|
3efea5ea
|
2019-09-11T15:08:37
|
|
Don't have Windows headers define min/max, in case they're defined by application code
|
|
79e388bf
|
2019-09-10T17:12:34
|
|
Fixed bug 4798 - PNG w/transparency breaks in SDL 2.0.10 but works in SDL 2.0.9
|
|
32bb8b4b
|
2019-09-10T10:03:20
|
|
test: replace some exit()s with returns.
|
|
791df27a
|
2019-09-09T13:50:46
|
|
Fixed compiler warning on Android
|
|
715e070d
|
2019-09-06T08:50:19
|
|
SDL_blit_N.c: Correct vec_perm() application on little-endian 64-bit PowerPC
The LE transformation for vec_perm has an implicit assumption that the
permutation is being used to reorder vector elements (in this case 4-byte
integer word elements), not to reorder bytes within those elements. Although
this is legal behavior, it is not anticipated by the transformation performed
by the compilers.
This causes pygame-1.9.1 test failure on PPC64LE because blitted pixmaps are
corrupted there due to how SDL uses vec_perm().
From RedHat / Fedora: https://bugzilla.redhat.com/show_bug.cgi?id=1392465
Original patch was provided by: Menanteau Guy <menantea@linux.vnet.ibm.com>
|
|
2d37d291
|
2019-09-06T08:44:46
|
|
KMSDRM_GLES_SwapWindow: fix non-vsync case
If KMSDRM_drmModeSetCrtc is called when the swap interval is
set to 0, the driver behaves as though vertical sync is engaged by
limiting framerate to the refresh rate, but performance is much worse
than with vertical sync enabled.
Resolve this issue by ensuring that the Crtc is only set up once,
and KMSDRM_drmModePageFlip is called, albeit without any followup
queueing or waiting for flips.
|
|
aaec90e5
|
2019-09-06T08:42:54
|
|
Fixed bug 4789 - Linux accelerometers no longer available as joysticks
Daniel Drake
A long time ago, it was possible to play neverball on Linux using the accelerometer found in HP laptops.
The kernel exposes the accelerometer as a joystick (/dev/input/jsX) as well as an evdev device (/dev/input/eventX). I guess it worked fine when SDL was using the js interface, but then stopped working here: http://hg.libsdl.org/SDL/rev/fdaeea9e7567
Looking at current code which uses udev to discover joysticks, it looks for the udev tag ID_INPUT_JOYSTICK.
However udev's internal input_id logic specifically tags accelerometers as ID_INPUT_ACCELEROMETER and nothing else.
This looks like a good fit for SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
|
|
8a394209
|
2019-09-05T20:47:20
|
|
SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28)
|
|
51df932e
|
2019-09-05T13:21:02
|
|
fix permissions
|
|
bf2f4703
|
2019-09-05T10:49:53
|
|
SDL_windowsmessagebox.c: remove unused variable
|
|
1b5e3c19
|
2019-09-05T10:08:47
|
|
SDL_bmp.c: remove unused variable warnings
|
|
e5580e18
|
2019-09-04T09:27:58
|
|
x11: add a hint to force the VisualID used when creating a window.
|
|
f49c07b5
|
2019-09-04T00:39:47
|
|
stdinc: On macOS and iOS, use memset_pattern4() for SDL_memset4().
Fixes Bugzilla #4724.
|
|
892c8d50
|
2019-09-03T11:55:20
|
|
Fixed bug 4536 - Heap-Buffer Overflow in SDL_GetRGB pertaining to SDL_pixels.c
Ozkan Sezer
As for the issue: This bmp reports bpp=0, therefore SDL_CalculatePitch()
returns pitch==0, which is then fed to SDL_malloc() (which is malloc())
and malloc(0) returns _something_ which is not NULL but not someting
that we expect.. Then testsprite.c:LoadSprite() accesses the pixels
as *(Uint8*)pixels which valrind reports as:
==15533== Invalid read of size 1
==15533== at 0x8048C08: LoadSprite (testsprite.c:45)
==15533== by 0x80492FC: main (testsprite.c:224)
==15533== Address 0x449e588 is 0 bytes after a block of size 0 alloc'd
==15533== at 0x40072B2: malloc (vg_replace_malloc.c:270)
==15533== by 0x4045719: SDL_CreateRGBSurface (SDL_surface.c:126)
==15533== by 0x40403C1: SDL_LoadBMP_RW (SDL_bmp.c:237)
==15533== by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533== by 0x80492FC: main (testsprite.c:224)
Besides, valrind also reports this:
==15533== Conditional jump or move depends on uninitialised value(s)
==15533== at 0x40403F3: SDL_LoadBMP_RW (SDL_bmp.c:247)
==15533== by 0x8048BB2: LoadSprite (testsprite.c:36)
==15533== by 0x80492FC: main (testsprite.c:224)
Easy/quick solution would be early-rejecting a bmp with 0 bpp from SDL_bmp.c:SDL_LoadBMP_RW()
|
|
b21338eb
|
2019-09-02T12:35:00
|
|
SDL_bmp.c: restore most of the original formatting.
