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52fec6af
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2016-05-07T21:41:59
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WinRT: allow on-screen keyboard to be shown via SDL APIs, Win10/UWP only
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b15efce2
|
2016-05-01T21:41:30
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|
Cocoa mouse code: Replaced NSPointInRect with NSMouseInRect (thanks Eric Wasylishen!) Fixes bug #3312.
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d3835026
|
2016-05-01T19:51:10
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|
Mac: replaced a deprecated CGSetLocalEventsSuppressionInterval call that I missed in commit 2f72bdfee9bb
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31cbb34e
|
2016-04-14T21:11:43
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|
Wayland: Removed not needed including and setting of errno.
One internal function was setting errno on error but it was not read afterwards.
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|
72dc8784
|
2016-04-14T21:09:45
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|
PSP: Fixed compile error.
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|
caf152de
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2016-04-13T21:59:50
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WinRT: build/link fix
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c137eb61
|
2016-04-12T18:40:44
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|
Patched to compile on Haiku...?
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9b9ca093
|
2016-04-12T18:12:04
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windows: created threads' stack sizes should be reserved, not committed.
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9b4db2b8
|
2016-04-12T18:11:36
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Patched to compile on various platforms.
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c61675dc
|
2016-04-12T16:45:10
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threads: Move SDL's own thread creation to a new internal API.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.
I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
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7ae2951f
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2016-04-12T14:38:50
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threads: Handle SDL_HINT_THREAD_STACK_SIZE at top level, implement elsewhere.
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8b65d225
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2016-04-11T00:22:39
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|
WinRT: bug hack-fix - gamepad detection was failing on Xbox One
Win10's 'GamepadAdded' event seems to need to have something registered with it
in order for Xinput-based gamepad detection to work. This 'fix' simply causes
a dummy event-handler to be added for this event, in case an app wants to use
gamepads on Xbox One (most likely).
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34f095e0
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2016-04-10T22:07:10
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iOS: Fixed SDL_GL_CreateContext crashing instead of returning null when a GLES3 context is requested on iOS 6 and older.
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a581346f
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2016-04-04T22:49:13
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alsa: Make device enumeration robust against weird results with NULL strings.
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6cfa71a1
|
2016-04-02T13:21:01
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iOS: Also do the Dictation crash workaround before executing the animation callback.
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88372277
|
2016-04-02T11:54:05
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Add a new hint SDL_HINT_MAC_MOUSE_FOCUS_CLICKTHROUGH, which allows mouse click events to occur when clicking to focus a window in Mac OS X.
Fixes bug #3300.
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5520ed9c
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2016-04-01T19:18:50
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|
iOS: Workaround for a crash after Dictation is used.
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|
831597f7
|
2016-04-01T21:13:58
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|
PSP: Fixed returning success from unsupported SDL_RenderReadPixels().
This also fixed the missing error message.
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|
d1e48141
|
2016-04-01T21:12:37
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|
PSP: Fixed returning success for unsupported SDL_SetTextureColorMod().
Partially fixes Bugzilla #3298.
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|
12c78c5c
|
2016-04-01T21:11:31
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|
PSP: Fixed missing error message for unsupported SDL_CreateWindowFrom().
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a9edc513
|
2016-03-28T21:03:04
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|
Wayland: Fixed missing error message if creating a custom cursor failed.
SDL_GetError() returned no error message because it was written to stderr only.
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|
fd3dd4e5
|
2016-03-27T22:22:13
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|
Fixed comment in gesture source.
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08488e6d
|
2016-03-20T15:35:34
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|
Mac: avoid calling CGSetLocalEventsSuppressionInterval, it was deprecated in OS X 10.6.
|
|
35da1308
|
2016-03-16T22:09:39
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|
Wayland: Fixed crash if memory mapping failed while creating a custom cursor.
|
|
fa77df4e
|
2016-03-16T22:09:23
|
|
Wayland: Fixed storing a theme cursor which is never used in video data.
|
|
19f18558
|
2016-03-11T22:10:35
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|
Emscripten: Deactivated custom cursor support because it created system cursors.
