|
3ea35fe5
|
2021-10-04T21:32:00
|
|
fix SDL_atoi()
fixes https://github.com/libsdl-org/SDL/issues/4811
|
|
407867cf
|
2021-07-13T13:47:08
|
|
Alias SDL2::SDL2 to SDL2::SDL2-static on static-only builds
|
|
cd7ef24c
|
2021-10-04T00:32:56
|
|
minor update to os2 makefile.
|
|
c501d159
|
2021-10-03T14:10:21
|
|
Fixed range for Steam Controller sensor values
|
|
ea1a2b94
|
2021-10-02T09:12:57
|
|
Use the correct update rate for Steam Controller sensors
|
|
eadc8f93
|
2021-10-02T23:08:39
|
|
wayland: Cleanup some SDL_TryLockMutex() calls.
Check the result of these against 0 explicitly, so that it's obvious
we're bailing out on failure, not success.
|
|
25f9e32b
|
2021-10-02T16:52:43
|
|
wayland: Don't let multiple threads dispatch wayland events at once
wl_display_dispatch() will block if there are no events available, and
while we try to avoid this by using SDL_IOReady() to verify there are
events before calling it, there is a race condition between
SDL_IOReady() and wl_display_dispatch() if multiple threads are
involved.
This is made more likely by the fact that SDL_GL_SwapWindow() calls
wl_display_dispatch() if vsync is enabled, in order to wait for frame
events. Therefore any program which pumps events on a different thread
from SDL_GL_SwapWindow() could end up blocking in one or other of them
until another event arrives.
This change fixes this by wrapping wl_display_dispatch() in a new mutex,
which ensures only one thread can compete for wayland events at a time,
and hence the SDL_IOReady() check should successfully prevent either
from blocking.
|
|
8b745752
|
2021-10-01T21:32:21
|
|
Added support for the gyro and accelerometer on Steam Controllers
Fixes https://github.com/libsdl-org/SDL/issues/4577
|
|
db18764e
|
2021-10-01T16:27:59
|
|
Use correct relative include path
|
|
632aca29
|
2021-10-01T16:17:38
|
|
Window input focus is based on WM_SETFOCUS and WM_KILLFOCUS as WM_ACTIVATE doesn't necessarily imply focus.
Hopefully resolves https://github.com/libsdl-org/SDL/issues/4450 and https://github.com/libsdl-org/SDL/pull/4293
|
|
9706feac
|
2021-10-01T15:11:25
|
|
Update length after shortening string (thanks mayraud705!)
Closes https://github.com/libsdl-org/SDL/pull/4698
|
|
77acd44f
|
2021-10-01T22:30:51
|
|
DirectFB: fixed creation of palette textures
|
|
83d60090
|
2021-09-30T23:47:37
|
|
DirectFB: add partial support for RenderGeometry
allow to fill triangles with color or texture
but only uniform vertex color is handled (not per vertex color)
|
|
7def81cf
|
2021-09-30T17:34:25
|
|
wikiheaders.pl: Don't treat chars in `code` blocks as markdown.
Otherwise a formula like `x = y * 2;` would treat that '*' as the start of
an italicized section when converting to MediaWiki format, and match any
other '*' in the content as the end marker.
|
|
2f93fbbb
|
2021-09-30T10:04:09
|
|
include: Fix markdown in a doxygen comment.
|
|
ab09f3da
|
2021-09-30T10:00:58
|
|
cmake: Remove warning about CFLAGS environment variable.
CMake 3.11.0 respects this environment var.
Fixes #4681.
|
|
cd6f96de
|
2021-09-30T09:57:51
|
|
cmake: bump minimum CMake allowed to 3.11.0.
