kc3-lang/SDL

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Log

Author Commit Date CI Message
2636d839 2021-11-08 22:25:32 cmake: add hidapi to 'SDL_SUBSYSTEMS'
1739ef3e 2021-11-08 22:00:02 sdlchecks.cmake: remove libusb/hid.c and SDL_hidapi.c additions to srcs
36067fa1 2021-11-08 21:35:24 cmake: include hid.cpp in android sources
84138b77 2021-11-08 21:15:04 minor update to os2 config file.
001aa4da 2021-11-08 21:12:02 cmake: more hidapi fixes.
a3e8fd49 2021-11-08 09:58:11 Cancel any accumulated mouse wheel motion in the opposite direction when the wheel direction changes Fixes https://github.com/libsdl-org/SDL/issues/2912
5dbbc8e6 2021-11-08 09:44:31 Added mouse wheel deltas with floating point precision Fixes https://github.com/libsdl-org/SDL/issues/4888
d95a52c9 2021-11-08 09:39:21 Fixed comment typo
fc998b8e 2021-11-08 12:37:10 wayland: Return true for HasScreenKeyboardSupport only if no physical keyboard exists
4bbbe5f8 2021-11-08 09:28:36 Fixed CMake build by adding hidapi files This needs more work to remove the hidapi shared library build, but at least Linux builds are unblocked
b8327a4a 2021-11-08 07:19:45 Added SDL_HIDAPI_DISABLED so it can be disabled like other SDL subsystems
2a6feb50 2021-11-08 07:10:38 Removed accidental debugging commit (thanks @DomGries!)
6c56e275 2021-11-08 07:05:17 Set both _NET_WM_NAME and WM_NAME so SDL windows can be shared in the browser. Fixes https://github.com/libsdl-org/SDL/issues/4924
301819cd 2021-11-08 20:34:20 SDL_windowsmouse.c: Fix WIN_CreateCursor does not scale with system cursor size preference
f61b10dc 2021-11-08 06:34:32 Do more robust validation of devices passed to the SDL HIDAPI functions
dd8c3548 2021-11-08 17:00:56 SDL_hidapi.c: avoid possible NULL pointer dereferences.
2a904aa1 2021-11-08 17:00:28 os2: remove SDL_hidapi duplications in makefile, disable it in config.
5b646cd1 2021-11-07 22:58:44 Build hidapi code into SDL as a new public API This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
94c1276a 2021-11-07 20:49:32 emscripten: Decrease vertical scroll speed by using deltaMode Reference issue #4623.
6657cbce 2021-11-07 20:43:49 include: Updated SDL_config_emscripten.h from emscripten-ports. Reference issue #4623.
f6dc47ca 2021-11-07 16:00:47 WGI/DInput: Fix SDL_IsXInputDevice() checks when RawInput is enabled Enabling the RawInput backend causes SDL_XINPUT_Enabled() to return false. That causes WGI and DInput backends to take ownership of XInput-compatible controllers, because they think there's no XInput-specific backend enabled. In WGI's case, it will actually race with RawInput to open the device. By properly excluding XInput devices from WGI, we can ensure that the sets of devices managed by WGI and RawInput don't intersect. This makes the race harmless, since they'll never both go after the same device.
74f35a7c 2021-11-07 14:10:04 Fixed documentation
301389ce 2021-11-07 13:52:59 Fixed iOS build
b3e909dc 2021-11-07 13:51:34 WGI: Fix SDL_IsXInputDevice() for Xbox One controllers The Xbox One driver stack doesn't propagate the VID/PID down to the HID devices that end up in the GetRawInputDeviceList() output. This means we end up matching against the wrong VID/PID and can't properly exclude Xbox One controllers from WGI. Fortunately, it is possible to walk back up the device tree to find the parent with the matching VID/PID.
