|
2d92a372
|
2014-02-10T11:29:48
|
|
Make controllermap, etc, work on platforms with hardcoded window sizes.
This makes sure everything renders correctly, even if, say, an Android device
gives you a certain "window" size no matter what you ask for.
|
|
9268c7a1
|
2014-02-10T09:26:22
|
|
Backed out 0869362ccc3c
The render target usage in controllermap is required if you are forced to use
the app at a different resolution than the one the art has been made for, for
example on Android, where you don't control the resolution.
(The coordinates for each button are hardcoded to the art size, and appear out
of place otherwise)
|
|
f0aa97d2
|
2014-02-10T01:43:01
|
|
Removed unused function.
|
|
b17fd9a1
|
2014-02-10T01:41:58
|
|
Replace testgamecontroller visualization mode with something more useful.
|
|
9a15da84
|
2014-02-09T15:20:41
|
|
No need to use a render target here.
|
|
853334af
|
2014-02-09T03:09:56
|
|
Updated SDL to version 2.0.2
|
|
8cabd44f
|
2014-02-09T03:09:04
|
|
Fixed the OUYA controller mapping on Windows
|
|
c8c3911e
|
2014-02-09T02:42:59
|
|
Added Windows entry for the bluetooth OUYA controller
|
|
c3c2964d
|
2014-02-09T02:04:40
|
|
Possibly fixed bug 2250 - Cmake: SDL2 Doesn't install DLLs on Windows
ernest.lee
[Exec] CMake Error at cmake_install.cmake:151 (FILE):
[13:37:43][Exec] file INSTALL cannot find
[13:37:43][Exec] "C:/TeamCity/buildAgent/work/2e3d17a492e75daf/Build/libSDL2.so".
The cmake INSTALL project doesn't work because it uses Linux so shared library paths. Windows uses dlls and I think cygwin also uses dlls. I've included this patch. Can you check if it works?
|
|
3ab3ea64
|
2014-02-09T01:56:41
|
|
Fixed bug 2385 - error: unknown type name 'IDirect3DDevice9'
Sandu Liviu Catalin
I'm unable to compile the latest SDL (directly from the repository) even though I disabled every DirectX option since I don't need DirectX.
I allways het these errors:
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1897:1: error: unknown type name 'IDirect3DDevice9'
D:\DevLibs\SDL\src\render\direct3d\SDL_render_d3d.c:1898:25: error: unknown type name 'SDL_Renderer'
|
|
b331ada8
|
2014-02-09T01:49:01
|
|
Fixed bug 2354 - [ES 2.0] SDL_RenderClear clears render target with wrong color
ny00
SDL_RenderClear clears a render target with the wrong color, if the opengles2 renderer driver is used and the target texture's format is SDL_PIXELFORMAT_ARGB8888.
The bug is *not* reproduced if SDL_PIXELFORMAT_ABGR8888 is used as the texture format (the first from the renderer's list).
It is further not reproduced using any of the following renderer drivers: opengl, opengles (apparently powered by Gallium3D), software.
Finally, the correct color can be drawn using SDL_RenderFillRect (instead of SDL_RenderClear).
A few details about the current setup:
- OS: Ubuntu 12.04 for x86_64
- GPU: GeForce GTX 460
- GPU driver version: 331.20-0ubuntu1~xedgers~precise1 (from the xorg-edgers PPA)
---
Seth Williams
Sam,
It appears that the clear just needs to take the render target format into consideration.
Seth.
|
|
fab5c759
|
2014-02-07T12:03:02
|
|
Updated README-macosx.txt to note new minimum requirements, end of PowerPC.
|
|
ba55cbef
|
2014-02-07T11:55:13
|
|
Make non-Clang compilers happy.
|
|
129456fe
|
2014-02-07T11:52:35
|
|
Tell Clang's static analysis that SDL_assert() is an assertion handler.
This lets it know, for example, that when you do this...
