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33185907
|
2022-03-09T17:02:32
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|
Fix relative mouse input for Unvanquished (unvanquished.net)
Here's an IRC dump that hopefully explains the issue this fixes:
> I'm debugging something odd where, for a libre game,
unvanquished.net (a FPS), relative mouse input in fullscreen is
buggy
> it's like, working mostly ok, but it has a weird
performance/cleanup bug
> after some time in relative mouse input mode, some time as low
as 15s, usually more, the SDL sends A LOT of relative mouse
input per frame
> almost all of which have xrel==0 && yrel==0
> by A LOT, I mean that after ~1min, it's usually in the
thousands per frame
> each frame, a while ( SDL_PollEvent( &e)) loop reads the
inputs, but it seems SDL is not clearing the list.
> one way to clear the list is to open the in-game console or
menu, which switches the input mode to absolute, then close it
which gets a working relative input mode (for some time at least)
> I've shown the issue to be present with SDL2.0.20 but not with
2.0.14 on my system
> some other players on Arch Linux (SDL2.0.20) report a possibly
related issue, where some keys seem to be pressed at random
> I've did some bisection on SDL master, and I've found that
there are actually two commits involved, one breaking it
totally (no input at all), and one fixing it partially (with
the problem described above)
First related commit that breaks it totally:
commit 82793ac279d19b5bde8fc2bd62877b05ba5a76e0
Author: Sam Lantinga <slouken@libsdl.org>
Date: Thu Oct 14 14:26:21 2021 -0700
Fixed mouse warping while in relative mode
We should get a mouse event with an absolute position and no relative motion and shouldn't change the OS cursor position at all
Second related commit, that halfway fixes it:
commit 31f8c3ef4409a93fafa894b78c2ce176bd0c3cf3
Author: Sam Lantinga <slouken@libsdl.org>
Date: Thu Jan 6 11:27:44 2022 -0800
Fixed event pump starvation if the application frequently pushes its own events
Reverting the first commit did fix the issue for me, but would
probably reintroduce the bug it was fixing(?). This patch should
fix it for everyone hopefully.
https://github.com/DaemonEngine/Daemon/issues/600 is the upstream
bug, and contains some early investigation.
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829e15a4
|
2022-02-05T14:38:39
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|
Ignore unknown WM_SIZE types.
According to MSDN, we can also get SIZE_MAXHIDE and SIZE_MAXSHOW,
based on state changes to other windows. It's not clear under
what circumstances this will happen (I saw some docs indicating
it may require multiple application windows), but it doesn't seem
right to treat them as RESTORED.
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a164c9d2
|
2022-01-04T10:43:34
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SDL_cocoawindow.m: update fullscreen toggle when SDL_SetWindowResizable called
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|
cc152103
|
2022-03-17T11:37:08
|
|
Fixed warnings when building with cygwin
Fixes https://github.com/libsdl-org/SDL/issues/5025
|
|
e8c3ff56
|
2022-03-17T10:01:13
|
|
Removed problematic call to ISensor_SetEventSink()
Fixes https://github.com/libsdl-org/SDL/issues/5288
|
|
bcb0f1de
|
2022-03-17T08:52:31
|
|
Fixed build when events are disabled
Fixes https://github.com/libsdl-org/SDL/issues/5413
|
|
01bfde45
|
2022-03-17T12:22:18
|
|
simplify SetDSerror
- no need to keep the error in a static variable
- always print the error code
- reduce the required stack-size
- reduce the number of snprintf calls (and code size)
|
|
01663238
|
2022-03-17T14:56:50
|
|
testplatform.c: move static asserts out of TestTypes().