dd85cc01 2021-11-07 13:17:54 Fixed whitespace
80d19282 2021-08-19 11:40:09 If Android version >= API 23 PendingIntent.FLAGIMMUTABLE "If your app targets Android 12, you must specify the mutability of each PendingIntent object that your app creates. This additional requirement improves your app's security." FLAG_IMMUTABLE was added in API 23 so that's why I'm using "> API 23". Using API 30 would also fix the Android 12 issue. Alternatively if PendingIntents should be mutable you could change it to "FLAG_MUTABLE".
b8c00bf9 2021-11-07 13:11:29 Allow opening joysticks that are read-only on Linux Fixes https://github.com/libsdl-org/SDL/issues/4713
0323d983 2021-11-07 12:52:06 Add the platform to the game controller mapping so it can be read back in without changes Fixes https://github.com/libsdl-org/SDL/issues/4848
d950b9e2 2021-11-07 20:40:54 emscripten: Make timers work (if used with emscripten_set_main_loop) Co-authored-by: aidanhs <aidanhs@cantab.net>
fe2fe290 2021-11-07 11:48:16 Backed out accidentally committed PR https://github.com/libsdl-org/SDL/pull/4849
86bc65a7 2021-11-07 11:35:12 Fixed non-Apple builds
637bcd0b 2021-11-07 11:19:07 Fixed build warnings
e1435826 2021-11-07 11:16:48 Cleanup sfSymbolName support and add them to the dynamic API functions
149e5c65 2021-10-03 12:49:36 Support returning sfSymbolsName for gamepad controls on macOS / iOS / tvOS
cdb4d8f2 2021-11-07 09:39:57 Added a test case for snprintf of 0.0 This verifies regressions in https://github.com/libsdl-org/SDL/issues/4795
3acb1725 2021-11-07 12:26:39 stdlib: SDL_snprintf now adds decimal places for ("%f", 0.0). This patch was from @Markvy (thanks!). Fixes #4795.
2008f2a8 2021-11-07 01:41:34 SDL_test_font.c: fix type of SDLTest_CharTextureCacheList
a0e055a7 2021-11-07 02:48:29 testwm2: add mode menu, click on a mode to call SDL_SetWindowDisplayMode
70f7ebe6 2021-11-07 01:46:04 SDL_test_font.c: add ability to draw on different SDL_Renderers fixes `testwm2 --windows 2`
6312aaea 2021-11-06 21:52:22 WGI: Add workaround for delayed callbacks after WGI_JoystickQuit()
35b0baaa 2021-11-06 19:25:06 Unfixed typo
1d40c69a 2021-11-05 22:52:03 Fixed typo
2248a549 2021-11-05 22:48:46 Update the focus in case we changed focus to a child window and then away from the application In this case we'll get WM_KILLFOCUS when the child window is focused, but we'll retain focus on the top level window, but when we Alt-Tab away, we won't get another WM_KILLFOCUS or WM_NCACTIVATE, we get WM_ACTIVATE instead, so we need to check for focus updates in response to that as well.
5de72374 2021-11-05 21:06:58 SDL_config_windows.h: detect winsdkver.h using __has_include() __has_include() was added in VS 2017 15.3, so this works out to essentially the same _MSC_VER >= 1911 check we had before for MSVC but works for non-MSVC compilers also.
c48c81bd 2021-11-06 00:00:17 docs: List the required Fedora packages in README-linux.md
6407d4b0 2021-11-05 17:10:02 remove unnecessary parentheses from SDL_abs()
6cbee063 2021-11-05 01:17:29 include: Swap parameter names in atan2 functions
7f308abb 2021-11-04 01:02:48 cmake: Only prevent MSVC codegen using the CRT if SDL_LIBC=OFF
d8b53e82 2021-11-03 19:51:18 direct3d11: fix SDK version requirement for non-CMake build The D3D11 renderer requires Direct3D 11.1 (d3d11_1.h), not Direct3D 11.0 (d3d11.h). In terms of SDKs, that's the Windows 8 SDK or later. We should probably rename HAVE_D3D11_H...
