Log

Author Commit Date CI Message
Ryan C. Gordon 2bafbeda 2013-08-31T01:36:38 Enabled thread naming on Windows. This is now done without compiler or C runtime support for __try/__except. (Granted, it uses Visual Studio-style inline asm, but still...)
Gabriel Jacobo ace1e98a 2013-08-29T15:02:32 Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1 SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
Gabriel Jacobo eec4710c 2013-08-29T14:03:44 Fixes bug #2074 - Thanks Sylvain! SDL_syssem.c:159 comparison of unsigned expression >= 0 is always true Solved by comparing unsigneds directly SDL_systimer.c:164: warning: control may reach end of Compile Solved by returning the default value if all else fails. SDL_androidgl.c:41:1: warning: type specifier missing, defaults to 'int' SDL_androidgl.c:47:1: warning: control reaches end of non-void function Solved by adding void return type to the function implementation
Sam Lantinga e07d7e64 2013-08-29T08:30:21 Christoph Mallon: Replace strlen(x) == 0 (O(n)) by x[0] == '\0' (O(1)).
Sam Lantinga 3e2930de 2013-08-29T08:29:51 Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
Sam Lantinga f79fc33a 2013-08-29T08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
Sam Lantinga 1d2c7796 2013-08-29T08:27:25 Christoph Mallon: Correct indendation.
Sam Lantinga 7267ea8f 2013-08-29T08:26:55 Christoph Mallon: Use SDL_arraysize()
Sam Lantinga 9e23d178 2013-08-29T08:26:24 Christoph Mallon: Simplify assignment.
Sam Lantinga 67c10169 2013-08-29T08:25:54 Christoph Mallon: Report an error, if creating the directories in SDL_GetPrefPath() failed.
Sam Lantinga db7c92b4 2013-08-29T08:25:24 Christoph Mallon: Remove lone /* if */ comment.
Sam Lantinga 321aa4ae 2013-08-29T08:24:43 Christoph Mallon: Simplify avoidance of duplicate / in SDL_GetPrefPath()
Ryan C. Gordon 257cef30 2013-08-28T22:09:17 Change order we enumerate Windows joysticks. Make it so XInput devices are listed before DirectInput devices, and that the XInput devices are sorted by userid in ascending numeric order (so device 0 comes first).
Ryan C. Gordon ea4350d8 2013-08-28T22:07:54 Don't corrupt XInput device state during SDL_SYS_JoystickClose().
Ryan C. Gordon 2538d311 2013-08-28T22:05:16 Fix endlines for logging via OutputDebugString().
Ryan C. Gordon aa652114 2013-08-28T17:17:21 Make XInput joystick names match the numbers on the device. (And how the Haptic code already names them.)
Ryan C. Gordon 79499898 2013-08-28T17:12:07 Fixed comment typo.
Ryan C. Gordon 4b255c63 2013-08-28T16:43:47 Reworked XInput and DirectInput joystick code. Now multiple XInput controllers map correctly to device indexes instead of grabbing the first available userid, and are completely separated out from DirectInput. Also, the hardcoded limitation on number of DirectInput devices is gone. I don't expect there to really ever be more than eight joysticks plugged into a machine, but it was a leftover limitation for a static array we didn't actually use anymore. Fixes Bugzilla #1984. (etc?)
Ryan C. Gordon c89e0469 2013-08-28T16:35:32 Better XInput detection code for DirectInput device enumeration. This code is way faster than the Wbem code, and less ugly.
Gabriel Jacobo aef52c35 2013-08-28T12:43:29 [Linux] Test config script: Add the X11 library search path if it is not empty If ac_x_libraries is empty it means that the library's found in the default path, so we skip adding it to the XLIB variable as it screws up the search path.
Gabriel Jacobo 7fc50aff 2013-08-28T10:41:25 Fixes test building
Ryan C. Gordon 540cb538 2013-08-28T00:07:02 Fixed testgamecontroller output to make sense.
