|
31e8a462
|
2021-02-10T20:54:15
|
|
* Fixed closing the test window.
|
|
ef52560a
|
2021-02-09T15:10:06
|
|
Fixed bug 5539 - Clang 11 fails to compile a CMake build with conflicting types for _m_prefetchw
vladius
In SDL_cpuinfo.h it seems like <intrin.h> is not included when __clang__ is defined, as the comment in the file explicitly reads:
"Many of the intrinsics SDL uses are not implemented by clang with Visual Studio"
However, the SDL_endian.h header does include <intrin.h> without any precautions like:
>#ifdef _MSC_VER
>#include <intrin.h>
>#endif
Maybe it should be changed to something like:
>#ifdef _MSC_VER
>#ifndef __clang__
>#include <intrin.h>
>#endif
>#endif
|
|
f70e1973
|
2021-02-08T18:31:08
|
|
Fix waiting on condition variables with the SRW lock implmentation
When SleepConditionVariableSRW() releases the SRW lock internally, it causes
our SDL_mutex_srw state to become inconsistent. The lock is unowned yet inside,
the owner is still the sleeping thread and more importantly the owner count is
still 1.
The next time someone acquires the lock, they will bump the owner count from 1
to 2. At that point, the lock is hosed. From the internal lock state, it looks
to us like that owner has acquired the lock recursively, even though they have
not. When they call SDL_UnlockMutex(), it will see the owner count > 0 and not
call ReleaseSRWLockExclusive().
Now when someone calls SDL_CondSignal(), SleepConditionVariableSRW() will start
the wakeup process by attempting to re-acquire the SRW lock. This will deadlock
because the lock was never released after the other thread had used it. The
thread waiting on the condition variable will never be able to wake up, even if
the SDL_CondWaitTimeout() function is used and the timeout expires.
|
|
2170c7bf
|
2021-02-08T23:55:50
|
|
make AddressSanitizer optional and disabled by default
|
|
5045d299
|
2021-02-08T20:50:00
|
|
enable AddressSanitizer only for GCC 5 onwards (bug #5533)
|
|
d9ba2044
|
2021-02-08T16:55:01
|
|
Backed out changeset 852a7bdbdf4b
This causes a use-after-free memory error
|
|
066960c2
|
2021-02-08T02:15:50
|
|
add '-shared-libasan' to debug flags (bug #5533)
|
|
dc45a228
|
2021-02-08T00:20:56
|
|
avoid some pedantic warnings in array initializers
|
|
629334f2
|
2021-02-09T15:02:55
|
|
Fixed bug 5543 - Wayland: Fix waylandvideo.h warnings
wahil1976
This patch fixes the warnings seen when compiling the Wayland backend. This will also be required in the future to avoid issues with compilation.
|
|
4183211a
|
2021-02-08T16:01:37
|
|
free the 'display' after it was added to global list
|
|
9c3aa7f0
|
2021-02-06T15:43:17
|
|
SDL: fix packet handling for original version of Stadia FW
|
|
005e2c59
|
2021-02-09T00:57:25
|
|
[KMS/DRM] Bugfix number #5535: Improve reliability, by wahil1976.
|
|
59cd46c2
|
2021-02-05T22:16:50
|
|
[KMS/DRM] Merge patch for bug #5532: No need to correct cursor position now that all windows are fullscreen. Link: https://bugzilla.libsdl.org/show_bug.cgi?id=5519.
|
|
fadfa510
|
2021-02-01T09:21:11
|
|
Don't uncorrelate while rumble is active and stay correlated longer in case raw input messages are lagging a bit.
|
|
538f7ad6
|
2021-02-05T00:27:11
|
|
[KMS/DRM] Remove redundant SDL_SendWindowEvent() call.
|
|
7beba050
|
2021-02-04T23:35:52
|
|
[KMS/DRM] Restore all-windows-are-fullscreen functionality, since there is no window manager in KMSDRM.
|
|
f4d58689
|
2021-02-03T18:00:22
|
|
Fix Xbox Series X controller on macOS
There were two different implementations of IsBluetoothXboxOneController(), one
in SDL_hidapi_xbox360.c and one in SDL_hidapi_xboxone.c. The latter had been
updated to include USB_PRODUCT_XBOX_ONE_SERIES_X_BLUETOOTH while the former had
not.
