src


Log

Author Commit Date CI Message
Ryan C. Gordon 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.
Ryan C. Gordon 09ae4df5 2016-02-15T03:37:01 Another attempt to fix Windows build.
Ryan C. Gordon 18f74c6e 2016-02-15T03:21:26 Patched to compile on Visual Studio.
Ryan C. Gordon 014956ac 2016-02-15T03:16:46 Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/
Alex Szpakowski 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.
Philipp Wiesemann 37a54167 2016-02-13T17:35:38 PSP: Deactivated dynamic API. Thanks to Bugzilla #3240 for pointing this out.
Philipp Wiesemann 7da168db 2016-02-10T19:31:23 Fixed spaces in license comments.
Ryan C. Gordon 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.
Alex Szpakowski 8e7cd6b5 2016-02-03T20:32:55 iOS: Implemented clipboard support.
Sam Lantinga 4249f466 2016-01-31T21:11:15 David Carlier implemented SDL_GetBasePath() for OpenBSD
Sam Lantinga 1fb30db0 2016-01-31T11:29:11 Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT
Alex Szpakowski 32592178 2016-01-31T09:39:42 x11: Fix AltGr generating an invalid keycode (bug #3244). Thanks Thomas!
Philipp Wiesemann 9bdd1881 2016-01-27T23:20:23 PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality.
Sam Lantinga 67f9fd2b 2016-01-22T13:12:16 Fixed creating fullscreen windows on Steam Link
Sam Lantinga e5d575b9 2016-01-16T21:58:49 Expose the EGL display and window for Vivante SDL windows
Philipp Wiesemann 0a1999df 2016-01-16T21:25:10 Fixed compile warnings about type conversion. Found by buildbot.
Philipp Wiesemann 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).
Philipp Wiesemann 15603519 2016-01-11T20:02:48 Android: Added mapping of mouse forward button and mouse back button.
Alex Szpakowski 87ea39be 2016-01-09T17:41:09 Removed dead code (caught by Clang's static analyzer).
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon 5dcf6bcc 2016-01-07T14:51:22 Updated dynamic API table.
Ryan C. Gordon 416d0466 2016-01-07T14:02:37 Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!). Fixes Bugzilla #3223.
Philipp Wiesemann 1d1ba58f 2016-01-06T22:39:29 Fixed compile warnings about uninitialized variables in test library. Found by buildbot.
Ethan Lee 167cf14c 2016-01-05T16:39:18 SDL_RenderSetIntegerScale
Ryan C. Gordon 49e47688 2016-01-05T05:38:55 Patched to compile on iOS.
Ryan C. Gordon 881ccccb 2016-01-05T05:31:33 Android: Fixed up drop events for new interface.
Ryan C. Gordon eeb89999 2016-01-05T05:22:35 Patched to compile.
Ryan C. Gordon 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.
Ryan C. Gordon f9d478b6 2016-01-05T02:40:14 x11: _NET_WM_PID needs a long, not a pid_t, I think.
Ryan C. Gordon 7605ccf6 2016-01-05T02:29:16 Use SDL's stdinc functions instead of C runtime calls.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Ryan C. Gordon c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
Ryan C. Gordon 81209acb 2016-01-04T23:44:27 x11: Let apps specify that video init should fail if XRandR is unavailable. Notably: it sets the error string to inform you that your custom SDL is built without xrandr support, which apparently has been a support issue for Unreal Engine 4 developers.
Ryan C. Gordon 15bc7aea 2016-01-04T22:00:04 Mac: allows apps to use OpenGL on a slower, integrated GPU. This is often useful for SDL apps that aren't meant to be games: the integrated GPU starts up faster, uses less power, and is often more than fast enough. Note that even with this change, the app will still default to the more powerful, discrete GPU if one is available; an app that prefers the integrated GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly set in its Info.plist and Mac OS X 10.7 or later. https://developer.apple.com/library/mac/qa/qa1734/_index.html
Ryan C. Gordon 7678b1db 2016-01-04T16:36:42 Patch to compile on C89 compilers.