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|
f0d2747d
|
2022-03-17T14:56:04
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|
use _Static_assert for SDL_COMPILE_TIME_ASSERT(), when available
|
|
dfbe1f72
|
2022-03-17T03:50:02
|
|
SDL_GetBasePath() fixes for OS/2
|
|
b2db570c
|
2022-03-16T18:09:40
|
|
SDL_triangle_blit_slow: sync code with SDL_blit_slow to handle ARGB2101010
|
|
93e7caab
|
2022-03-16T18:08:20
|
|
SDL_blit_slow: remove one nested 'if()' because of ARGB2101010 handling
|
|
56568ffb
|
2022-03-16T18:04:40
|
|
Remove 'reserved identifier' warning
|
|
1c1f5c18
|
2022-03-16T17:15:20
|
|
imported two libtool mainstream commits 28fbcb6a and b55b1cc8
|
|
2c6a9c51
|
2022-03-16T09:36:43
|
|
minor optimization (SDL_audiocvt.c)
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|
85dff3e4
|
2022-03-16T08:58:52
|
|
emscripten: obey enable-misc/SDL_MISC settings
|
|
123b9aaa
|
2022-03-15T23:34:27
|
|
Adjust gradle dependencies to enable the build to position assets for the APK
|
|
5905696e
|
2022-03-15T23:10:04
|
|
SDL_audiocvt.c: minor cleanup.
|
|
61a93d3c
|
2022-03-15T23:10:02
|
|
minor whitespace cleanup.
|
|
d1e4367f
|
2022-03-15T21:41:02
|
|
SDL_windowskeyboard.c: fix build with SDL_DISABLE_WINDOWS_IME defined.
Fixes https://github.com/libsdl-org/SDL/issues/5408
|
|
1ee196b4
|
2022-03-15T13:07:34
|
|
INSTALL.txt: Say "macOS" instead of "Mac OS X" in modern times.
Reference Issue #5407.
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|
90b13e14
|
2022-03-15T17:50:57
|
|
Merge remote-tracking branch 'refs/remotes/origin/main'
|
|
c44966b7
|
2022-03-15T17:48:38
|
|
Fixed bug #2691 - re-enable surface_testCompleteSurfaceConversion for ARGB2101010
|
|
f3e86b9f
|
2022-03-15T17:46:12
|
|
Fixed bug #2199: make SDL_blit_slow handles SDL_PIXELFORMAT_ARGB2101010, storing as RGBA
|
|
67848b65
|
2022-03-15T09:25:01
|
|
Fix name of macOS platform and link to README file
|
|
3bebdacc
|
2022-03-15T10:37:17
|
|
METAL: clip rect w/h must be <= render pass
|
|
7c421fec
|
2022-03-14T05:55:41
|
|
SDL_audiocvt.c: Don't byteswap 8-bit streams
Otherwise, this results an assert on big endian machines when attenpting to use SDL_LoadWAV_RW function to load 8-bit WAV files.
|
|
363c3678
|
2022-03-10T17:12:33
|
|
Fixed: Incorrect assumption that mouse button is released when window is allocated
|
|
7495b981
|
2022-03-11T15:14:51
|
|
Make SDL_VIDEO_OPENGL_EGL optional on Android
|
|
0ad606b4
|
2022-03-14T10:43:18
|
|
Android: add comment to set render target to NULL when going to background (bug #4041)
|
|
ecc1c871
|
2022-03-14T10:10:40
|
|
SDL_endian.h: use endian predefs from newer gcc and clang versions.
Closes: https://github.com/libsdl-org/SDL/pull/5403
|
|
ee6bfcdd
|
2022-03-13T20:56:42
|
|
SDL_blit_N.c: removed duplicated const (fixes bug #5401)
|
|
3ab739af
|
2022-03-13T12:10:52
|
|
cmake: Make test code use proper C main functions.