This mismatch led to the Xbox Series X failing on macOS only. We have special
code for handling the 360Controller driver for macOS which requires us to use
the Xbox 360 driver for wired Xbox One controllers, and the SDL_hidapi_xbox360
version of IsBluetoothXboxOneController() was used to determine which devices
were wired.
In addition to adding the missing USB_PRODUCT_XBOX_ONE_SERIES_X_BLUETOOTH, this
change moves IsBluetoothXboxOneController() into a single shared function which
will ensure this bug won't happen again.
|
|
525196dd
|
2021-02-04T10:47:16
|
|
Updated runtime dependency on libudev
|
|
ff297753
|
2021-02-04T10:46:34
|
|
Fixed compiler warning
|
|
a60af1e4
|
2021-02-04T07:00:06
|
|
Backed out changeset 1cde3dd0f44d - this breaks windows which are created and then set to FULLSCREEN_DESKTOP
|
|
d74779b7
|
2021-02-04T13:50:56
|
|
Android: documention update
|
|
e404b525
|
2021-02-03T21:31:50
|
|
KMSDRM doesn't have a window manager, so all windows are fullscreen
|
|
549bc133
|
2021-02-03T09:51:42
|
|
SDL_vulkan_utils: minor code clean-up
|
|
bb9e049d
|
2021-02-07T00:37:00
|
|
minor updates to libc function checks
|
|
c0166a29
|
2021-02-03T09:32:09
|
|
SDL_ConvertColorkeyToAlpha: remove and clarify a FIXME
This function doesn't handle bpp 1 or 3 case, because those formats never have an alpha channel
|
|
85235985
|
2021-02-02T11:53:31
|
|
Fixed detecting the paddles on the Xbox Elite Series 1 controller
|
|
19fa85d8
|
2021-02-06T16:05:55
|
|
[KMS/DRM] Fix build warning.
|
|
69e9b2ac
|
2021-02-01T22:35:46
|
|
Fixed bug 5471 - Creating a fullscreen desktop window goes windowed temporarily
This is caused by the Metal renderer recreating the window because by default we create an OpenGL window on macOS.
It turns out that at least on macOS 10.15, a window that has been initialized for OpenGL can also be used with Metal. So we'll skip recreating the window in that case.
|
|
ef2f13e1
|
2021-02-01T22:30:31
|
|
Added test command line options to force different window types
|
|
6ee53258
|
2021-02-06T14:03:53
|
|
[KMS/DRM] Replace indent tabs with spaces, as intended.
|
|
2426949a
|
2021-02-01T21:56:56
|
|
Removed support for clock_gettime_nsec_np()
SDL_GetTicks() was broken and it's not adding any real value here.
|
|
42798cec
|
2021-02-01T20:25:24
|
|
cmake: enable AddressSanitizer in Debug builds if supported
|
|
e862856e
|
2021-02-01T08:57:39
|
|
wayland: Don't crash when the properties of already existing wl_output change
|
|
cef198c9
|
2021-02-01T08:55:48
|
|
Fixed bug 5524 - Pass NSString to NSLog()
Hiroyuki Iwatsuki
If you pass the C string directly to NSLog(), it will be garbled with Japanese and probably other language strings, or no log will be output at all.
NSLog("Hello, World!"); // => "Hello, World!"
NSLog("こんにちは、世界!"); // => No output...
Therefore, you need to convert the string to an NSString before passing it to NSLog().
NSString *str = [NSString stringWithUTF8String:"こんにちは、世界!"];
NSLog(@"%@", str); // => "こんにちは、世界!"
