Log

Author Commit Date CI Message
Ryan C. Gordon 232ae688 2016-11-23T17:20:28 Still more compiler warning fixes for various platforms.
Ryan C. Gordon 40c2a6fb 2016-11-23T11:49:26 Fixed more compiler warnings.
Ryan C. Gordon 52827361 2016-11-23T10:51:44 directsound: fixed compiler warnings.
Sam Lantinga aa03b9d7 2016-11-22T22:14:28 The XBox One S controller sends keys outside the standard joystick button range
Sam Lantinga 6558ecdb 2016-11-22T04:42:07 Added mapping for XBox One S controller firmware version 3.1.1221.0
Ryan C. Gordon a949882a 2016-11-21T20:35:59 cpuinfo: fix SDL_HasNEON() on older iOS devices, fixed C++ comment.
Sam Lantinga 36156335 2016-11-20T21:34:54 Renaming of guard header names to quiet -Wreserved-id-macro Patch contributed by Sylvain
Sam Lantinga abe92710 2016-11-20T21:29:27 Fixed warning building under mingw, patch contributed by Sylvain
Sam Lantinga c7351c2d 2016-11-20T21:26:56 Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain
Sam Lantinga eaca3958 2016-11-20T21:24:09 Fixed bug 3494 - SDL_test_fuzzer.c fails compile since r10604 Ozkan Sezer As of hg rev. 10604 (http://hg.libsdl.org/SDL/rev/4fe01fd25855), SDL_test_fuzzer.c fails to build again
Sam Lantinga 4a089ca1 2016-11-20T21:18:55 Fixed bug 3486 - Can't get HINSTANCE of my window realitix SDL2 allows to create widow and to get information through SDL_SysWMinfo. But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system. Sadly, SDL2 provides only HWND but not HINSTANCE. In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me. I have to use a dirty trick like that to get the HINSTANCE: (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
Philipp Wiesemann 2a5fab63 2016-11-19T23:27:51 Updated configure script.
Philipp Wiesemann eb9cc030 2016-11-19T23:27:37 Fixed two memory leaks if added game controller mapping has lower priority. Found by buildbot.
Philipp Wiesemann a49ac09c 2016-11-18T00:06:09 Windows: Fixed crash if using current SDL_GetWindowWMInfo() from older programs.
Philipp Wiesemann d05a39d0 2016-11-18T00:05:54 Wayland: Fixed file descriptor leaks if device was not initialized.
Philipp Wiesemann c3451262 2016-11-18T00:05:28 Emscripten: Fixed handling of deactivated mouse events. SDL_GetEventState() was called with a button state instead of an event type.
Ryan C. Gordon 32cb3494 2016-11-17T17:03:43 cpuinfo: patched to compile for getauxval() path.
Ryan C. Gordon 0b33a118 2016-11-17T16:10:32 cpuinfo: more patching for Android. Legacy platform targets are a pain.
Ryan C. Gordon a298e563 2016-11-17T16:04:00 cpuinfo: Patched to compile on Android, Linux.
Ryan C. Gordon e8f4b7c4 2016-11-17T16:01:59 cpuinfo: patched to compile. Nothing quite like experimentation via Buildbot! :/
Ryan C. Gordon 74eb78dc 2016-11-17T15:57:58 cpuinfo: more work on SDL_HasNEON().
Ryan C. Gordon db97c3d3 2016-11-17T01:41:56 cpuinfo: silence compiler warnings on non-Intel CPU architectures.
Ryan C. Gordon 66a36d56 2016-11-17T01:34:18 cpuinfo: disable NEON detection on Android for now. Will fix this properly soon.
Ryan C. Gordon 5c6b2ebf 2016-11-17T01:26:56 cpuinfo: more robust ARM preprocessor checks.
Ryan C. Gordon 35430a73 2016-11-17T01:15:16 cpuinfo: first attempt at SDL_HasNEON() implementation.
Ryan C. Gordon 7592b40b 2016-11-16T22:49:04 cpuinfo: Removed code duplication, cached CPUID details.
Philipp Wiesemann 6fe15d63 2016-11-16T22:09:40 Wayland: Fixed memory leak if output retrieval failed. Found by Cppcheck.
Philipp Wiesemann 97aa5775 2016-11-16T22:08:51 Fixed empty parameter list in signatures of internal functions.