Fixes #5021.
|
|
072db7b0
|
2022-03-12T01:56:40
|
|
SDL_windowskeyboard.c (IME_IsTextInputShown): remove unused local vars.
|
|
229297d9
|
2022-03-11T22:47:04
|
|
Sync wiki -> header
|
|
d14a1263
|
2022-03-11T17:45:17
|
|
IME Composition Truncation + SDL_IsTextInputShown + SDL_ClearComposition (#5398)
* Fixes for IME Composition Truncation + Addition of SDL_ClearComposition, SDL_IsTextInputShown
* Fixed: Documentation and code style issues raised during code review.
|
|
9de97e19
|
2020-12-01T12:46:59
|
|
emscripten: Don't prevent default on filtered key events
|
|
afb0606f
|
2022-03-10T18:50:10
|
|
minor os/2 clean-ups.
|
|
50575aa1
|
2022-03-10T18:50:10
|
|
Makefile.os2: fixed setting OS2DEBUG in CFLAGS.
|
|
677dc101
|
2022-03-09T19:43:29
|
|
rawinput: Fix double detection of gamepads on some 3rd party X360 wireless receivers
The name that the Raw Input joystick driver pulls from the HID stack comes
from USB string descriptors contained on the device. For official wireless
receivers, this always contains "Xbox 360 Wireless Receiver for Windows"
which matches the friendly name that WGI provides.
3rd party Xbox 360 wireless receivers may have different strings in their
USB string descriptors (one uses "XBOX 360 For Windows" instead). This
fails to match WGI's name and causes Raw Input and WGI to both report the
same gamepad.
Since wireless Xbox 360 controllers seem to have a consistent VID/PID
regardless of the adapter enumerating them, we can also match on that to
catch these.
The duplicate case reported to me was:
Controller (XBOX 360 For Windows) - 030000005e040000a102000000007200
Xbox 360 Wireless Receiver for Windows - 030000005e0400000000000000007701
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|
bf698689
|
2022-03-10T01:55:04
|
|
reduced a few ifdefs, fixed an unused warning if built w/o SDL_HAVE_YUV.
|
|
01d38e7a
|
2022-03-09T14:03:52
|
|
Make Win32 fullscreen and borderless windows minimizable
|
|
09b652b7
|
2022-03-09T13:54:23
|
|
Make sure the string properties are actually strings (thanks Nat!)
|
|
c6eef542
|
2022-03-09T13:48:31
|
|
Removed dead code
|
|
911ba8d3
|
2022-02-05T12:30:45
|
|
hide impossible branch in D3D_UnlockTexture
|
|
ea5b482b
|
2022-03-09T15:38:36
|
|
Remove unused warning
|
|
45833a14
|
2022-03-09T15:33:45
|
|
Prevent shadowing static variable '_this' with local paramter '_this' of SDL_CreateWindowTexture
|
|
a4a80c86
|
2022-03-09T15:21:55
|
|
Fix variable may be uninitialized when used here [-Wconditional-uninitialized]
|
|
04256a53
|
2022-03-09T15:12:25
|
|
Fix compilation (see #5313)
|
|
0983fcee
|
2022-02-05T12:28:37
|
|
fix memory leak in D3D11_CreateRenderer
|
|
3f8b450d
|
2022-02-05T12:22:34
|
|
extend the code hidden by SDL_HAVE_YUV
|
|
ce1883e1
|
2022-02-05T12:12:21
|
|
fix compile error with disabled SDL_HAVE_YUV (vita)
- UpdateTextureYUV is not defined if SDL_HAVE_YUV is not defined/zero
+ calling SDL_free suffice if the VITA_GXM_RenderData was just allocated
|
|
14db417e
|
2022-03-08T21:32:27
|
|
Reenable getting the serial number on macOS
We filter now on game controllers, so we shouldn't hit the crash bug on random devices that this was working around.
|
|
c3ca3445
|
2022-03-08T18:56:49
|
|
Prefer HIDAPI on macOS, as that has extended functionality
|
|
6a787619
|
2022-03-08T18:42:13
|
|
Allow reading background events for MFi controllers
|
|
b064ad6a
|
2022-03-08T18:14:10
|
|
Allow GL_ARB_texture_non_power_of_two environment variable to override OpenGL 2.0 check
|
|
1b766937
|
2022-03-08T09:58:24
|
|
Fixed the SDL controller type for USB_PRODUCT_XBOX_ONE_XINPUT_CONTROLLER
|
|
41e7d1ba
|
2022-03-06T23:02:57
|
|
Add SDL_GetDisplayDPI implementation on Emscripten
Signed-off-by: Mahyar Koshkouei <mk@deltabeard.com>
|
|
f03215bc
|
2022-03-07T15:54:24
|
|
fix linking with SDL_PULSEAUDIO_SHARED=OFF and SDL_X11_SHARED=OFF
|
|
b2463a91
|
2022-03-06T15:02:53
|
|
events: Add logging support for several missing event types
|
|
bdafe1e0
|
2022-03-04T11:01:55
|
|
Fixed whitespace
|
|
2e801b1a
|
2022-03-04T10:49:12
|
|
Split long text input into multiple events if needed (thanks @zreedy!)