Gabriel Jacobo ad20c801 2013-08-26T14:23:18 Fixes typo in EGL code (thanks jmcfarlane!)
Ryan C. Gordon 2abe45e8 2013-08-25T21:28:03 Removed obvious comment to trigger buildbot.
Edward Rudd 833fd30e 2013-08-25T11:24:01 reworked GetBasePath on OS X to use Contents/Resource by default if bundled, or exedir if not bundled. - also adds OS X specific magic for bundled apps adding an Info.plist property of name SDL_FILESYSTEM_BASE_DIR_TYPE to the following values will change the bahaviour. * bundle -- use the bundle directory e.g. "/Applications/MyGame/Blah.app/" * parent -- use the bundle parent directory e.g. "/Applications/MyGame/" * resource -- use the bundle resource directory (default) e.g. "/Applications/MyGame/Blah.app/Contents/Resources/"
Edward Rudd 9ce449e6 2013-08-25T11:20:14 update xcode projects with filesystem API bits. (missing tests and missing from files from some targets)
Gabriel Jacobo 64e6eeac 2013-08-25T11:48:49 Fixes "error: conflicting types for 'GLintptr'"
Ryan C. Gordon c9c6852f 2013-08-24T21:15:10 Minor FreeBSD code cleanup.
Edward Rudd 5f45f422 2013-08-24T09:43:14 make the examples in the doc comments match the actual output of the SDL_GetPrefPath function
Edward Rudd e5b65e4e 2013-08-24T09:05:18 Fix #2062 Be more diligent about validating trailing "/" existence in HOME and XDG_DATA_HOME env vars
Ryan C. Gordon 58a558e3 2013-08-23T23:34:23 Patched to compile on Solaris.
Ryan C. Gordon 88cd94a0 2013-08-23T21:48:40 Patched to compile on FreeBSD.
Ryan C. Gordon 97948aef 2013-08-23T21:38:54 Add support for some BSDs and Solaris to SDL_GetBasePath().
Gabriel Jacobo f60bcf8b 2013-08-22T17:26:22 Fix warning in GL ES2 renderer
Gabriel Jacobo 1c6d5576 2013-08-22T14:56:07 Separate EGL / GL ES detection in CMake
Ryan C. Gordon faf760d2 2013-08-22T13:32:27 XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
Ryan C. Gordon f77c2372 2013-08-22T13:00:05 Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!).
Gabriel Jacobo cc122ce5 2013-08-22T10:22:22 Fixes #2036 and #2038, bypass camera zoom and shutter keypresses on Android.
Sam Lantinga cd27a1ef 2013-08-21T12:12:04 Fixed compiling on old versions of the DirectX SDK
Sam Lantinga 9faefccd 2013-08-21T10:32:04 SDL - detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open) CR: SamL
Sam Lantinga 05d8c2dc 2013-08-21T10:31:44 Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized. This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
Sam Lantinga 3d217ed7 2013-08-21T10:07:48 Fixed crash if the IC isn't set up for some reason (bad X11 locale?)
Gabriel Jacobo 6107705a 2013-08-21T10:34:32 Fix a couple of warnings
Gabriel Jacobo 5f8de2b9 2013-08-21T10:27:39 Patched to compile on Darwin
Gabriel Jacobo 29dfdd1e 2013-08-21T10:13:12 More fixes for -Wdeclaration-after-statement
Gabriel Jacobo 2490166d 2013-08-21T10:12:16 Fixes for -Wdeclaration-after-statement
Gabriel Jacobo 1e49b1ed 2013-08-21T09:47:10 OCD fixes: Adds a space after /* (glory to regular expressions!)
Gabriel Jacobo 695344d1 2013-08-21T09:43:09 OCD fixes: Adds a space before */
Ryan C. Gordon 3984c7d8 2013-08-20T23:20:32 Actually, this should be a memcpy(). We already know the exact length we just allocated, and we plan to append our own null terminator to the end of the copy, so this makes more sense.