SDL_assert(ptr != NULL);
...that (ptr) is definitely not NULL at this point in the program, for the
sake of static analysis. While a buggy program could definitely trigger this
assertion, Clang assumes your assertion check is covering it and won't
report possible NULL dereferences after this point.
Since SDL_assert might continue if the user clicks "ignore", without this
change Clang would notice you checked for NULL (meaning that NULL is a real
possibility here) and still wrote code outside of that test branch that
dereferences the pointer, and thus would always trigger false positives.
Static analysis is fun!
|
|
d3f64213
|
2014-02-07T09:35:33
|
|
slight adjustment to the hot plug test to allow it to be run with hap tics disabled
|
|
fff7503b
|
2014-02-07T09:35:13
|
|
ignore hot plugs in mac haptic layer IF hap tics hasn't been initialized.
|
|
c2f6ab0c
|
2014-02-06T21:28:11
|
|
Added DualShock 4 game controller config for Windows, Mac, and Linux.
|
|
7033e597
|
2014-02-06T21:26:41
|
|
Fixed crash on Windows if haptic isn't initialized when controllers are added.
|
|
56979749
|
2014-02-06T10:00:45
|
|
Fixed a typo.
|
|
a09548eb
|
2014-02-06T09:35:44
|
|
Fix device counting in HapticMouse and JoystickOpen routines. 0 is the first item in the list not the last
|
|
f3e6a0a7
|
2014-02-06T09:11:05
|
|
fix indentation and spaces
|
|
257ab5f5
|
2014-02-06T07:38:41
|
|
Fixed return values on testhotplug mainline.
|
|
1191a902
|
2014-02-06T07:38:04
|
|
Fixed copyright date.
|
|
e42d46b4
|
2014-02-06T07:37:20
|
|
Wired up haptic hotplugging for Windows DirectInput/XInput code.
|
|
9cf8c49c
|
2014-02-05T20:07:25
|
|
Fixed memory leak.
|
|
ccbf6943
|
2014-02-05T18:36:40
|
|
Make SDL_SYS_HapticMouse() count device indexes like HapticByDevIndex().
|
|
7f942688
|
2014-02-05T01:02:09
|
|
Cleanup some vi footer comments, rename new PRIVATE_* funcs to MacHaptic_*.
|
|
7afbb8c3
|
2014-02-05T00:34:26
|
|
SDL_pixels.h needs SDL_stdinc.h for SDL_FOURCC #define (thanks, Dmitry!).
Fixes Bugzilla #2384.
|
|
d4e3221f
|
2014-02-04T18:21:39
|
|
add testdropfile to OS X Project
|
|
b352698d
|
2014-02-04T18:17:16
|
|
Implement new backend methods for haptic and hot plugging on OS X
|
|
c9f6e4ec
|
2014-02-04T18:16:52
|
|
add testhotplug to OS X test project and set target OS version to 10.5 for tests.
|
|
4da88298
|
2014-02-04T16:50:34
|
|
implement new backend method for Haptics in dummy driver
|
|
5fb0be30
|
2014-02-04T15:44:09
|
|
Rework haptic backend to properly support hotplugging of haptic devices.
* currently only linux backend updated.
|
|
a98c477b
|
2014-02-04T15:40:51
|
|
allow safely quitting the hotplug test by pressing button 0 on the joystick
|
|
25fcc195
|
2014-02-04T12:28:35
|
|
* Remove android based workaround, it is handled in SDL_EGL_GetProcAddress.
|
|
c2b5da97
|
2014-02-04T11:38:40
|
|
Added SDL_GetAssertionHandler() and SDL_GetDefaultAssertionHandler().
|
|
e6dce68f
|
2014-02-03T23:08:53
|
|
testhotplug: Actually log the SDL_Error that occured on failures
|
|
8512f1b8
|
2014-02-03T23:01:19
|
|
add logging for the case when haptic is not detected on the joystick as well.
|
|
e0e6b2a4
|
2014-02-03T22:52:18
|
|
add simple test showing off hotplugging of joysticks w/ haptic.
|
|
c8ad30bc
|
2014-02-03T14:47:48
|
|
Removed -force_cpusubtype_ALL cflag from Mac builds.