This cmake is 3 years old, but it removes confusion about the CFLAGS
environment variable (as of CMake 3.10.0, reference PR #4681) and also
consolidates resolves the need to have a separate requirement for Windows
Store apps (which requires CMake 3.11.0).
|
|
344f018d
|
2021-09-30T00:06:09
|
|
Xcode-iOS Demos: Add CFBundleShortVersionString to Info.plist
Xcode 13.0 requires this key to be present in the Info.plist to be able to run the compiled code.
|
|
c270949b
|
2021-09-28T18:07:22
|
|
Add a fast path for ARGB888->(A)BGR888 blending with pixel alpha
|
|
8b23029d
|
2021-09-28T17:03:06
|
|
Sync wiki -> header
|
|
f79ac6a8
|
2021-09-27T23:31:23
|
|
cmake: Don't use the CFLAGS environment variable.
CMake has standard means of setting compiler flags, such as the
-DCMAKE_C_FLAGS command line for general-purpose flags, and
-DCMAKE_BUILD_TYPE for letting it choose reasonable release/debug/etc
defaults. Trying to emulate the configure script is incorrect and confusing
here.
Fixes #1819.
|
|
114d1d46
|
2021-09-27T23:18:25
|
|
direct3d: Remove unnecessary render target support check.
Direct3D 9 dictates that caps.NumSimultaneousRTs must always be at least 1,
which is to say that Direct3D 9 level hardware must always support render
targets.
(caps.NumSimultaneousRTs is meant to show if you can draw to multiple render
targets in a single draw call.)
We had already hardcoded SDL_RENDERER_TARGETTEXTURE as available earlier in
the function anyhow.
Fixes #4781.
|
|
0fc43504
|
2021-09-27T16:41:43
|
|
wayland: Add support for XCURSOR_THEME/SIZE
|
|
7c050aa6
|
2021-09-27T13:53:16
|
|
egl: Don't fail to create a context if KHR_create_context_no_error is unsupported
|
|
35d04558
|
2021-09-27T16:57:09
|
|
video: wayland: Support displays with a 0 refresh rate
Some wayland compositors report the refresh rate as 0. Since we want to
force a minimum refresh rate of 10 frames worth, we were dividing by the
reported refresh rate, causing a divide-by-zero.
If the refresh rate is 0, instead force a frame every second if no frame
callbacks are received.
This fixes bug #4785
|
|
ba87876e
|
2021-09-27T14:10:02
|
|
fix syntax error in SDL.vcxproj.filters
Noticed by Markvy.
Fixes https://github.com/libsdl-org/SDL/issues/4787
|
|
9672d581
|
2021-09-26T14:22:11
|
|
Need to check structure version before setting xdg_toplevel to NULL
|
|
14f22519
|
2021-09-26T18:11:22
|
|
Use SDL_calloc for allocation of gxm_texture
|
|
b592e78f
|
2021-09-25T12:55:41
|
|
wayland: Expose xdg_toplevel to SysWM
|
|
7a1690eb
|
2021-09-26T02:32:05
|
|
Sync wiki -> header
|
|
7becc414
|
2021-09-25T17:36:04
|
|
Sync wiki -> header
|
|
d854ba99
|
2021-09-24T10:59:35
|
|
Removed X11 code from Apple Xcode project
|
|
477fcf52
|
2021-09-24T10:49:46
|
|
Fixed whitespace
|
|
db68af80
|
2021-09-24T10:49:44
|
|
Reduce the likelyhood that the mouse will hover over the taskbar or toast notification while in relative mode, which causes a mouse leave event.
This will still happen occasionally as the mouse is whipped around, if there is a window overlapping the game window, but it should happen less often now. This could even happen with the original code that warped the mouse every frame, so this should be a good compromise where we don't warp the mouse continously and we still keep the mouse in the safe area of the game window.