|
|
232c3556
|
2022-03-04T17:30:05
|
|
Sync wiki -> header
|
|
ae73ea9c
|
2022-03-04T09:27:46
|
|
Clarified documentation for the trigger rumble API
Fixes https://github.com/libsdl-org/SDL/issues/5372
|
|
13756b5c
|
2022-03-04T10:47:25
|
|
Add X1 and X2 button support to mouse test
|
|
2f7b885d
|
2022-02-28T16:30:34
|
|
Fix 'potentially uninitialized local pointer variable' error in UWP builds
|
|
b7f8117d
|
2022-02-28T15:47:59
|
|
Build the standalone MSVC projects with GitHub Actions
|
|
550b8377
|
2022-02-28T14:50:37
|
|
Combine the MSVC and UWP workflows
|
|
98353533
|
2022-02-23T18:54:31
|
|
riscos: Report keyboard repeat events
|
|
af40cb6f
|
2022-02-23T15:49:10
|
|
Added support for the Razer Huntsman Analog keyboard in controller mode
|
|
669a7f85
|
2022-02-23T16:18:05
|
|
Sync wiki -> header
|
|
4a43321c
|
2022-02-23T18:10:02
|
|
cmake: Fix bug #5361.
src/joystick/*.c wasn't unconditionally added to source list even though
joystick is an SDL subsystem. Also removed the `SDL_JOYSTICK AND NOT APPLE`
condition from src/joystick/dummy/*.c source addition: the OSX unresolved
symbols issue, if it really is there, should be fixed separately.
Fixes https://github.com/libsdl-org/SDL/issues/5361, i.e. build failures
when SDL_JOYSTICK and SDL_HAPTIC are disabled.
|
|
94d43186
|
2022-02-22T00:41:15
|
|
GameCubeAdapter: Add suppport for all rumble modes
This adds support for all 3 of the gamecube controller's rumble modes
Rumble: 1
Stop: 0
StopHard: 2
This is useful for applications that need the full range of support
This also adds a hint to control rumble behavior, defaults 0 to maintain compatibility
|
|
b946e31e
|
2022-02-23T09:10:46
|
|
video: Allow unaccelerated SDL_HINT_FRAMEBUFFER_ACCELERATION renderers.
If the app requested a specific renderer, even if it's not the optimal path,
let them have it, because they might want to render with a specific GPU API
on top of the framebuffer pixels.
This fixes DosBox-X crashing on startup, which forces the hint to "opengl".
|
|
60ddb74c
|
2022-02-02T12:19:37
|
|
video: rework how we prepare a texture framebuffer.
Now we see if we can create an SDL_Renderer, and if that renderer reports
itself as "accelerated," and added some initial heuristics to the OpenGL
renderer to make better decisions about what qualifies as "accelerated."
This adds some FIXMEs that might be merely hypothetical, and removes the
old OpenGL checks from the video subsystem that probably weren't meaningful
in modern times. This will definitely need to improve the existing list
in the GL renderer, to catch things like llvmpipe, etc.
Reference issue #4624.
|
|
08d27dfd
|
2022-02-22T15:27:30
|
|
SDL_openslES.c: Detect float support in runtime and use it
Allow using of the float output type on newer Android devices, but keep PCM16 output on older
Closes #5358
|
|
293a0aa8
|
2022-02-22T10:54:21
|
|
opengl: If GL version >= 2.0, NPOT textures are supported, so favor them.