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|
676041aa
|
2016-03-11T22:10:15
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|
Wayland: Fixed drawing created cursors without transparency.
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|
167dd4a1
|
2016-03-11T22:09:50
|
|
Wayland: Fixed showing created cursors incorrectly before the first redraw.
|
|
a29a925d
|
2016-03-11T08:33:47
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|
Pick up new display mode information after a mode change (Windows only right now).
|
|
5333deab
|
2016-03-11T08:30:18
|
|
Quick fix for qsort off-by-one error.
|
|
0c923fda
|
2016-03-10T21:00:44
|
|
WinRT: Removed dead code and fixed memory leak if allocation for driver failed.
|
|
6303941a
|
2016-03-08T13:55:50
|
|
Fixed infinite timeout in SDL_WaitEventTimeout() - thanks ?????????? ????????
|
|
2a754ca7
|
2016-03-07T08:22:55
|
|
Allow mappings to be added before GameControllerInit
|
|
1e8df9cd
|
2016-03-05T23:25:23
|
|
alsa: Implemented basic device detection.
This is kind of nasty, because ALSA reports dozens of "devices" that aren't
really things you'd ever want, or things that should be listed this way, but
the default path still works as before, and it at least allows these devices
to be available to apps.
This does not handle hotplugging yet. You get a device list at init time
and that's it.
|
|
f647dfe8
|
2016-03-04T19:41:16
|
|
x11: Fix a few more XMoveWindow() calls to adjust for border size.
Also, fix my inability to do basic math ('+' should have been '-').
|
|
02f49fdb
|
2016-03-04T18:47:19
|
|
x11: Deal with window borders better.
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).
- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.
- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
|
|
05b6ca3c
|
2016-03-03T20:12:51
|
|
Raspberry: Fixed crash if memory allocation for cursor failed.
|
|
be34036e
|
2016-03-02T20:25:23
|
|
Wayland: Fixed fault in event handling which might have caused a crash someday.
Found by Cppcheck.
|
|
ab8be043
|
2016-03-02T20:25:09
|
|
Wayland: Fixed crash if allocating memory for cursor failed.
Also added missing error message if first allocation failed.
|
|
90ef601d
|
2016-02-25T10:06:33
|
|
Mir: Do not use opengl to find the valid pixel format if we dont use opengl
|
|
966aa372
|
2016-02-24T21:07:19
|
|
Mir: Replaced memcpy() with SDL_memcpy().
|
|
b4b36122
|
2016-02-24T21:06:46
|
|
Mir: Fixed comment at conditional compilation macro.
|
|
92209c26
|
2016-02-22T19:00:22
|
|
Mir: Fixed crash if allocating memory for cursor failed.
|
|
3607d3b7
|
2016-02-21T15:19:35
|
|
Fix API/ABI breakage in Mir 0.13/0.14.
|
|
481a21b0
|
2016-02-21T17:21:29
|
|
Windows: Just use WaitForSingleObjectEx() everywhere.
(It's supported on WinXP, no reason to have an #ifdef here...I think.)
|
|
9fd4d4dd
|
2016-02-21T17:05:25
|
|
Windows: let threads be named in the debugger.
We now only raise the magic exception that names the thread when
IsDebuggerPresent() returns true. In such a case, Visual Studio will
catch the exception, set the thread name, and let the debugged process
continue normally. If the debugger isn't running, we don't raise an exception
at all.
Setting the name is a debugger trick; if the debugger isn't running, the name
won't be set if attached later in any case, so this doesn't lose functionality.
This lets this code work without assembly code, on win32 and win64, and
across various compilers.
The only "gotcha" is that if you have something attached that looks like a
debugger but doesn't respect this magic exception trick, the process will
likely crash, but that's probably a deficiency of the attached program.