Thank you.
|
|
b7f711cd
|
2021-01-31T19:11:49
|
|
Don't enable address sanitize flags without checking compiler first
|
|
0ed16ced
|
2021-01-31T19:10:02
|
|
free 'outputs' in 'Wayland_DestroyWindow'
|
|
a4467846
|
2021-01-31T19:09:44
|
|
free the 'data_device_manager'
|
|
f8b4a6e2
|
2021-01-31T19:09:25
|
|
cmake: enable AddressSanitizer in Debug builds
|
|
3ae2ec34
|
2021-01-31T19:06:37
|
|
wayland: Fix transform and scale handling when setting display mode
|
|
2c764331
|
2021-01-31T04:04:26
|
|
[KMS/DRM] Merge patch for bug 5522#: Implement KMSDRM_GetWindowWMInfo().
|
|
bfa51c38
|
2021-01-31T03:48:29
|
|
[KMS/DRM] Fix for bug #5518: only do async pageflips when hardware supports them.
|
|
79cd8cab
|
2021-01-27T20:41:36
|
|
Add default handler for Alt+Tab while keyboard grab is enabled
By default, we will minimize the window when we receive Alt+Tab with a
full-screen keyboard grabbed window to allow the user to escape the
full-screen application.
Some applications like remote desktop clients may want to handle Alt+Tab
themselves, so provide an opt-out via SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED=0.
|
|
9d707113
|
2021-01-30T20:09:35
|
|
Revert checks on destination scaling size (see bug #5510)
|
|
088fb525
|
2021-01-29T23:32:42
|
|
[KMS/DRM] Correct small omission on bugfix #5513: y-coord correction has to be done on WarpMouseGlobal, too.
|
|
2cc70ca3
|
2021-01-29T13:04:01
|
|
Fixed crash if the GameCube controller hasn't been opened yet
|
|
091a4649
|
2021-01-29T23:11:13
|
|
added --enable-xinput switch for windows builds
|
|
d6a6662f
|
2021-01-29T20:34:20
|
|
Remove checks on destination scaling size (see bug #5510)
|
|
8d95aba1
|
2021-01-29T18:17:16
|
|
[KMS/DRM] Remove unused KMSDRM_SetWindowGrab prototype in header file.
|
|
b17c4950
|
2021-01-29T18:08:04
|
|
[KMS/DRM] Patch for bug #5513. KMSDRM backend can now manage and use several displays.
|
|
a78bce9e
|
2021-01-28T20:02:01
|
|
Properly handle keys already down when the hook is installed
For keys that are already down when we install the keyboard hook, we need to
allow the WM_KEYUP/WM_SYSKEYUP message to be processed normally. This ensures
that other applications see the key up, which prevents the key from being stuck
down from the perspective of other apps when our grab is released.
|
|
dc0ec827
|
2021-01-29T13:38:39
|
|
Remove old YUV fixme
|
|
ebb81431
|
2021-01-29T12:04:48
|
|
Add checks for maximun scaling size (see bug #5510)
|
|
7f710e93
|
2021-01-28T14:54:01
|
|
Make sure we don't create a game controller mapping for HID devices that aren't supported by HIDAPI
|
|
7e19c634
|
2021-01-28T14:53:59
|
|
Note that the Logitech G29 (PS4) is a racing wheel
|
|
808249a5
|
2021-01-27T19:40:55
|
|
X11: Ungrab the keyboard when the mouse leaves the window
GNOME Mutter requires keyboard grab for certain important functionality like
window resizing, interaction with the application context menu, and opening the
Activites view. To allow Mutter to grab the keyboard as needed, we'll ungrab
when the mouse leaves our window.
To be safe, we'll do this for all WMs since forks of Mutter and Matacity (and
possibly others) may have the same behavior, and we don't want to have to keep
track of those.
|
|
87f09007
|
2021-01-28T00:11:24
|
|
SDL_LowerSoftStretchLinear: assign result from scale_mat() to ret.
otherwise it would always return -1 when SSE and NEON instrinsics
are absent.
|
|
24d6fda2
|
2021-01-27T12:50:09
|
|
Fixed bug 3816 - asm code in video/SDL_stretch.c
Sylvain
I propose this new version for SDL_stretch.c that drops mprotect and asm
Code is similar to the StretchLinear, but the steps computation are kept similar to the nearest.
so that:
- it's pixel perfect with nearest
- as fast as asm I think
- no asm, nor mprotect
- benefit for all archicture
|
|
d81eaf8d
|
2021-01-27T12:43:35
|
|
Added explicit case from Uint8 to int before subtracting offset
|
|
bec9d740
|
2021-01-27T12:41:58
|
|
Fixed compile warning
|
|
a4db44fa
|
2021-01-27T12:41:37
|
|
The Sharkoon Skiller SGH2 headset hangs in DirectInput enumeration, so avoid it here just in case.