Fixes #5041.
|
|
9299a3e7
|
2022-02-21T16:24:45
|
|
Workaround for crash in CoUninitialize()
|
|
978fbc32
|
2022-02-21T12:02:44
|
|
Fixed compile warnings
|
|
6c531c43
|
2022-02-21T11:35:31
|
|
Correct handling of sentinel events when polling without removing events
Fixes https://github.com/libsdl-org/SDL/issues/5350
|
|
d90bd261
|
2022-02-16T13:26:10
|
|
wscons: Make USB keyboard input layout independent
|
|
9d86ec85
|
2022-02-18T09:57:10
|
|
Palette format: software Render Jitter in rotation (see #5143)
- same fix applied for rotation with palette surfaces
- allow other 8bits format (eg 332)
|
|
ceb09ee7
|
2022-02-17T23:11:02
|
|
Fixed #5143 - software Render Jitter in rotation
better precision calculating rotated coordinates and interpolation
|
|
18032979
|
2022-02-15T13:07:51
|
|
Added the hint SDL_HINT_JOYSTICK_ROG_CHAKRAM to control whether ROG Chakram mice show up as joysticks
This hint defaults off, but when it is enabled the mice will have a game controller mapping set up for Profile 3 (set in the Armoury Crate software)
|
|
75ffa24e
|
2022-02-15T13:35:59
|
|
Software Render Jitter in rotation (bug #5143)
The output surface doesn't necessarily to have even width and height.
|
|
61abc4e5
|
2022-02-15T11:34:50
|
|
PSP: SDL_RenderCopyEx rotation and global scaling around the wrong way (see #bug 3070)
|
|
18b76fcc
|
2022-02-15T11:33:56
|
|
Fixed bug #3070 - SDL_RenderCopyEx rotation and global scaling around the wrong way (software renderer)
|
|
e366ad12
|
2022-02-15T10:02:34
|
|
Fixed bug #2308: SDL_RenderCopyEx rotation center precision (software renderer)
|
|
66ee79bd
|
2022-02-14T10:59:25
|
|
[PSP] Don't swizzle streaming textures
It was causing issues in the teststreaming demo and unswizzling
later is inefficient and causes issues.
|
|
f97a29f6
|
2022-02-11T22:10:33
|
|
Use the real device VID/PID when seeing the Steam virtual controller
|
|
85e65000
|
2022-02-11T11:08:08
|
|
X11 Segmentation fault with multiple windows and renderers (see #5256)
|
|
4cb61818
|
2022-02-10T18:58:50
|
|
Do not build loadso test eboot for PSP
|
|
a75041e8
|
2022-02-10T13:44:59
|
|
Fixed bug #2140: basic support to convert 16 colors palette PIXELFORMAT_INDEX4, to allow conversion to SDL_Texture
|
|
abc8198a
|
2022-02-09T18:07:46
|
|
Render all sides when drawing rect on PSP
|
|
5b41844c
|
2022-02-09T09:50:41
|
|
Fixed bug #5322 - register virtual input devices as SDL_Touch device, fix compilation
|
|
3a9bbf60
|
2022-02-09T09:37:36
|
|
Fixed bug #5322 - register virtual input devices as SDL_Touch device because
they can send SOURCE_TOUCHSCREEN events even if getSources() doesn't declare them.
|
|
59f1e287
|
2022-02-08T18:00:58
|
|
Android: add debug function to display class/sources
|
|
228db352
|
2022-02-08T13:29:40
|
|
audio: pipewire: Tidy up formatting
|
|
9da9e85c
|
2022-02-08T12:59:01
|
|
audio: pipewire: Reset all hotplug values and pointers on shutdown
Ensure that all hotplug variables and pointers are reset to NULL or their original value when shutting down.
|
|
5b36a527
|
2022-02-08T12:30:28
|
|
audio: pipewire: Remove redundant locks
The io_list_check_add() and io_list_remove() functions are only ever called from within the Pipewire thread loop, so the locks are redundant. io_list_sort() is called from within a lock in the device detection function, so those additional locks are redundant as well.
|