802e17aa 2021-11-03 20:35:20 autotools: added windows.gaming.input.h (and SDL_JOYSTICK_WGI) detection
2371b247 2021-10-31 18:27:51 windows: improve feature detection consistency between CMake and non-CMake builds
839ca0ea 2021-11-03 16:35:24 SDL_OpenURL (macOS): try to open path if the url cannot be opened (#4830) * SDL_OpenURL (macOS): try to open path if the url cannot be opened * SDL_OpenURL (macOS): use CFURLCreateWithBytes & LSOpenCFURLRef to correctly escape input * fix type casting + indentation
e2ba84a5 2021-11-02 19:30:17 testtimer: Be more like the C90's.
4ab7ee19 2021-11-02 18:58:06 testtimer: Add basic sanity check for SDL_GetTicks*()
8593076d 2021-11-02 16:04:36 Fixed whitespace
62629c2b 2021-11-02 22:17:41 Fix 64-bit timeval/timespec delta calculations
6d5edfa7 2021-11-02 15:59:26 Fixed crash on Android 8, due to bugs in AAudio implementation
c948b936 2021-11-02 15:57:24 Added note for Android 12 API level
43ddc59f 2021-11-02 16:56:14 Export SDL_LinuxSetThreadPriorityAndPolicy() function (#4877) It's marked as being a public symbol internally, however, it was missing from the header files and not visible in the shared library. This adds it to the necessary headers and to the DynAPI list to expose it for use by applications. Co-authored-by: Frank Praznik <frank.praznik@oh.rr.com>
848d7b12 2021-11-02 16:12:55 Vita: Implement command batching
3f7a94fc 2021-11-02 15:16:48 Vita: Remove FillRects
f73376ae 2021-11-02 00:31:25 events: Add logging for SDL_CONTROLLERTOUCHPAD*, SDL_CONTROLLERSENSORUPDATE, and SDL_SENSORUPDATE events
d78cb9e9 2021-10-23 19:27:10 testtimer: added SDL_GetTicks64() calls.
228219dc 2021-10-23 15:30:45 include: Improved SDL_GetTicks*() documentation a little.
cca79d32 2021-10-23 15:30:20 android: Patched SDL_GetTicks64() to compile.
affb183e 2021-10-23 15:20:32 unix: Fixed SDL_GetTicks64 function signature.
99c9727d 2021-10-23 15:00:31 timer: Added SDL_GetTicks64(), for a timer that doesn't wrap every ~49 days. Note that this removes the timeGetTime() fallback on Windows; it is a 32-bit counter and SDL2 should never choose to use it, as it only is needed if QueryPerformanceCounter() isn't available, and QPC is _always_ available on Windows XP and later. OS/2 has a similar situation, but since it isn't clear to me that similar promises can be made about DosTmrQueryTime() even in modern times, I decided to leave the fallback in, with some heroic measures added to try to provide a true 64-bit tick counter despite the 49-day wraparound. That approach can migrate to Windows too, if we discover some truly broken install that doesn't have QPC and still depends on timeGetTime(). Fixes #4870.
2379c528 2021-10-25 11:04:42 os/2: Don't try to be clever with the 32-bit GetTicks fallback.
0d631c74 2021-10-30 12:10:03 CI: Build tests for Windows, macOS, and Linux
210713a6 2021-10-31 19:11:09 cmake: Work around bug in opengl32.lib detection on MSVC ARM64
77141e84 2021-10-31 18:53:11 cmake: Fix test linking with MinGW
618b0d41 2021-10-30 12:05:11 cmake: Remove SDL2_test_resources dummy hack It doesn't work properly on MSVC because the dummy target fails to link
16845eef 2021-10-30 12:06:58 cmake: Add SDL include path when building tests The tests can't find any of the SDL includes otherwise
7e8469d1 2021-10-31 09:31:25 cmake: Fix MinGW build break in WGI joystick driver Just look for windows.gaming.input.h rather than assuming its presence or absence based on other CMake variables. Fixes MinGW builds in CI
fba82ad1 2021-10-31 12:38:08 Remove sceGxmFinish from RenderPresent on Vita. Make sure that rendering is finished on render texture during locking
f3640e26 2021-10-31 08:47:00 tests: minor update to acinclude.m4::pkg.m4
cc3fe1a1 2021-10-31 08:25:24 tests: don't fail configury if libunwind is not available.