Note that notifications can be any size, so the safe area may need to be adjusted or even dynamically defined via a hint.
|
|
ce66051b
|
2021-09-24T04:03:24
|
|
regenerated configure
|
|
ef8c4d27
|
2021-09-23T17:43:53
|
|
wayland: Require xkbcommon 0.5.0 or newer (2014-10-18)
Fixes #4645
|
|
decd1b4d
|
2021-09-23T22:28:45
|
|
testdraw2: display FPS similarly to testsprit2. fix helper syntax
|
|
7ed415d2
|
2021-09-23T14:07:38
|
|
wayland: Reuse KeySymToUcs4 to replicate X11 keymap behavior
|
|
1a4e2e5e
|
2021-09-23T14:31:54
|
|
wayland: For text, ignore key events when Ctrl is held
Fixes #4695
|
|
0aff42a1
|
2021-09-23T00:02:44
|
|
egl: Group data fields before function pointers in SDL_EGL_VideoData.
|
|
0ad4956c
|
2021-09-23T00:00:46
|
|
egl: explicitly call eglBindAPI during SDL_GL_MakeCurrent.
The EGL API binding must be specified per-thread, per the docs.
Fixes #1820.
|
|
31477160
|
2021-09-22T09:27:41
|
|
egl: make an int into an SDL_bool.
|
|
4ec259a7
|
2021-09-22T19:06:11
|
|
Fixed building on Visual Studio 2013 and older
|
|
287571fb
|
2021-09-22T17:40:57
|
|
Limit effect of in_title_click and focus_click_pending to only blocking cursor warping; without this all relative mouse motion was getting ignored when a window was activated via a mouse button
|
|
52921563
|
2021-09-22T21:23:42
|
|
End Scene on RunCommandQueue on Vita
|
|
08ae7904
|
2021-09-14T20:38:03
|
|
Replace calls to asprintf with SDL_asprintf
|
|
25a614bc
|
2021-09-14T20:37:35
|
|
Add SDL_asprintf and SDL_vasprintf
|
|
79b0aae8
|
2021-09-22T11:42:10
|
|
The return value of SDL_snprintf is the number of characters that would have been written.
Fixes https://github.com/libsdl-org/SDL/issues/4762
|
|
9b74623b
|
2021-09-22T13:52:36
|
|
wayland: Woops, forgot to assign cursor theme size...
|
|
8e54698a
|
2021-09-22T13:26:44
|
|
wayland: Add support for high-DPI cursors
|
|
42ae9116
|
2021-09-22T10:01:42
|
|
Getting "(null)" when formatted printing NULL is a valid result
|
|
a4a9d284
|
2021-09-22T09:56:06
|
|
You may need to wait a bit for SDL_WarpMouseInWindow() to complete
|
|
94a42af5
|
2021-09-22T09:49:41
|
|
Fixed the name of the verbose hints
|
|
b914bc39
|
2021-09-22T09:48:51
|
|
SDL_PIXELFORMAT_ARGB2101010 isn't fully supported for all surface conversion paths yet
|
|
e5d59fa7
|
2021-09-22T09:31:26
|
|
Fixed building testgles2 on Linux
|
|
0c8277e9
|
2021-09-22T09:30:28
|
|
Added testgeometry to the git ignore file
|
|
432ee7d8
|
2021-09-22T09:29:21
|
|
Fixed building SDL_dynapi.c without stdio support
|
|
345c161f
|
2021-09-22T09:06:45
|
|
Fixed some accidental uses of external C runtime functions
|
|
5d455cab
|
2021-09-21T18:15:11
|
|
Don't process raw input when the window is being dragged or clicked on.
|
|
0fd54f91
|
2021-09-21T18:15:11
|
|
Fixed using a tablet with raw input relative motion
Tested with a Wacom Cintiq Pro 16"
|
|
b687c0ff
|
2021-09-21T18:15:10
|
|
Integrate fix for Source 2's Win32 build that does '#define __i386__ 1' which causes it to hit the __i386__ case instead of the _MSC_VER case.
|
|
8fee82d1
|
2021-09-21T18:15:09
|
|
Improve relative motion handling over RDP
CR and research: @danielj
|
|
eb3bf80f
|
2021-09-21T18:15:09
|
|
Fixed compiler warnings using Visual Studio 2019
|
|
ce11caa8
|
2021-09-21T16:41:29
|
|
alsa: Map 7.1 audio channels to match what Windows and macOS expect.