Fixes Bugzilla #2089.
|
|
32c70cc5
|
2016-02-21T13:07:14
|
|
stdlib: Restored previous qsort() implementation; the licensing is resolved.
Thanks to Gareth McCaughan for changing his code to the zlib license on
our behalf!
|
|
2436ca20
|
2016-02-20T01:03:39
|
|
x11: better fix for the previous commit's fullscreen vs maximized issue.
|
|
a4627c5e
|
2016-02-20T00:44:42
|
|
x11: Don't mess with fullscreen vs maximized window state on unmapped windows.
|
|
dddd6a5a
|
2016-02-19T00:28:53
|
|
Android: Restored Philipp's joystick change, lost in the previous merge.
This patch, specifically: https://hg.libsdl.org/SDL/rev/c0976de9c332
|
|
03f97117
|
2016-02-19T00:24:00
|
|
Merge Android C89 fixes from Eric Wing.
|
|
df4be2f2
|
2016-02-18T23:27:58
|
|
x11/wayland/mir: Make the dynamic loading macro salsa a little less messy.
|
|
d6699d55
|
2016-02-17T14:15:37
|
|
Added support for the Mad Catz FightStick TE S+ PS3
|
|
3a22321d
|
2016-02-17T15:14:20
|
|
wayland: Add wl_proxy_marshal_constructor_versioned sym
wl_proxy_marshal_constructor_versioned was introduce in wayland-client 1.10.
|
|
5c59da2e
|
2016-02-16T13:51:24
|
|
Added support for the Mad Catz FightStick TE S+ PS4
|
|
06828577
|
2016-02-16T13:51:15
|
|
Added support for the Akishop Customs PS360+ v1.66 and MadCatz PC USB Wired Stick 8818
|
|
a38d5b48
|
2016-02-16T13:48:46
|
|
Added support for several Mad Catz arcade sticks
|
|
1c2beb21
|
2016-02-16T13:47:37
|
|
Allow using the game controller API with arcade sticks and other XInput devices
|
|
9cd9925c
|
2016-02-16T20:32:22
|
|
Android: Changed an internal joystick function to return count instead of id.
The returned value is currently not used by the caller. The instance id would
also not be needed on Java side and providing it just complicated the function.
Partially fixes Bugzilla #3234.
|
|
45407d0e
|
2016-02-15T21:49:09
|
|
x11: Removed an assert.
This assert triggers when run under XMonad. It's safe to pass a zero here
anyhow, as this will still work "well enough" and the original
problem--GNOME printing a warning message--is still fixed because GNOME's
window manager gives us a chance to grab a non-zero user-time value before
this code is run.
|
|
09ae4df5
|
2016-02-15T03:37:01
|
|
Another attempt to fix Windows build.
|
|
18f74c6e
|
2016-02-15T03:21:26
|
|
Patched to compile on Visual Studio.
|
|
014956ac
|
2016-02-15T03:16:46
|
|
Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/
|
|
33af421d
|
2016-02-14T21:17:25
|
|
Windows: make sure SDL_TicksInit has been called before calling Sleep(ms) in SDL_Delay. This ensures the Windows system timer resolution is properly set before Sleep is called.
|
|
37a54167
|
2016-02-13T17:35:38
|
|
PSP: Deactivated dynamic API.
Thanks to Bugzilla #3240 for pointing this out.
|
|
0e2badc1
|
2016-02-12T00:27:21
|
|
x11: Patched to compile with DEBUG_XEVENTS on C89 compilers.
|
|
7da168db
|
2016-02-10T19:31:23
|
|
Fixed spaces in license comments.
|
|
704298c0
|
2016-02-09T17:36:42
|
|
Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99.
|
|
5ed63ae3
|
2016-02-08T01:08:21
|
|
x11: Updated imKStoUCS.* to latest from x.org.