Sam Lantinga 818d1d3e 2016-11-15T01:30:08 Fixed bug 1646 - Warnings from clang with -Weverything
Sam Lantinga 0d24495b 2016-11-15T01:24:58 Removed unused constants Except for SDL_bmp.c where they are historically interesting and I've left them in.
Sam Lantinga 009a3f5a 2016-11-15T01:14:30 Fixed bug 3490 - Build failure with --enable-video-directfb felix Building SDL 2.0.5, or even the Mercurial snapshot (r10608) with GCC 6.2.1 and --enable-video-directfb generates a number of compiler diagnostics and fails.
Sam Lantinga ab8bd3d9 2016-11-15T01:12:27 Fixed bug 3359 - Software renderer does incorrect blending with SDL_RenderCopyEx Simon Hug The software renderer produces incorrect results when blending textures at an angle with certain blend modes. It seems that there were some edge cases that weren't considered when the SW_RenderCopyEx function was last changed. Or another bug possibly covered up the problem. (More on that in another bug report.) Most of the issues come from the fact that the rotating function sets a black colorkey. This is problematic because black is most likely appearing in the surface and the final blit will ignore these pixels. Unless a colorkey is already set (the software renderer currently never sets one), it's very hard to find a free color. Of course it could scan over the whole image until one is found, but that seems inefficient. The following blend modes have issues when drawn at an angle. NONE: The black pixels get ignored, making them essentially transparent. This breaks the 'dstRGBA = srcRGBA' definition of the NONE blend mode. MOD: Again, the black pixels get ignored. This also breaks the 'dstRGB = dstRGB * srcRGB' definition of the MOD blend mode, where black pixels would make the destination black as well. A white colorkey will work though, with some preparations. BLEND: There are some issues when blending a texture with a translucent RGBA target texture. I - uh - forgot what the problem here exactly is. This patch fixes the issues mentioned above. It mainly changes the code so it tries to do things without the colorkey and removes the automatic format conversion part from the SDLgfx_rotateSurface function. Getting the format right is something the caller has to do now and the required code has been added to the SW_RenderCopyEx function. There's a small change to the SW_CreateTexture function. RLE encoding a surface with an alpha mask can be a lossy process. Depending on how the user uses the RGBA channels, this may be undesired. The change that surfaces with an alpha mask don't get encoded makes the software renderer consistent with the other renderers. The SW_RenderCopyEx function now does these steps: Lock the source surface if necessary. Create a clone of the source by using the pixel buffer directly. Check the format and set a flag if a conversion is necessary. Check if scaling or cropping is necessary and set the flag for that as well. Check if color and alpha modulation has to be done before the rotate. Check if the source is an opaque surface. If not, it creates a mask surface that is necessary for the NONE blend mode. If any of the flags were set, a new surface is created and the source will be converted, scaled, cropped, and modulated. The rest of the function stays somewhat the same. The mask also needs to be rotated of course and then there is the NONE blend mode... It's surprisingly hard to get the pixel from a rotated surface to the destination buffer without affecting the pixel outside the rotated area. I found a way to do this with three blits which is pretty hard on the performance. Perhaps someone has an idea how to do this faster? As mentioned above, the SDLgfx_rotateSurface now only takes 8-bit paletted or 32-bit with alpha mask surfaces. It additionally sets the new surfaces up for the MOD blend mode. I shortly tested the 8-bit path of SDLgfx_rotateSurface and it seemed to work so far. This path is not used by the software renderer anyway.
Sam Lantinga c1e292fc 2016-11-13T23:09:42 Fixed build error with missing function prototype in the SDL_test_harness.h header
Sam Lantinga c2837ef6 2016-11-13T23:04:47 Fixed unresolved symbol on Visual Studio
Sam Lantinga 57d01d7d 2016-11-13T22:57:41 Patch from Sylvain to fix clang warnings
Thomas Perl acce8659 2016-11-13T10:39:04 [qtwayland] Set orientation and window flags via SDL hints
Sam Lantinga c13a077d 2016-11-13T00:09:02 Fixed bug 3488 - Random crashes (because Memory overlap in audio converters detected by Valgrind) Vitaly Novichkov Okay, when I researched code and algorithm, I tried to replace condition "while(dst >= target)" with "while(dst > target)" and crashes are gone. Seems on some moments it tries to write into the place before memory block begin, therefore phantom crashes appearing after some moments.