|
|
847bd8d9
|
2019-09-02T00:11:58
|
|
direct3d: Be more aggressive about resetting state when textures go away.
Fixes Bugzilla #4768.
|
|
a3804ba1
|
2019-09-01T22:41:44
|
|
d3d11: Fixed VB state, avoiding unnecessary recreation (Thanks, Alex!).
Fixes Bugzilla #4779.
|
|
6c295129
|
2019-08-31T22:58:11
|
|
LoadBMP: fix some warnings
|
|
830979c5
|
2019-08-31T22:52:15
|
|
LoadBMP: use code from SDL_image which allows loading compressed BMP files
|
|
cc64b369
|
2019-08-30T15:32:15
|
|
Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc.
|
|
afb9ff95
|
2019-08-30T08:03:19
|
|
Fixed bug where the Steam overlay would generate an event and stop input processing for the frame.
|
|
9c8e403f
|
2019-08-30T11:35:20
|
|
use 'U' suffix on constants instead of (unsigned int) cast.
|
|
d52080c0
|
2019-08-30T09:00:06
|
|
Android: minor warning
|
|
70dc8d16
|
2019-08-30T08:55:20
|
|
Android: fix corresponding warnings
|
|
6794ec66
|
2019-08-30T08:43:13
|
|
Android: add more warning flags
|
|
0a9c74aa
|
2019-08-27T11:38:43
|
|
Fixed bug 3918 - HIDAPI, CMake support for android project
|
|
13c4d5e7
|
2019-08-26T17:43:01
|
|
Fixed Windows relative mouse coordinates when capturing the mouse over RDP
|
|
0c263738
|
2019-08-26T18:49:04
|
|
gl/gles/gles2 render: fix SDL_RenderClear being affected by the clip rect in some situations.
|
|
ce3b16fc
|
2019-08-26T10:08:25
|
|
Fixed bug 4475 - add Gasia Co. Ltd PS(R) Gamepad support
Frank
This gamepad/controller is sold in Germany https://www.amazon.de/gp/product/B01AQTPSA6/ref=ppx_yo_dt_b_asin_title_o03__o00_s00 but isn't supported right now. It identifies as "Gasia Co. Ltd PS(R) Gamepad"
|
|
1e47790c
|
2019-08-26T18:41:40
|
|
RPI_FreeCursor: set global_cursor to NULL to prevent double-free (bug 4769)
|
|
2cb26188
|
2019-08-24T20:40:37
|
|
Fixed bug 1663 - SDL_EventState(SDL_DOLLARGESTURE,SDL_IGNORE) etc. has no effect
|
|
7d6f7e8d
|
2019-08-23T03:01:10
|
|
fix permissions
|
|
455944c8
|
2019-08-22T16:12:16
|
|
Fixed whitespace
|
|
b521df66
|
2019-08-22T16:09:42
|
|
[SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
|
|
5c15e81c
|
2019-08-22T15:58:00
|
|
Prevent the SPEEDLINK COMPETITION PRO joystick from switching into Android controller mode when enumerated over HID on Windows 10.
|
|
dd29abb4
|
2019-08-22T19:23:52
|
|
macOS: Use the proper type (NSSize instead of CGSize) for the bounds of metal views.
|
|
2937317f
|
2019-08-22T10:15:33
|
|
Fixed bug 4172 - remove logging Gesture error "NumPoints = 0"
- not necessary when app isn't recording gesture.