See bug 5485 for details.
|
|
06ad887f
|
2021-01-27T11:39:03
|
|
Fixed bug 3816 - asm code in video/SDL_stretch.c
Ozkan Sezer
- adds MSVC __declspec(align(x)) support,
- disables asm if PAGE_ALIGNED no macro is defined,
- still disables asm for gcc < 4.6, need more info,
- drops Watcom support.
|
|
1e5f0073
|
2021-01-27T10:58:36
|
|
Fixed building with mingw64
|
|
70b353d1
|
2021-01-27T10:54:49
|
|
SDL_Update{YUV,NV}Texture: also intersect rect with texture dimension
|
|
13626c36
|
2021-01-27T10:20:13
|
|
SDL_UpdateTexture: intersect update rect with texture dimension
- fix crash with software renderer
- fix non texture update with opengl/gles2
|
|
5e3cf0d1
|
2021-01-27T09:34:23
|
|
SDL_SoftStretch: disable asm path if mprotect isn't available (see bug #3816)
|
|
6b057c67
|
2021-01-26T19:16:17
|
|
Expose separate keyboard and mouse grab support
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b
To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
|
|
ff827fc7
|
2021-01-26T21:15:15
|
|
SDL_SoftStretch: re-enable USE_ASM_STRETCH path for gcc >= 4.6
|
|
431b79cf
|
2021-01-29T00:55:00
|
|
SDL_config_os2.h: remove some duplicated lines.
|
|
582e1f4a
|
2021-01-28T23:03:50
|
|
config.guess and config.sub updates from mainstream
|
|
d59f8daf
|
2021-01-28T15:34:33
|
|
Fixed bug 5510 - simplify the scaling functions blit auto (generated file)
|
|
0b338bff
|
2021-01-28T15:33:47
|
|
Fixed bug 5510 - simplify the scaling functions
|
|
dd6e02df
|
2021-01-28T11:03:45
|
|
SDL_stretch: remove un-used vars, same notation as blit functions
|
|
1dc9180f
|
2021-01-27T21:30:25
|
|
Fixed compiler warnings
|
|
d59a9268
|
2021-01-27T21:30:21
|
|
Fixed build warning
|
|
eb83da02
|
2021-01-27T21:30:17
|
|
Fixed PS4 controllers over Bluetooth on Windows 7
|
|
d95a9eae
|
2021-01-27T21:30:13
|
|
Added WIN_IsWindows8OrGreater() for internal use
|
|
a1d288be
|
2021-01-26T00:05:01
|
|
DirectFB: Split input grab handling into keyboard and mouse parts
The grabbed_window field is superfluous now since SDL added the
SDL_GetGrabbedWindow() function, so it can be removed.
DirectFB_SetWindowMouseGrab() is also simplified because SDL handles ungrabbing
any previously grabbed window prior to calling SetWindowMouseGrab() now.
Compile-tested only.
|
|
de85d612
|
2021-01-25T20:51:47
|
|
Fixed bug 5497 - SDL_COMPOSE_ERROR is wrong
UMU
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
I think SDL_STRINGIFY_ARG should be removed.
#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
(verified with Visual Studio 2019)
|
|
de1c19b3
|
2021-01-25T20:43:21
|
|
Fixed bug 5481 - iOS-specific main sources not used for CMake build.
Aaron Barany
The CMake build for SDL doesn't set SDLMAIN_SOURCES on iOS to the sources in src/main/ios. As a result, SDL fails to initialize since it falls back to the dummy main. Adding the line file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c) fixes the issue.
|
|
ac72a2ba
|
2021-01-25T20:38:50
|
|
Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened
jibb
New hint to let the user opt out of having Switch controllers' Home button lit when opened.
This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it.