Sam Lantinga 37696150 2016-11-11T13:47:40 Fixed build on various platforms
Sam Lantinga 77000ff8 2016-11-11T13:38:39 Fixed bug 1822 - Inconsistent renderer behaviour on rotation Sylvain 2016-11-07 08:49:34 UTC when rotated +90 or -90, some transparent lines appears, though there is no Alpha or ColorKey. if you set a dummy colorkey, it will remove the line ... if you set a some alpha mod, the +90/-90 get transparent but not the 0/180 ...
Sam Lantinga 23c01c18 2016-11-11T13:29:23 Fixed bug 3079 - Allow non destructive SDL_GameControllerAddMappingsFromFile x414e54 It is a bit of a pain to update the library or rely on whatever version the user has on their computer for default mappings. So providing an easily updatable text file via SDL_GameControllerAddMappingsFromFile is still currently the most viable way. However using this replaces all mappings provided by the SDL_HINT_GAMECONTROLLERCONFIG environment variable which may have come from the user's custom Steam mapping. There should be an easy way for games to supply extra game controller mappings to fill in the differences between SDL versions without it clobbering the SDL_HINT_GAMECONTROLLERCONFIG environment variable. Internally the mappings could use a priority system and if the priority is lower then it will not overwrite the mappings. For now it just assumes SDL_HINT_GAMECONTROLLERCONFIG is the highest priority, the default hardcoded are the lowest and anything set via the API is medium.
Sam Lantinga 74e1dd4c 2016-11-11T13:14:00 Define _GNU_SOURCE when building SDL
Sam Lantinga 302a6e62 2016-11-11T12:41:06 Fixed bug 3484 - DSP driver does not detect /dev/dsp0 Tobias Kortkamp using SDL 2.0.5 (and a repository checkout) on FreeBSD 11.0 I get this output from testaudioinfo with SDL_AUDIODRIVER=dsp: INFO: Found 8 output devices: INFO: 0: /dev/dsp INFO: 1: /dev/dsp1 INFO: 2: /dev/dsp2 INFO: 3: /dev/dsp3 INFO: 4: /dev/dsp4 INFO: 5: /dev/dsp5 INFO: 6: /dev/dsp6 INFO: 7: /dev/dsp7 INFO: INFO: Found 3 capture devices: INFO: 0: /dev/dsp INFO: 1: /dev/dsp4 INFO: 2: /dev/dsp5 INFO: This is /dev/sndstat: Installed devices: pcm0: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play) pcm1: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play) pcm2: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play) pcm3: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play) pcm4: <Realtek ALC887 (Rear Analog 7.1/2.0)> (play/rec) pcm5: <Realtek ALC887 (Front Analog)> (play/rec) default pcm6: <Realtek ALC887 (Rear Digital)> (play) pcm7: <Realtek ALC887 (Onboard Digital)> (play) No devices installed from userspace. I'd expect to find /dev/dsp0 in the output device list. It's not detected because of a a small logic error in SDL_audiodev.c (see attached patch). With the patch applied I get this which is what I'd expect: INFO: Found 9 output devices: INFO: 0: /dev/dsp INFO: 1: /dev/dsp0 INFO: 2: /dev/dsp1 INFO: 3: /dev/dsp2 INFO: 4: /dev/dsp3 INFO: 5: /dev/dsp4 INFO: 6: /dev/dsp5 INFO: 7: /dev/dsp6 INFO: 8: /dev/dsp7
Sam Lantinga 160e7194 2016-11-11T04:35:06 Fixed whitespace and added code to support older game controller GUIDs
Sam Lantinga b6542ab2 2016-11-11T04:30:09 Fixed whitespace
Sam Lantinga 47418f2d 2016-11-11T03:35:37 Updated Windows game controller support
Sam Lantinga 79f6ba5a 2016-11-11T03:18:16 Fixed signed/unsigned comparison warnings in Visual Studio
Sam Lantinga 801a9eaf 2016-11-11T04:06:00 Updated Mac OS X game controller support
Sam Lantinga c406f649 2016-11-10T18:53:50 Added USB VID/PID information to the SDL test programs
Sam Lantinga 0cc6207c 2016-11-10T18:53:29 Added Linux entries for the Logitech Dual Action game controller
Sam Lantinga ac74e16c 2016-11-10T17:19:34 Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
Ryan C. Gordon 2898ada3 2016-11-10T12:07:34 wayland: fixed compiler warning about pipe2().