- happen when gesture path has less than 2 different points
|
|
05f35c24
|
2019-08-19T21:23:47
|
|
Fix audio conversion U16_to_F32_SSE2 (bug 4186)
|
|
1d220401
|
2019-08-19T20:35:02
|
|
Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
|
|
c0fc94f2
|
2019-08-19T16:57:15
|
|
Fixed bug 4186 - ARM/NEON audio converters cause strange clicking noises
reverse the order when storing ouput buffer
|
|
bfdb0e97
|
2019-08-18T10:38:32
|
|
metal renderer: optimize SDL_RenderFillRect slightly.
|
|
ff7888e6
|
2019-08-18T09:35:11
|
|
render: fix colors not being set properly after the previous change
|
|
1be03b40
|
2019-08-17T22:26:33
|
|
render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
|
|
e8278d0d
|
2019-08-17T16:53:08
|
|
metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future.
Also optimize vertex buffer binding slightly.
|
|
55a46abf
|
2019-08-17T01:09:30
|
|
metal renderer: more closely match buffer data alignment requirements from the metal specification.
|
|
69c6924c
|
2019-08-17T00:43:44
|
|
render: simplify vertex and uniform data allocation. Improves performance of various SDL_Render functions (bug #4764).
|
|
e5acccc7
|
2019-08-17T00:37:22
|
|
metal renderer: use the device address space instead of the constant address space for colors.
It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
|
|
3fb5cabe
|
2019-08-16T22:13:30
|
|
metal: Update compiled shaders based on compilation script changes
|
|
9e57e3e5
|
2019-08-16T22:11:50
|
|
metal: Update shader compilation script with fixes for newer xcode versions and for running on older platforms
|
|
79cd6cfc
|
2019-08-15T19:38:12
|
|
iOS: Fix issues with Split VIew on iPad (bugs #4586, #4705).
|
|
7f9016f2
|
2019-08-15T20:38:25
|
|
Android: remove tabs/indent
|
|
412775f5
|
2019-08-13T16:00:08
|
|
Android: SDL_image/SDL_mixer/SDL_ttf partially compiling with CMake (bug 3918)
|
|
7a84dd42
|
2019-08-12T13:35:36
|
|
Disable HIDAPI by default, as it breaks on Linux when trying to use libusb with non-root permissions on some distributions
|
|
155087d1
|
2019-08-11T15:23:37
|
|
Fixed bug 3918 - CMake support for android project
|
|
7f5fc74c
|
2019-08-08T23:35:02
|
|
fix permissions
|
|
cbdee4d6
|
2019-08-08T13:26:05
|
|
[ SDL ] Fix compile error building for Windows/ARM64 on Visual Studio 2017 Win10 SDK 10.0.18362.0 which requires ar,74intr.h/arm64_neon.h header instead of armintr.h/arm_neon.h for intrinsics.
@saml
|
|
c76f0f5b
|
2019-08-06T23:08:01
|
|
hidapi: Explicitly include locale.h, for setlocale
|
|
2a1adf71
|
2019-08-05T23:52:16
|
|
Fixed bug 4747 - [Patch] SDL_ShowMessageBox ignores BUTTON_RETURNKEY_DEFAULT flag
Caleb Cornett
SDL_ShowMessageBox on UIKit doesn't do anything special with buttons that are marked with the flag SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT. According to Apple's documentation on UIAlertController, a button can respond to a return key if it's marked as the preferredAction of the controller. SDL doesn't set a preferredAction currently, so I've attached a patch to fix that.
|
|
e9ec7d41
|
2019-08-05T23:46:09
|
|
Fixed bug 4354 - CMake builds do not correctly enable IME on Linux
Callum McGing
While the CMake build checks for ibus and does enable the ibus backend with set(HAVE_IBUS_IBUS_H TRUE), this does not define SDL_USE_IME, thus CMake built SDL2 (as in Arch Linux) cannot use IME at all.
The attached patch fixes this behaviour when building against ibus. IME support will still fail when only fcitx is available on the build system.
|
|
afdb40af
|
2019-08-05T23:38:48
|
|
Fixed bug 4689 - SDL fails to detect compositor shutdown on Wayland -- program keeps running
M Stoeckl
To reproduce:
1. Run any SDL-based program with a Wayland compositor, orphaning it so that it doesn't have an immediate parent process. (For example, from a terminal, running `supertux2 & disown`.) The program should use the wayland backend, i.e. by setting environment variable SDL_VIDEODRIVER=wayland.
2. Kill the compositor process.
Results:
- The SDL program will keep running.