This was for PowerPC G3 (!) compatibility, and Clang doesn't even recognize
the flag anymore.
|
|
e719158c
|
2014-02-03T14:45:38
|
|
Fixed some compiler warnings from the latest Clang, cleaned up some things.
|
|
0d9443d3
|
2014-02-03T11:59:17
|
|
Temporarily default Wayland and Mir to disabled, for 2.0.2 release.
We'll flip the default back to enabled right after 2.0.2 is finalized, and
try to declare them stable and ready by 2.0.3.
Those that have an interest in supporting them in 2.0.2 can manually enable
them in the configure script with --enable-video-wayland and/or
--enable-video-mir.
|
|
bd01a9c9
|
2014-02-03T11:53:21
|
|
Unload Wayland libs if memory allocation fails during init.
|
|
89fd0faf
|
2014-02-03T11:52:54
|
|
Hooked up dynamic loading for Mir.
|
|
8f055d19
|
2014-02-03T11:14:25
|
|
Add Mir to configure script's summary output.
|
|
69d85ff5
|
2014-02-03T11:01:32
|
|
Bumped copyright date on Mir code.
|
|
435b80b9
|
2014-02-02T23:55:51
|
|
Disable some minor things that need newer Mir dev headers.
These headers apparently aren't default in Ubuntu 13.10 yet.
|
|
8674b7ae
|
2014-02-02T23:54:10
|
|
Cleaned up headers and footers on Mir code.
|
|
6bc29770
|
2014-02-02T23:53:48
|
|
Added some SysWM bits for Mir.
|
|
19f8c622
|
2014-02-02T23:41:46
|
|
Added Mir video target (thanks, Brandon!).
|
|
dce9b7b1
|
2014-02-02T21:38:16
|
|
Ignore the buildbot build directories.
|
|
e8f5e010
|
2014-02-02T20:58:46
|
|
Fixed including SDL_internal.h twice for DirectFB.
|
|
9ee68e8f
|
2014-02-02T20:55:42
|
|
Added additional platform check for __ANDROID__.
The macro ANDROID was deprecated with "android-ndk-1.6_r1".
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
3bd0e900
|
2014-02-02T00:33:31
|
|
Fixed bug 2376 - no SDL_HasAVX
Haneef Mubarak
AVX is the successor to SSE* and is fairly widely available. As such, it really ought to be detectable.
This functionality ought to be trivial to implement, and not having it means being forced to write an ugly workaround to check for AVX (so that normal SSE can be used if AVX is not available).
Here is an example on detecting AVX from SO (it actually shows ways to cehck for all of teh fancy instructions):
http://stackoverflow.com/questions/6121792/how-to-check-if-a-cpu-supports-the-sse3-instruction-set
|
|
8ba565ff
|
2014-01-30T20:29:58
|
|
Treacherous copy/paste!
|
|
6f3bf186
|
2014-01-30T20:27:13
|
|
Detect Xrandr >= 1.2 at build time
|
|
d76c2cc1
|
2014-01-30T12:30:40
|
|
Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()).
The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows. Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those. The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format. To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom(). When I do this, SDL_CreateWindowFrom() will:
1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint
2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering.
I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO.