c4016277 2021-10-31 08:14:50 testsurround.c: remove unnecessary libc includes and stdint.h types
e28e3993 2021-10-31 08:00:20 testsurround.c: add missing newline at end of file.
a01aaf05 2021-10-30 21:42:07 Fixed compiler warning
cd66c050 2021-10-29 01:11:59 testsurround: Add surround sound channel tester
27369b3e 2021-10-29 23:28:50 docs: Add README-riscos.md
ce093891 2021-10-26 23:10:30 Add RISC OS builds to GitHub Actions
4d3da5b7 2021-10-26 21:51:29 riscos: Disable the mouse pointer for now
1c256b89 2021-10-26 13:42:34 riscos: Fix enumerating screen modes
5a3c97f3 2021-10-25 22:55:02 riscos: Fix detection of the current mode
53b3db0c 2021-09-28 17:59:16 Handle the KMOD_SCROLL modifier on RISC OS
1268984e 2021-09-09 21:09:50 Implement mouse input on RISC OS
f7f54f0d 2021-08-06 23:38:46 Implement keyboard input on RISC OS Partially based on a patch from http://www.riscos.info/websvn/listing.php?repname=gccsdk&path=%2Ftrunk%2Fautobuilder%2Flibraries%2Fsdl%2Flibsdl2%2F&rev=7174#a6401c766f408f1ea356e6977894cc6a5 Currently lacks support for mapping scancodes to keycodes.
f8a8ca3e 2021-08-05 23:16:29 Support proper mode switching on RISC OS
fe9bb747 2021-02-12 23:46:11 riscos: Refactor framebuffer code
25c71748 2020-02-13 21:55:08 Add a barebones RISC OS video driver
a5598649 2021-10-30 19:30:34 x11/wayland: Fix signal handling while blocking in WaitEventTimeout() Add a new flag to avoid suppressing EINTR in SDL_IOReady(). Pass the flag in WaitEventTimeout() to ensure that a SIGINT will wake up SDL_WaitEvent() without another event coming in.
c97c4687 2021-10-30 15:56:54 core: Convert SDL_IOReady()'s 2nd parameter to flags
81fe2ccb 2021-10-31 02:54:20 cmake: Add missing SDL_JOYSTICK_WGI in config step SDL_config.h *can* define SDL_JOYSTICK_WGI. On builds with the Windows 10 SDK available, this allow implementing trigger rumbling on Xbox One controllers. The files included in the Visual Studio Solution in VisualC\SDL.sln *do* have this define set. fix #4859
8a4a282a 2021-10-30 16:02:12 alsa: Make hotplug thread optional. Even without the thread, it'll do an initial hardware detection at startup, but there won't be any further hotplug events after that. But for many cases, that is likely complete sufficient. In either case, this cleaned up the code to no longer need a semaphore at startup. Fixes #4862.
26706319 2021-10-30 05:53:12 Ignore the ASRock LED controller, it's not a joystick
ac54d57a 2021-10-26 20:02:38 event: Check subsystem initialization before events or devices SDL_WasInit() is cheaper SDL_NumJoysticks()/SDL_NumSensors().
1bc6dc3e 2021-10-26 20:02:04 event: Cap maximum wait time if sensor or joystick subsystems are active Joystick and sensor subsystems require periodic polling to detect new devices.
2bf36bfa 2021-10-24 21:28:04 wayland: Implement WaitEventTimeout() and SendWakeupEvent() We can have spurious wakeups in WaitEventTimeout() due to Wayland events that don't end up causing us to generate an SDL event. Fortunately for us, SDL_WaitEventTimeout_Device() handles this situation properly by calling WaitEventTimeout() again with an adjusted timeout.