Ryan C. Gordon 0a294a7b 2016-11-10T11:26:44 nacl: pepper_49 SDK apparently has problems, move buildbot back to pepper_47. (this is still a big leap forward from the previous buildbot target of pepper_35!)
Ryan C. Gordon 920bc237 2016-11-08T01:12:54 Upgraded buildbot to NaCL SDK pepper_49 (the current stable release).
Philipp Wiesemann 6380d5c2 2016-11-07T21:10:01 Fixed audio conversion for unsigned 16 bit data.
Sam Lantinga 37d991d7 2016-11-06T20:26:48 Fixed bug 3481 - Configure fails to detect dynamic library support on powerpc64le Sam I've discovered that when building on powerpc64le (and probably powerpc64) SDL's configure script fails to detect dynamic library support, causing it to build a static library. This causes link failures due to undefined symbols later when packages link with -lSDL. This seems to be because the included autotools package is too old to detect powerpc64le. This change corrects the problem for me but newer versions of autotools should handle it without a patch
Sam Lantinga 057bca8a 2016-11-06T15:15:32 Better fix for last point in D3D11 renderer, thanks to Nader Golbaz
Sam Lantinga 0396af65 2016-11-06T14:13:28 Shifting a value by more than its bits isn't defined and has varying behavior depending on compiler and platform
Sam Lantinga 40b571c9 2016-11-06T10:01:08 Fixed bug 3468 - _allshr in SDL_stdlib.c is not working properly Mark Pizzolato On Windows with Visual Studio, when building SDL as a static library using the x86 (32bit) mode, several intrinsic operations are implemented in code in SDL_stdlib.c. One of these, _allshr() is not properly implemented and fails for some input. As a result, some operations on 64bit data elements (long long) don't always work. I classified this bug as a blocker since things absolutely don't work when the affected code is invoked. The affected code is only invoked when SDL is compiled in x86 mode on Visual Studio when building a SDL as a static library. This build environment isn't common, and hence the bug hasn't been noticed previously. I reopened #2537 and mentioned this problem and provided a fix. That fix is provided again here along with test code which could be added to some of the SDL test code. This test code verifies that the x86 intrinsic routines produce the same results as the native x64 instructions which these routines emulate under the Microsoft compiler. The point of the tests is to make sure that Visual Studio x86 code produces the same results as Visual Studio x64 code. Some of the arguments (or boundary conditions) may produce different results on other compiler environments, so the tests really shouldn't be run on all compilers. The test driver only actually exercised code when the compiler defines _MSC_VER, so the driver can generically be invoked without issue.
Sam Lantinga d7800312 2016-11-06T09:30:06 Fixed bug 3476 - round() needs _GNU_SOURCE on some old systems Ozkan Sezer On systems with old glibc, such mine with glibc-2.8, the following warning is issued and is fixed easily by defining _GNU_SOURCE: /home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c: In function 'CalculateXRandRRefreshRate': /home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: implicit declaration of function 'round' /home/me/SDL2-2.0.5/src/video/x11/SDL_x11modes.c:263: warning: incompatible implicit declaration of built-in function 'round'
Sam Lantinga 330e2952 2016-11-06T08:47:40 Fixed bug 2421 for D3D11 - SDL_RenderCopyEx off by one when rotating by 90 and -90. Nader Golbaz Updated patch for direct3d renderers
Sam Lantinga 4ed4997c 2016-11-06T08:42:46 Fixed bug 2421 for D3D9 - SDL_RenderCopyEx off by one when rotating by 90 and -90 Nader Golbaz Updated patch for direct3d renderers
Sam Lantinga d767a450 2016-11-06T08:34:27 Fixed 2942 - Wayland: Drag and Drop / Clipboard x414e54 I have implemented Drag and Drop and Clipboard support for Wayland. Drag and dropping files from nautilus to the testdropfile application seems to work and also copy and paste.
Philipp Wiesemann 7ad3a46d 2016-11-05T21:23:17 ALSA: Fixed compile warning about unused function. Found by buildbot.