CR: SamL
Some pseudocode that shows how this is used in Source2:
HWND hExternalHwnd; // HWND that was established outside of SDL
// Create main window (happens inside platwindow.cpp)
SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. );
// Create GL context, happens inside rendersystemgl
SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow );
// Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint
SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) );
// Create the secondary window. This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint
SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd );
// To render to the main window:
SDL_GL_MakeCurrent( mainWindow, onlyContext );
// Do some rendering to main window
// To render to the secondary window:
SDL_GLMakeCurrent( secondaryWindow, onlyContext );
// Do some rendering to secondary window
|
|
dbd4a917
|
2014-01-30T12:27:24
|
|
Document Michael's changes adding TranslateMessage() back to the SDL message loop.
|
|
5c58bd68
|
2014-01-30T12:27:00
|
|
* Added TranslateMessage call to SDL default message pump - was causing problems in S2 tools mode apps that used Qt. Qt relies on the WM_CHAR message generated by TranslateMessage and keyboard input was showing up in the UI as mixed-case. (Depending on which message pump got a given message - both SDL and Qt pump messages for the entire process.) Sam will review and possibly tweak this change before propagating to public SDL, but I'm checking this version in so I can integrate into S2 and fix the issue there.
|
|
338bf9cc
|
2014-01-29T18:38:13
|
|
Add SDL_GL_ResetAttributes.
|
|
366b1727
|
2014-01-29T18:37:23
|
|
Mac: [NSApp keyWindow] is not valid in windowDidBecomeKey:
This fixes weird behavior on Mac where our first responder reverts to the window
itself, rather than the SDLTranslatorResponder, after the window has lost focus
once. This causes Escape to call cancelOperation: on the NSWindow, which by
default removes our fullscreen-ness.
When someone has turned off SDL_TEXTINPUT we should probably set another initial
responder that handles the Escape behavior, so that SDL_TEXTINPUT doesn't change
fullscreen behavior (and possibly other behavior) like it does now.
|
|
68f2fe64
|
2014-01-29T00:29:14
|
|
Fixed spaces in source file license comment.
|
|
109fe0e0
|
2014-01-28T15:28:20
|
|
fixed hat code validation.
|
|
62b17e7e
|
2014-01-29T00:27:54
|
|
Fixed comments in joystick implementation files claiming to be headers.
It seems comments were originally copied from SDL_sysjoystick.h.
|
|
4f1b8a40
|
2014-01-28T12:42:01
|
|
Move to no-argument version of "endif()" in CMakeLists.txt.
|
|
2de3b01c
|
2014-01-28T12:37:04
|
|
Some CMake fixes for static linking on Windows from the OpenFL project.
|
|
f52d7f5e
|
2014-01-28T11:39:37
|
|
[Wayland] Fixes segfault when mouse enters window
|
|
682bc47b
|
2014-01-28T09:13:46
|
|
Preserve binary compatibility in SDL_SYSWM_TYPE (thanks Gerry JJ!)
Also moved Wayland structures to the bottom of the union for OCD related issues.
|
|
9d85cdb1
|
2014-01-28T00:05:23
|
|
CMake: Enable missing timer subsystem on Mac OS X and Haiku.
|
|
2efa2dc2
|
2014-01-27T13:43:04
|
|
X11: Don't redraw dialog box when mouse moves.
This fixes bug #2343. (https://bugzilla.libsdl.org/show_bug.cgi?id=2343)
Thanks to Melker Narikka for the patch.
|
|
aff44ccd
|
2014-01-27T16:13:13
|
|
Patched to compile...uh, everywhere. :)
|
|
87cfee27
|
2014-01-27T16:10:15
|
|
Patched to compile on Windows when not supporting Direct3D.
|
|
33479316
|
2014-01-27T17:59:19
|
|
[Android] Fixes Bug 2370, don't send accelerometer changes when
Android_JNI_GetAccelerometerValues return SDL_FALSE (thanks to Jairo Luiz)
|
|
03747567
|
2014-01-26T23:50:35
|
|
Removed unused variable from Java class for Android.