Expected results:
- The SDL program should close. (What close should mean here, I'm not sure - is injecting an SDL_Quit the appropriate action when a video driver disconnects?)
Build data:
2019-06-22, hg tip (12901:bf8d9d29cbf1), Linux, can reproduce with sway, weston, and other Wayland oompositors.
|
|
aebaa316
|
2019-08-05T12:35:32
|
|
Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
|
|
f3683d3a
|
2019-08-04T23:30:55
|
|
macOS: fix a typo in touch handling code.
|
|
109cbd6e
|
2019-08-04T16:56:40
|
|
Fix touch-related compile errors on Linux.
|
|
6f8910e3
|
2019-08-04T14:56:02
|
|
minor warning fixes.
|
|
aa09e612
|
2019-08-04T00:01:38
|
|
Port libusb hid.c to SDL, add to MinGW configure
|
|
2fb71ac5
|
2019-08-04T00:34:23
|
|
Implement touch window IDs on x11/xinput2.
|
|
42e4219c
|
2019-08-03T12:50:28
|
|
fix permissions
|
|
edc15889
|
2019-08-03T12:49:50
|
|
remove test/aclocal.m4
|
|
67fa8601
|
2019-08-02T18:14:31
|
|
Fixed building on Mac OS X without libusb
|
|
e92fe23c
|
2019-08-02T17:20:00
|
|
Fix nullptr crash on android
nullcheck the device coming back from InputDevice.getDevice(deviceId) in new code added to sdlactivity.onkey.
java.lang.NullPointerException:
at org.libsdl.app.SDLSurface.onKey (SDLActivity.java:1793)
at android.view.View.dispatchKeyEvent (View.java:13321)
at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912)
at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912)
at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912)
at android.view.ViewGroup.dispatchKeyEvent (ViewGroup.java:1912)
at com.android.internal.policy.DecorView.superDispatchKeyEvent (DecorView.java:685)
at com.android.internal.policy.PhoneWindow.superDispatchKeyEvent (PhoneWindow.java:1869)
at android.app.Activity.dispatchKeyEvent (Activity.java:3447)
at org.libsdl.app.SDLActivity.dispatchKeyEvent (SDLActivity.java:496)
@dang @saml @dave
|
|
63197c43
|
2019-08-02T17:19:50
|
|
Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex.
Add messagebox flags to explicilty request left-to-right button order or right-to-left. If neither is specified it'll be some platform default.
|
|
d52ffcf9
|
2019-08-02T17:12:49
|
|
Added support for a few controllers on Android
|
|
d5ec735a
|
2019-08-01T18:22:12
|
|
Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
|
|
59ea0735
|
2019-08-01T17:41:40
|
|
configury: allow libusb-less hidapi for macosx.
|
|
c37c6cbb
|
2019-07-31T23:37:02
|
|
use WIN_IsWindowsVistaOrGreater() from core/windows for isVistaOrNewer
|
|
c10a8742
|
2019-07-31T10:20:37
|
|
Make sure HIDAPI is initialized whenever we call HIDAPI_IsDevicePresent()
|
|
1b7fc81e
|
2019-07-31T19:40:50
|
|
minor whitespace tidy-up.
|
|
e149f4c4
|
2019-07-31T11:34:00
|
|
cmake: Fix locating libusb header at configure-time
Removing the CheckUSBHID call is necessary to avoid caching the failed header
check result before we find libusb via pkg-config.
|
|
f7d82e56
|
2019-07-31T12:20:55
|
|
hidapi: Add SDL_hidapi.c, allows support for multiple hidapi backends.
This is currently supported on Linux and macOS. iOS and Android are not
supported at all, Windows support could be added with some changes to the libusb
backend. The Visual Studio and Xcode projects do not use this feature.
Based on Valve Software's hid.cpp, written in collaboration with Andrew Eikum.
|
|
c172f36b
|
2019-07-31T11:14:48
|
|
joystick: Ensure HIDAPI is initialized before calling it
|
|
f8400cbb
|
2019-07-31T09:11:20
|
|
Fixed bug 4692 - Command line parsing
Galadrim
As I have seen, SDL implements its own command line parser for Windows in SDL_windows_main.c. Unfortunately, it doesn't seem to allow command line arguments with trailing backslashes if quoting is required.