Philipp Wiesemann 58199232 2016-11-05T21:22:58 WinRT: Corrected header file guard comment.
Philipp Wiesemann 062ca2b2 2016-11-05T21:22:39 Removed empty statement.
Sam Lantinga 6ed82130 2016-11-05T01:52:28 Fixed Windows build
Sam Lantinga 52988309 2016-11-05T01:48:14 Fixed bug 3480 - minor update to NACL common.js Sylvain All latest official NACL examples have a slightly different 'common.js' file. It seems it has been updated in the meantime to fix a bug.
Ryan C. Gordon a17abf10 2016-11-05T03:56:55 Also patched to compile on C89 compilers.
Ryan C. Gordon 067f0c84 2016-11-05T03:53:59 Patched to compile on C89 compilers.
Ryan C. Gordon f3456e9a 2016-11-05T02:34:38 Reworked audio converter code. This no longer uses a script to generate code for every possible type conversion or resampler. This caused a bloat in binary size and and compile times. Now we use a handful of more generic functions and assume staying in the CPU cache is the most important thing anyhow. This shrinks the size of the final build (in this case: macOS X amd64, -Os to optimize for size) by 15%. When compiling on a single core, build times drop by about 15% too (although the previous cost was largely hidden by multicore builds).
Ryan C. Gordon 7e65d88f 2016-11-03T11:10:52 Removed premake build system.
Ryan C. Gordon 0f83ae0f 2016-11-03T01:29:56 Added some debug logging to print out every event added to the SDL queue.
Sam Lantinga baadd546 2016-11-02T02:56:54 Fixed text input events with UIM Alex Baines I realized overnight that my patch probably broke text input events with UIM, and I confirmed that it does. Can't believe I overlooked that... I've been making stupid mistakes in these patches recently, sorry. Anyway, *this* one seems to fix it properly. Knowing my luck it probably breaks something else.
Sam Lantinga acae3ebf 2016-11-02T02:50:27 Added mapping for the PS3 controller in Bluetooth mode
Sam Lantinga d0c8bf7f 2016-11-01T10:48:59 Patch from Tapani P?lli to fix a memory leak in X11_InitKeyboard Patch uses XkbFreeKeyboard to free the memory returned by XkbGetMap. Earlier implementation called XkbFreeClientMap which frees all the maps but not data->xkb structure itself, XkbFreeKeyboard will free maps and the structure.
Sam Lantinga a1f42765 2016-11-01T10:46:47 Patch from Tapani P?lli to fix a memory leak in X11_GL_CreateContext
Sam Lantinga 077d6e64 2016-11-01T10:42:35 Fixed bug with udev support reporting Joshua Bodine I'm going to reopen this because configure should still accurately report whether libudev will be used. Right now it just tests whether it's enabled as an argument, not whether configure was successful in finding it.
Alex Baines 8eb76276 2016-11-01T17:38:05 Skip duplicate key events sent by IMEs like uim.
Sam Lantinga 539afc5d 2016-11-01T10:33:44 Fixed bug 3473 - can't build on linux with an old kernel
Sam Lantinga 9a8642bd 2016-11-01T10:30:46 Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on Kai Sterker SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings. As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
Philipp Wiesemann 98d188f5 2016-10-30T21:01:46 Added call to SDL_HasAVX2() in platform test program.
Philipp Wiesemann 6f1f77b2 2016-10-30T21:01:33 Fixed outdated info in README.
Sam Lantinga 88f2d16e 2016-10-28T17:00:37 Fixed compiling on older versions of ALSA
Sam Lantinga fdcac1c2 2016-10-28T16:47:06 Fixed audio data swizzling when the device channel map already matches what SDL expects
Alex Baines 5fe98497 2016-10-28T01:28:58 Fix double events / no repeat flag on key events when built withoutibus/fcitx Uses XkbSetDetectableKeyRepeat, and falls back to forcing @im=none if it's not supported.