This matches what we did a long time ago for 5.1 audio.
Fixes #55.
(FIFTY FIVE. Bug reported 15 years, 3 months, and 11 days ago! lol)
|
|
9886d897
|
2021-09-21T16:23:48
|
|
Fix AltiVec detection on FreeBSD
The previous code was not correct, because there's no PPC_FEATURE_HAS_ALTIVEC MIB.
Instead, elf vector check should be done.
|
|
c45facf2
|
2021-09-21T11:13:46
|
|
alsa: clean up macro salsa a little.
|
|
f5e636a6
|
2021-09-20T20:43:39
|
|
config: Try to use stdint.h with Borland C.
(This probably isn't right on truly ancient versions of Borland C, but it
should cover things from the last decade or so, I hope.)
(possibly) Fixes #1673.
|
|
3b2fbb1c
|
2021-09-20T23:44:22
|
|
End current scene before destroying the texture on Vita
|
|
e55b8507
|
2021-09-20T23:50:02
|
|
minor tidy-up in os2 makefile for tests.
|
|
fc4296c1
|
2021-09-20T23:02:43
|
|
Use aligned stride in sceGxmColorSurfaceInit
|
|
7080bc2a
|
2021-09-20T23:02:01
|
|
Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails
|
|
512355d7
|
2021-09-20T20:21:05
|
|
Vita: fix thread detach. Remove leftover KillThread
|
|
ddcd847c
|
2021-09-20T14:08:01
|
|
Vita: fix thread priority Add support for thread name and stack size
|
|
21c10827
|
2021-09-20T13:22:20
|
|
Add MinGW-w64 builds to GitHub Actions
|
|
478f9eed
|
2021-09-20T10:20:04
|
|
x11: Don't include X11/extensions/extutil.h
We don't use it, it was a leftover from 1.2, I think, and it doesn't exist
on Solaris, so this should hopefully fix the build there.
This also means we don't need the configure/cmake checks for
SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY, so that was removed also.
Fixes #1666.
|
|
ca9a3217
|
2021-09-19T15:47:24
|
|
render: GL/GLES now draw lines almost perfectly matching software renderer.
One place known to differ in a significant way is a single line segment that
starts and ends on the same point; the GL renderers will light up a single
pixel here, whereas the software renderer will not. My current belief is this
is a bug in the software renderer, based on the wording of the docs:
"SDL_RenderDrawLine() draws the line to include both end points."
You can see an example program that triggers that difference in Bug #2006.
As it stands, the GL renderers might _also_ render diagonal lines differently,
as the the Bresenham step might vary between implementations (one does three
pixels and then two, the other does two and then three, etc). But this patch
causes those lines to start and end on the correct pixel, and that's the best
we can do, and all anyone really needs here.
Not closing any bugs with this patch (yet!), but here are several that it
appears to fix. If no other corner cases pop up, we'll call this done.
Reference Bug #2006.
Reference Bug #1626.
Reference Bug #4001.
...and probably others...
|
|
857cc7c0
|
2021-09-19T00:05:21
|
|
render: constified some local variables in SDL_AllocateRenderVertices.
|
|
5faea84c
|
2021-09-18T11:54:25
|
|
render: Mark viewport/cliprect dirty when window is resized.
Fixes #4751.
|
|
b8da02e6
|
2021-09-18T10:44:32
|
|
include: Fix triggering of Clang's -Wexpansion-to-defined in SDL_endian.h
It doesn't like #if statements that uses a macro that uses defined(x).
|
|
8f414123
|
2021-09-18T10:35:36
|
|
cmake: Patched to compile.