Ryan C. Gordon 38dc821b 2013-08-20T21:29:40 Added filesystem code to Mac and iOS Xcode projects.
Ryan C. Gordon 9ff379ba 2013-08-20T21:21:57 Patched to compile on iOS.
Ryan C. Gordon fb7a0291 2013-08-20T20:39:22 More Haiku fixes.
Ryan C. Gordon 24006be2 2013-08-20T20:31:57 Fixed compiler warning.
Ryan C. Gordon ad8aa33b 2013-08-20T20:29:30 More Windows fixes for filesystem code.
Ryan C. Gordon 13e67150 2013-08-20T20:27:42 Regenerate configure script.
Ryan C. Gordon 06f6a592 2013-08-20T20:16:15 Corrected Haiku build.
Ryan C. Gordon c9152adc 2013-08-20T20:15:15 Patched new filesystem code to compile.
Ryan C. Gordon 2dd7091e 2013-08-20T19:57:11 Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
Gabriel Jacobo 552b04c5 2013-08-20T20:34:40 More non C89 compliant comments
Gabriel Jacobo 63fe3a77 2013-08-20T19:49:24 Fixes a few non C89 compliant comments
Edward Rudd d8f66188 2013-08-20T15:56:08 add missing SDL_bits.h from OS X framework - also add in headers to static and shared targets (for completeness)
Ryan C. Gordon 63447366 2013-08-20T15:28:14 Fixed cut-and-paste error.
Ryan C. Gordon abbaa90d 2013-08-20T14:21:35 Added SDL_DEPRECATED #define.
Ryan C. Gordon 094a72b8 2013-08-20T14:17:48 Added SDL_assert_always (never disabled).
Ryan C. Gordon e43ff8fb 2013-08-20T12:43:06 Added some FIXMEs for later.
Gabriel Jacobo 0eeb76d8 2013-08-19T16:29:46 Fixes bug #2037, common EGL code for Android and X11
Ryan C. Gordon b4426769 2013-08-19T11:02:44 Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!). Fixes Bugzilla #2047.
Sam Lantinga 0ca50661 2013-08-18T23:18:11 Fixed warnings building with gcc 2 and gcc 4 on Haiku
Sam Lantinga c2a29aed 2013-08-18T22:05:53 Fixed Haiku build (thanks Alexander!)
Philipp Wiesemann a46437f7 2013-08-18T11:15:30 Replaced introduction in header file with more recent version from README.txt.
Philipp Wiesemann ad608e2d 2013-08-18T11:12:46 Corrected file names in header file comments.
Philipp Wiesemann 8cf73055 2013-08-18T11:08:52 Changed some documentation comments in header files to be used by doxygen.
Ryan C. Gordon 7e3b7dbc 2013-08-17T20:46:34 Patched to compile with Visual Studio.
Sam Lantinga 1455a947 2013-08-17T17:14:15 Fixed Windows build
Sam Lantinga d7817f42 2013-08-17T17:04:14 Fixed for consistency with the other platforms
Edward Rudd e187810e 2013-08-17T18:07:29 auto init the ticks if the GetTicks and the like methods are called before SDL_Init().. This prevents annoying game bugs such as caching SDL_GetPerformanceFrequency in a static initializer
Sam Lantinga 6995ff18 2013-08-17T09:54:30 Do full state initialization in D3D_Reset(), this fixes blend mode issues when resizing the window on Windows 8.