This was a version from XFree86 before now. :) Although not much has
changed.
|
|
8e7cd6b5
|
2016-02-03T20:32:55
|
|
iOS: Implemented clipboard support.
|
|
4249f466
|
2016-01-31T21:11:15
|
|
David Carlier implemented SDL_GetBasePath() for OpenBSD
|
|
1fb30db0
|
2016-01-31T11:29:11
|
|
Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT
|
|
32592178
|
2016-01-31T09:39:42
|
|
x11: Fix AltGr generating an invalid keycode (bug #3244). Thanks Thomas!
|
|
9bdd1881
|
2016-01-27T23:20:23
|
|
PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality.
|
|
67f9fd2b
|
2016-01-22T13:12:16
|
|
Fixed creating fullscreen windows on Steam Link
|
|
e5d575b9
|
2016-01-16T21:58:49
|
|
Expose the EGL display and window for Vivante SDL windows
|
|
0a1999df
|
2016-01-16T21:25:10
|
|
Fixed compile warnings about type conversion.
Found by buildbot.
|
|
8d035b1a
|
2016-01-12T22:23:00
|
|
Android: Added mouse initialization to reset state.
If the app is launched again then the shared object may be reused (on Android).
|
|
15603519
|
2016-01-11T20:02:48
|
|
Android: Added mapping of mouse forward button and mouse back button.
|
|
87ea39be
|
2016-01-09T17:41:09
|
|
Removed dead code (caught by Clang's static analyzer).
|
|
ed620333
|
2016-01-07T19:58:00
|
|
x11: make last mouse coords sane upon window entry (thanks, Cengiz!).
(and thanks to Cengiz for many of the previous Unreal-related
patches! They were generically credited to Epic Games, but a large
amount of that work was his contribution.)
Fixes Bugzilla #3067.
|
|
73680ab3
|
2016-01-07T16:01:24
|
|
Fixed NULL dereference on drop events with no window associated.
(such as when dropping a file onto an app's icon to launch.)
This bug caught by Clang's static analyzer.
|
|
5dcf6bcc
|
2016-01-07T14:51:22
|
|
Updated dynamic API table.
|
|
416d0466
|
2016-01-07T14:02:37
|
|
Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
Fixes Bugzilla #3223.
|
|
1d1ba58f
|
2016-01-06T22:39:29
|
|
Fixed compile warnings about uninitialized variables in test library.
Found by buildbot.
|
|
167cf14c
|
2016-01-05T16:39:18
|
|
SDL_RenderSetIntegerScale
|
|
49e47688
|
2016-01-05T05:38:55
|
|
Patched to compile on iOS.
|
|
881ccccb
|
2016-01-05T05:31:33
|
|
Android: Fixed up drop events for new interface.
|
|
eeb89999
|
2016-01-05T05:22:35
|
|
Patched to compile.
|
|
3bdaf4c6
|
2016-01-05T02:46:10
|
|
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
f9d478b6
|
2016-01-05T02:40:14
|
|
x11: _NET_WM_PID needs a long, not a pid_t, I think.
|
|
7605ccf6
|
2016-01-05T02:29:16
|
|
Use SDL's stdinc functions instead of C runtime calls.
|
|
5696e88e
|
2016-01-05T02:29:06
|
|
Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
e497e465
|
2016-01-05T02:28:56
|
|
Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
dc532c70
|
2016-01-05T02:27:50
|
|
Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
|
|
f9af0c03
|
2016-01-05T02:27:26
|
|
x11: Put a matching window_group wmhint on every window created.
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
|
|
f9b73793
|
2016-01-05T02:26:45
|
|
Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
8e855f2f
|
2016-01-05T01:42:00
|
|
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.
This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
|
|
f2defe5e
|
2016-01-05T01:30:40
|
|
Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
c3114975
|
2016-01-04T23:52:40
|
|
Added SDL_GetDisplayUsableBounds().
|