Too fast on the git push!!
|
|
bf1d7a3a
|
2021-09-18T10:31:37
|
|
cmake: Don't trust the HAVE_IMMINTRIN_H check on Apple targets.
Otherwise universal builds might try to include an Intel-specific header
on ARM builds, etc.
Fixes #4753.
|
|
ba9e2299
|
2021-09-18T14:19:04
|
|
Sync wiki -> header
|
|
2d44bf7d
|
2021-09-17T20:24:10
|
|
Update description of SDL_SetWindowAlwaysOnTop
|
|
5dccffd7
|
2021-08-23T21:16:58
|
|
Allow usage of the new Condition Variable code with Critical Sections
Vista and later provide the SleepConditionVariableCS() function for this.
Since SDL_syscond_srw.c doesn't require SRW locks anymore, rename it to
SDL_syscond_cv.c which better reflects the implementation of condition
variables rather than the implementation of mutexes.
Fixes #4051.
|
|
44ab04fc
|
2021-09-17T19:19:06
|
|
Sync wiki -> header
|
|
4d0c3cb2
|
2021-09-17T19:17:05
|
|
Sync wiki -> header
|
|
19253835
|
2021-09-17T19:14:05
|
|
Sync wiki -> header
|
|
d856478f
|
2021-09-17T19:12:05
|
|
Sync wiki -> header
|
|
74a1eb21
|
2021-09-17T19:10:07
|
|
Sync wiki -> header
|
|
eb8f332c
|
2021-09-17T02:34:49
|
|
fix: allow builtins for all archs (#4756)
* fix: allow builtins for all archs
* fix: typo
|
|
ebdfd0e1
|
2021-09-17T00:45:07
|
|
atomic: detect clang separately
|
|
8d1e0ca3
|
2021-09-16T12:48:39
|
|
Vita: add support for disabling 'screensaver' (screen dimming and suspend)
|
|
79ec8986
|
2021-09-16T12:47:45
|
|
Vita: refactor gxm texture render and add SDL_RenderGeometry support
|
|
2a8938f2
|
2021-09-15T12:40:22
|
|
Fixed: Whitespace being striped from the end of IME strings incorrectly + Regression with SDL_SetTextInputRect (#4752)
* Fixed: Whitespace being striped from the end of IME strings incorrectly
* Fixed: Google IME Candidate Window not placing correctly
* Why are PostBuild events stored in the vcxproj and not a user file?
* Revert SDL.vcxproj properly...
* Remove whitespace as per code review
* Fix Werror=declaration-after-statement error in code
|
|
333ea51c
|
2021-09-11T23:07:44
|
|
CI: Set default shell for Vita build.
vitasdk image only comes with sh.
Previously, the shell was mentioned on each run step.
|
|
1e6e9f36
|
2021-08-21T12:10:37
|
|
CI: Add PS VIta build
|
|
ce177049
|
2021-09-12T09:34:41
|
|
Vita: Allow completely skipping pvr init to override apphint from app
|
|
4a994733
|
2021-09-14T15:51:17
|
|
`SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1
In the future, we might want to support special swap intervals. To
prevent applications from expecting nonzero values of vsync to be the
same as "on", fail with SDL_Unsupported() if the value passed is neither
0 nor 1.
|
|
4549769d
|
2021-03-07T15:20:45
|
|
Add `SDL_RenderSetVSync()`
Currently, if an application wants to toggle VSync, they'd have to tear
down the renderer and recreate it. This patch fixes that by letting
applications call SDL_RenderSetVSync().
This is the same as the patch in #3673, except it applies to all
renderers (including PSP, even thought it seems that the VSync flag is
disabled for that renderer). Furthermore, the renderer flags also change
as well, which #3673 didn't do. It is also an API instead of using hint
callbacks (which could be potentially dangerous).
Closes #3673.
|
|
b2504b5d
|
2021-09-11T20:08:03
|
|
Fix typos
|