|
2014-03-11T12:40:31
|
|
Fixed compiler errors in the D3D11 renderer when building for WinRT
Still TODO: fix other build errors, especially linker errors, when building
SDL/WinRT, then fix any runtime errors that pop up.
|
|
b2fcdfca
|
2014-03-11T10:33:51
|
|
Disable Wayland/Mir again for 2.0.3; it's a quick, brown-paper-bag release.
We'll enable it by default for 2.0.4. Hopefully. :)
( http://www.catb.org/jargon/html/B/brown-paper-bag-bug.html )
|
|
7a36070a
|
2014-03-11T07:17:56
|
|
Fix bug/add test coverage for SDLTest_GenerateRunSeed helper; improve test harness adding output of repro steps for failures; improve negative test for SDL_GetError/SDL_SetError
|
|
b677d1d8
|
2014-03-10T19:59:06
|
|
Fixed Mac OS X OpenGL context creation to match other backends, where we only care about the actual version we request if it's 3.0 or newer or a special profile context.
Eventually we'll probably move the version checking to higher level code and report the actual version of context that got created, but to avoid breakage we'll leave it like this for now.
|
|
ce3c5b84
|
2014-03-10T22:53:03
|
|
Made VS2012 build the D3D11 renderer
This change is currently limited to Win32/Windows-Desktop builds. Build fixes
for WinRT + VS2012 are still pending.
|
|
e99dc1f1
|
2014-03-10T19:11:52
|
|
Fixed binary compatibility with the new Windows RT support
|
|
7d98754a
|
2014-03-10T19:11:50
|
|
Temporarily disabled the D3D11 renderer so we can get a build.
|
|
28398109
|
2014-03-10T18:45:07
|
|
Fixed regression causing the renderer to recreate its window since it's not getting an OpenGL 2.1 context anymore.
|
|
e8eb1427
|
2014-03-10T21:21:35
|
|
build fixes for most WinRT-related files
Still TODO: getting the D3D11 renderer back up and running in VC 2012.
|
|
2c558ca2
|
2014-03-10T17:19:19
|
|
Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
|
|
9c2fb684
|
2014-03-10T15:00:59
|
|
Implemented fullscreen <-> windowed transition on Windows 8
|
|
7e8b2553
|
2014-03-10T14:35:37
|
|
Fixed line endings
|
|
3df586ce
|
2014-03-10T12:49:15
|
|
Fixed creating the rendering context on a specific device
|
|
9aa5b1d4
|
2014-03-10T05:44:34
|
|
Implemented YV12 and IYUV texture support for the D3D11 renderer
|
|
cb7a408f
|
2014-03-10T05:37:25
|
|
testoverlay2 depends on SDL2, SDL2main, and SDL2test
|
|
1e6ac691
|
2014-03-10T03:59:47
|
|
Added testoverlay2 to the Visual Studio 2013 solution
|
|
965cdf10
|
2014-03-10T02:13:44
|
|
Minor style tweaks
|
|
1a35f32b
|
2014-03-10T01:51:03
|
|
Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
|
|
a8f540fe
|
2014-03-09T22:48:38
|
|
Fixed renderer flags to include support for target textures after the renderer is created.
|
|
8c7ee701
|
2014-03-10T00:48:41
|
|
Removed unused variable.
|
|
8d2dcbc1
|
2014-03-10T00:31:31
|
|
Updated WinCE readme to note WinRT work.
|