The audio thread was moved to native side and "protected" prevented a warning.
|
|
62344158
|
2014-01-26T23:42:25
|
|
Fixed typo in documentation.
|
|
815c6c3b
|
2014-01-25T16:08:39
|
|
quick fix for CMAKE SOVERSION number so it matches what is output by the configure script
|
|
f186314a
|
2014-01-25T15:13:16
|
|
correct grammar on UNIX missing dependency status notice.
|
|
5071cb5c
|
2014-01-25T15:05:44
|
|
autoconf script tweaks
- fix up chmodding sdl2-config
- remove duplicate enable_atomic section
- add pretty summary of what was found/enabled
|
|
e78be5da
|
2014-01-24T09:54:04
|
|
Bug 2358 - [Android] Sort joystick axes - Fix by David Brady
|
|
50befa62
|
2014-01-23T08:44:25
|
|
Bug 2358 - [Android] Joystick Button Mappings are strange (fix by David Brady)
|
|
ecc0df06
|
2014-01-22T12:39:34
|
|
Fix detection of iOS for disabling dynamic API.
|
|
f02ef298
|
2014-01-21T16:28:53
|
|
Fixed XF86 VidMode extension dynamic loading with CMake project.
|
|
b131e74b
|
2014-01-21T18:20:12
|
|
Fixes 2356, [Android] SDL_JoystickGetAttached does not function
Also fix a potential NULL pointer access in android/SDL_SYS_JoystickGetGUID
|
|
beee1c44
|
2014-01-21T13:58:15
|
|
Fixed dynamic loading of NAS in CMake project.
|
|
cf9828a2
|
2014-01-20T20:25:43
|
|
Move Wayland driver above dummy, check for driver availability before creation
|
|
2ddd0c58
|
2014-01-20T12:53:44
|
|
Patched to compile if Wayland is disabled via SDL_config.h (thanks, Martin!).
Fixes Bugzilla #2351.
|
|
9e90acdf
|
2014-01-18T11:47:03
|
|
Make sure you clean up the associated renderer when destroying a window.
|
|
129640af
|
2014-01-16T15:02:41
|
|
Fixes prototype declaration for wl_proxy_marshal_constructor [Wayland 1.4]
|
|
838e76c6
|
2014-01-16T11:33:39
|
|
Fix to compile against the Wayland v1.4 headers
|
|
12e7fdcb
|
2014-01-15T11:34:03
|
|
Don't minimize fullscreen windows when destroying them.
Previously, we'd minimize fullscreen windows (if
SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS was set) during SDL_DestroyWindow if they
had keyboard focus, because we call SDL_SetKeyboardFocus(NULL) which yields a
OnWindowsFocusLost event.
Related to https://bugzilla.libsdl.org/show_bug.cgi?id=1840
|
|
bc92383e
|
2014-01-15T11:31:56
|
|
Mac: Don't give windows focus back when we're closing them.
Fixes bug #1840 (https://bugzilla.libsdl.org/show_bug.cgi?id=1840)
|
|
a0c9e649
|
2014-01-15T11:17:09
|
|
Allow switching between FS and desktop FS.
This should fix bug #2057 (https://bugzilla.libsdl.org/show_bug.cgi?id=2057)
|
|
a442f121
|
2014-01-15T11:08:55
|
|
Test: Add Shift-Enter to switch between FS and desktop FS.
|
|
a6a56af9
|
2014-01-15T10:40:14
|
|
Tests: Refactor key modifier checking.
|
|
56355f3f
|
2014-01-15T12:29:17
|
|
Adds README-dynapi.txt based on Ryan's G+ post (lightly edited)
Original post: https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
|
|
8f660a46
|
2014-01-14T17:33:24
|
|
Mac: Trigger SDL_FINGERUP for all touches.
Fixes bug #2348. Thanks to Alex Szpakowski for the patch!
|
|
c0d86b92
|
2014-01-14T21:29:38
|
|
Make EGL loading more resilient.
Lesson learned while trying to run L4D2 under Wayland :)
|
|
272ebb8e
|
2014-01-09T13:56:21
|
|
Dynamic loading support for Wayland
|
|
5fd5567c
|
2014-01-08T14:53:08
|
|
define a font-size for the "unicode" message box font so the text isn't unreadable on linux systems
|