I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
|
|
f23022ef
|
2021-01-25T20:03:21
|
|
Removed non-functional window grab implementations
|
|
a0d3c6c6
|
2021-01-25T21:42:14
|
|
Rename SetWindowGrab() to SetWindowMouseGrab()
|
|
d133a5f6
|
2021-01-24T17:19:48
|
|
wayland: cancel key repeat when keyboard focus is lost
SDL_SetKeyboardFocus(NULL) will lift any keys still pressed when keyboard focus
leaves the window, but then key repeat comes behind our backs and presses the
key down again. This results in an infinite stream of SDL_KEYDOWN events when
focus leaves the window with a key down (particularly noticeable with Alt+Tab).
|
|
2793c9cf
|
2021-01-25T18:40:26
|
|
Fix grabbing Alt+Tab and Alt+Esc on Windows 7
|
|
e1f73e64
|
2021-01-23T16:22:44
|
|
Refactor keyboard grab to be managed by the video core
This gives us flexibility to add others hints to control keyboard grab behavior
without having to touch all of the backends. It also allows us to possibly
expose keyboard grab separately from mouse grab for applications that want to
manage those independently.
|
|
f40551c5
|
2021-01-25T22:17:11
|
|
GLES2 SDL_Renderer: remove old ZUNE_HD defines and simplify shader cache
|
|
aa4a6b0b
|
2021-01-25T04:11:40
|
|
better check for clock_gettime_nsec_np() -- cf. bug #5467.
|
|
d327bbfb
|
2021-01-24T17:37:24
|
|
CMakeLists.txt: fix check_symbol_exists() for clock_gettime_nsec_np
|
|
b852590b
|
2021-01-24T17:02:40
|
|
minor clean-up in SDL_os2audio.c
|
|
141f4416
|
2021-01-24T03:55:04
|
|
fix build failure due to -Werror=declaration-after-statement (bug #5500)
|
|
8e1005f8
|
2021-01-23T22:47:06
|
|
[KMS/DRM] Bugfix for #5489: Non-FULLSCREEN windows incorrecty use videomode changing to look fullscreen.
|
|
e787282b
|
2021-01-23T15:40:22
|
|
Implement Wayland_SetWindowResizable
|
|
360e04dd
|
2021-01-23T13:15:02
|
|
Added Stadia controller source file to Visual Studio and Xcode projects
|
|
c16cfc0e
|
2021-01-23T11:22:35
|
|
waylandtouch: Don't export interface structs
These are explicitly written in C code rather than generated at build
time, so they weren't affected by changing how we invoke
wayland-scanner.
Signed-off-by: Simon McVittie <smcv@collabora.com>
|
|
c857b5e0
|
2021-01-23T11:21:01
|
|
Minor cleanup
|
|
1981d23f
|
2021-01-23T11:06:35
|
|
Fixed bug 5466 - Add haptic support for Stadia Controller
Dimitriy Ryazantcev
Consider adding support for Stadia Controller haptics.
Here is example code how to deal with it:
https://github.com/chromium/chromium/blob/99314be8152e688bafbbf9a615536bdbb289ea87/device/gamepad/hid_haptic_gamepad.cc#L45
|
|
96cfb812
|
2021-01-23T09:50:43
|
|
Fixed bug 5467 - SDL sys timer Mac OS update proposal
David Carlier
Change of api from 2016 which reduce code complexity a bit.
|
|
0f57864c
|
2021-01-18T19:57:29
|
|
Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller.
|
|
bd553ea8
|
2021-01-20T21:17:20
|
|
Implement support for inhibiting the screensaver on Wayland
We support both the org.freedesktop.ScreenSaver D-Bus API (same as the X11
backend) and the Wayland idle_inhibit_unstable_v1 protocol.
Some Wayland compositors only support one or the other, so we need both to
for broad compatibility.
|
|
7ff3832e
|
2021-01-22T19:22:17
|
|
Fix continuous scrolling speed on Wayland
Wayland compositors seem to have standardized on 10 units per "wheel tick" for
continuous scroll events, so we need to convert these axis values to ticks by
dividing by 10 before reporting them in SDL_MOUSEWHEEL events.
|