Sam Lantinga 9ab14aa5 2013-08-16T17:50:44 Fixed windows build
Sam Lantinga ff77ca8d 2013-08-16T15:38:06 The keyboard text events should be sent after the key down events
Sam Lantinga b4b12d95 2013-08-16T15:35:10 Fixed bug 1876 - SDL_TEXTINPUT only returns '?' (0x3F) in event.text.text with Khmer language input Andreas The issue comes down to this line on MSDN: "TranslateMessage produces WM_CHAR messages only for keys that are mapped to ASCII characters by the keyboard driver." "WM_KEYDOWN and WM_KEYUP combinations produce a WM_CHAR or WM_DEADCHAR message. WM_SYSKEYDOWN and WM_SYSKEYUP combinations produce a WM_SYSCHAR or WM_SYSDEADCHAR message." Except for WM_CHAR, none of these messages are used in SDL. Hence TranslateMessage should be dropped entirely and proper handling be included in the WM_KEYDOWN event. Currently TranslateMessage is called for every message even if it must not be called in certain cases (like "An application should not call TranslateMessage if the TranslateAccelerator function returns a nonzero value."). WM_CHAR message handling should remain for external processes posting these messages - additionally, WM_UNICHAR should be added. I made a patch for src/video/windows/SDL_windowsevents.c that seems to work fine. It doesn't solve the "missing" composition for Khmer, but at least input for languages that cannot be mapped to ASCII characters (and for which IME is not used) will now work on Windows.
Gabriel Jacobo bb2671b7 2013-08-16T14:38:04 Android quirk:Some devices don't report GL_OES_framebuffer_object but support it
Ryan C. Gordon 4cb0ead7 2013-08-16T12:51:29 Patched to compile.
Gabriel Jacobo 02868b69 2013-08-16T13:37:27 [Bug 2042] OpenGL ES renderer tries to load OES functions unconditionally Also, fail more gracefully when creating texture to avoid double free errors.
Sam Lantinga 76b7b1e9 2013-08-16T09:20:33 Fixed alpha composition when destination alpha is transparent. Jianyu Guan I found I make a big mistake that when dstA==0, I just simply let *dstp=*srcp and forgot to make dstRGB = srcRGB*srcA. The if consition "(*dstp & amask) == 0" in BlitRGBtoRGBPixelAlphaMMX and BlitRGBtoRGBPixelAlphaMMX3dNow should be removed.
Sam Lantinga 89bc80f1 2013-08-16T06:59:19 Fixed alpha blending for the MMX blit functions I see the Remarks of function SDL_BlitSurface shows that "when SDL_BLENDMODE_BLEND, we have dstA = srcA + (dstA * (1-srcA))". however, I tested some pictures but the result implies "dstA=arcA" actually. I stepped into the source code, and found after I set SDL_BLENDMODE_BLEND for the source surface, the final blit function is BlitRGBtoRGBPixelAlphaMMX when I use SDL_BlitSurface on my computer. And I found these codes: else if (alpha == amask) { /* opaque alpha -- copy RGB, keep dst alpha */ *dstp = (*srcp & chanmask) | (*dstp & ~chanmask); The same code is used in BlitRGBtoRGBPixelAlphaMMX3DNOW and BlitRGBtoRGBPixelAlpha. So I think they still keep dst alpha. Best regards, Jianyu Guan
Andreas Schiffler 65728477 2013-08-14T23:30:10 Fix bug 2034: replace printf by SDL_Log in tests; update loopwave VS solution: copy missing dependency
Sam Lantinga 67367be0 2013-08-12T22:00:21 Don't print "unrecognized key" message for an X11 keycode of 0. This can happen with composed characters.
Sam Lantinga 5d1865c2 2013-08-12T19:18:48 Fixed the tag name for the SDL 2.0 release
J?rgen P. Tjern? 14bf230d 2013-08-12T11:09:13 Mac: Fix restoring of Cmd-H-hidden fullscreen desktop windows. This should fix http://bugzilla.libsdl.org/show_bug.cgi?id=1996
Sam Lantinga a84a97fe 2013-08-12T08:45:37 Added Julian Winter to the credits for the SDL 2.0 website.
Sam Lantinga 03477ef6 2013-08-12T08:40:49 Added tag release_2.0.0 for changeset d4ce48ff30d1
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.