Sam Lantinga 39ba2ab8 2016-10-22T17:53:03 Fixed NULL pointer dereference, thanks Ozkan Sezer
Sam Lantinga 5b14a943 2016-10-22T11:01:55 Fixed bug 3466 - Can't build 2.0.5 on ppc64 /home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c: In function 'calc_swizzle32': /home/fedora/SDL2-2.0.5/src/video/SDL_blit_N.c:127:5: error: ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement] const vector unsigned char plus = VECUINT8_LITERAL(0x00, 0x00, 0x00, 0x00, ^
Sam Lantinga ebf07eb0 2016-10-19T21:22:42 Added tag release-2.0.5 for changeset 38318a3ae49a
Sam Lantinga 54eb9067 2016-10-19T20:50:33 Fixed bug 3460 - docs/README-macosx.md: g++fat.sh should be g++-fat.sh in universal build command Elis?e Maurer I scratched my head for a while until I realized there's a typo in the command listed in the instructions for universal Mac builds: https://hg.libsdl.org/SDL/file/3a3a88db1fc2/docs/README-macosx.md#l24 It should say `g++-fat.sh` but instead it says `g++fat.sh`, which makes `./configure` fail with a C++ preprocessor error.
Sam Lantinga 8a73f7e8 2016-10-19T20:42:22 Fixed bug 3461 - Implement TEXTINPUT events for Haiku Kai Sterker Apparently, SDL2 on Haiku does not generate SDL_TEXTINPUT events. Attached is a patch that adds this functionality. Tested with SDLs own checkkeys program and different keymaps as well as my own SDL application and German keyboard layout to verify it generates the expected input.
Sam Lantinga 6d67c98e 2016-10-19T20:39:12 Fixed crash on Mac OS X 10.10 and earlier
Sam Lantinga 012217f0 2016-10-18T23:24:49 Fixed bug 3369 - RaspberryPI ability to specify a Dispmanx layer Albert Casals On a RaspberryPI, it might become convenient to specify the Dispmanx layer SDL uses. Currently, it is hardcoded to be 10000 to sit above most applications. This can be specially useful when integrating other graphical apps and frameworks like OMXplayer, QT5 etc.. in order to have more flexibility on their Z-order.
Sam Lantinga 267207ff 2016-10-18T23:12:45 Worked around a crash on Mac OS X 10.10 and earlier, thanks to Eric Wasylishen.
Sam Lantinga ae8ca7c5 2016-10-17T22:09:22 Fixed bug 3444 - Android-TV: no more handling of back button on remote ny00 Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue: If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected. If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem). What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code. Here is a possible solution: - Do check the return codes of "onNativePadDown/Up" as previously done. - In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.
Sam Lantinga 8109b137 2016-10-17T21:47:33 Partial fix for bug 3092 - Statically link sdl2 with /MT for msvc Mike Linford I'm also having trouble statically linking SDL2 on Visual Studio 2015 with /MT. My symptom is that memcpy is being defined twice.
Sam Lantinga 0eb5c976 2016-10-17T21:44:32 Fixed bug 3456 - SDL_GameControllerOpen fails if the joystick subsystem isn't initialized Philipp Wiesemann Maybe the fault is in the SDL_VIDEO_DRIVER_WINDOWS section in SDL_InitSubSystem() of "src/SDL.c". Because there only SDL_INIT_JOYSTICK is checked. The flags are adapted for SDL_INIT_GAMECONTROLLER afterwards.
Sam Lantinga 5af67f49 2016-10-17T21:37:26 Fixed bug 3458 - x11: reset deadkeys in StartTextInput/StopTextInput Eric Wasylishen The patch makes StartTextInput/StopTextInput call Xutf8ResetIC ( https://www.x.org/releases/X11R7.5/doc/man/man3/XmbResetIC.3.html ) on the XIC of all SDL windows. This fixes my use case in Quakespasm (Ubuntu 16.04, system keyboard layout set to German. Type the '^' dead key, which opens Quakespasm's developer console and calls SDL_StartTextInput, then press 'e'. I expect the dead key to be ignored.) Also, here is a patch for sdl2's "checkkeys" for testing this: https://bugzilla-attachments.libsdl.org/attachment.cgi?id=2451
Philipp Wiesemann ba051ae7 2016-10-16T22:47:49 Linux: Added missing scancodes.
Philipp Wiesemann f31ce3fb 2016-10-16T22:47:37 Windows: Fixed not removing the always added hint callback on quit. This was no real problem because SDL_Quit() also calls SDL_ClearHints().
Philipp Wiesemann c0578f92 2016-10-16T22:46:56 Linux: Removed not needed platform info from entry in controller database.