Usually, when you write an application that gets command line arguments passed as argc and argv, the parsing is done by parse_cmdline. The Windows API also provides the function CommandLineToArgvW, so an application can parse itself if only the command line string is provided. Both functions behave almost identically according to their documentation. If the argument "\\" (including the quotes) is passed, they both turn it into a single backslash.
The SDL command line parser on the other hand doesn't recognize the second quote character as the closing character in this example and therefore includes it in the parsed argument. The parser does not count the number of backslashes preceding a quote. It always treats a quote as escaped if a backslash is in front of it. Therefore, it should be impossible to quote and escape an argument correctly, if it has a trailing backslash and contains characters that require quoting.
Of course, each application is allowed to implement its own parsing rules, so SDL is free to do so. But the problem I see is that there are arguments, that are impossible to be passed to the parser correctly, as I described above. Is there a reason, why SDL does not simply use CommandLineToArgvW instead of implementing its own parser?
Here are some links that show that correct argument parsing, as it is usually done in Windows, is quite complicated:
https://docs.microsoft.com/en-us/windows/desktop/api/shellapi/nf-shellapi-commandlinetoargvw
http://www.windowsinspired.com/how-a-windows-programs-splits-its-command-line-into-individual-arguments/
|
|
4953e050
|
2019-07-31T05:11:40
|
|
use SDL_zeroa at more places where the argument is an array.
|
|
7a47c292
|
2019-07-31T01:22:02
|
|
Fix bug 4746 - introduce SDL_zeroa macro.
|
|
f96d7cc0
|
2019-07-31T01:19:26
|
|
minor build fix.
|
|
fdc67c3c
|
2019-07-31T00:10:00
|
|
MS_ADPCM_Decode: fix assigning an array to a pointer (lose '&').
|
|
2ea0ec62
|
2019-07-31T00:07:15
|
|
better readability..
|
|
5f04ed5f
|
2019-07-31T00:06:50
|
|
SDL_iconv_string: add (char*) casts before SDL_malloc() calls.
|
|
ceee7def
|
2019-07-31T00:05:28
|
|
minor build fixes.
|
|
97fefd05
|
2019-07-30T11:00:00
|
|
Fixed bug 4538 - validate image size when loading BMP files
|
|
a5433610
|
2019-07-30T10:15:49
|
|
Fixed bug 4742 - SDL 2.0.10 DMG has duplicated files (instead of symlinks)
|
|
31cb854f
|
2019-07-30T10:04:46
|
|
Fixed bug 4745 - 2.0.10 fails to build against macOS 10.11 SDK
Joshua Root
NSEventSubtypeMouseEvent was added in 10.12, so it needs to be defined on 10.11 as well
|
|
18bcafff
|
2019-07-27T20:21:42
|
|
Fixed bug 4739 - Android: loading native libs, generated by bundletool (Thanks akk0rd87)
|
|
39e8b007
|
2019-07-27T14:08:51
|
|
macOS: fix atomics using deprecated functions instead of compiler intrinsics, when SDL is built with the Xcode project.
|
|
dc714389
|
2019-07-25T15:21:44
|
|
Don't call hid_enumerate() if the HIDAPI drivers are all disabled
|
|
aaffbb2e
|
2019-07-25T11:04:36
|
|
Added tag release-2.0.10 for changeset 969a6f84b061
|
|
738dff4b
|
2019-07-25T08:05:13
|
|
hidapi: Update repository URLs
Upstream hidapi has been re-homed. Update the repo URLs to help guide folks
where to contribute fixes.
|
|
0e9560ae
|
2019-07-23T14:41:00
|
|
hidapi: Zero out new hid_device_info structs
|
|
e954e32b
|
2019-07-18T19:33:17
|
|
Fixed bug 4726 - Fix for tvOS GetPrefPath
Caleb Cornett
Unlike iOS and macOS, tvOS does not have any persistent local storage. In fact, the ApplicationSupport directory pointed to by the existing Cocoa GetPrefPath() throws an error whenever any attempt is made to access it. To get any local storage on an Apple TV, our only option is to use a temporary cache directory.
This patch changes the tvOS PrefPath to this cache directory and also logs a critical warning that this if developers want their save data to persist across game sessions, they must use some form of iCloud storage.
|
|
bf9bf602
|
2019-07-17T23:20:57
|
|
Copypaste SDL_NSLog to UIKit backend, document it as such
|
|
52e62329
|
2019-07-17T16:47:19
|
|
Fixed build error
|