Ryan C. Gordon 6df5e1e5 2016-01-04T16:25:27 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp. Fixes Bugzilla #3056.
Ryan C. Gordon fa8c83c1 2016-01-03T06:50:50 Remove almost all instances of "volatile" keyword. As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety: https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/ Some of these volatiles didn't need to be, some were otherwise protected by spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc. Fixes Bugzilla #3220.
Sam Lantinga e2fd1c0f 2016-01-02T11:17:06 Backed out commit 80ce90dbc266, this causes Visual Studio build failure on buildbot
Sam Lantinga 68a32728 2016-01-02T10:38:51 Fixed sed error on Mac OS X and updated copyright on a few last files
Sam Lantinga ac444cd3 2016-01-02T10:25:53 Fixed bug 3092 - Statically link sdl2 with /MT for msvc Martin Gerhardy According to https://msdn.microsoft.com/de-de/library/2kzt1wy3%28v=vs.120%29.aspx when one is using /MT for msvc compilations the libcmt.lib is already linked to the binary. This lib includes the symbol that is now guarded (see attached patch) by the #ifndef _MT.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
David Ludwig 44c0b2da 2015-12-31T01:54:11 WinRT: minor code-comment cleanups
David Ludwig 6823a221 2015-12-31T01:50:30 WinRT: fixed bug whereby a Win8.x app's SDL_Window wasn't getting de-marked as maximized (on window restore)
David Ludwig d8aa0662 2015-12-31T01:40:50 Fixed Bug 3217 - WinRT: after alt-tab'ing back into fullscreen app, mouse cursor is sometimes wrong
David Ludwig 854cf7ac 2015-12-30T12:44:13 Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen
Philipp Wiesemann c41feca5 2015-12-29T19:13:56 Fixed a crash if creating accelerated renderer after accessing window surface. Partially fixes Bugzilla #3196.
Ryan C. Gordon 696cd797 2015-12-29T02:32:47 NetBSD: fixed issues with cpuinfo and pthread_setname_np (thanks, Thomas!). Fixes Bugzilla #3176.
Ryan C. Gordon ce0f90ff 2015-12-29T02:29:56 NetBSD: improved joystick support (thanks, Thomas!). This patch skips non-joystick HID devices and gives joysticks on NetBSD a human readable name. Fixes Bugzilla #3178.
Ryan C. Gordon 18c7d6df 2015-12-29T02:16:14 XRandR: fixed primary output detection logic (thanks, "winterknight"!). Fixes Bugzilla #3185.
Ryan C. Gordon 326b3578 2015-12-29T01:09:58 Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!). Fixes Bugzilla #3190.
Ryan C. Gordon f893ce3d 2015-12-28T15:15:58 OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!). Fixes Bugzilla #2700.
Alex Szpakowski 4ae69e32 2015-12-28T15:44:09 Mac: expose joystick buttons that report themselves as having 'Start' and 'Select' HID usages. I don't know if any joysticks report those usages for any buttons in practice, but other prominent Mac gaming software exposes them, so we might as well too.
Ryan C. Gordon 51c1d69d 2015-12-28T13:30:58 Mac: Whoops, lost legit Caps lock keypress events. Fixed.
Ryan C. Gordon fd6b435c 2015-12-28T13:08:19 Windows: resync num/caps lock when window is gaining focus.
Ryan C. Gordon 257b7af2 2015-12-28T13:07:44 Sync up the caps/numlock state properly without sending key events. Partially fixes Bugzilla #2736 and #3125.
Ryan C. Gordon d3b323f8 2015-12-27T23:39:43 Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground.
David Ludwig fa7c15ce 2015-12-27T22:26:27 WinRT: made bug 3202/3213's fix apply for WinRT apps
Ryan C. Gordon 2befe01d 2015-12-27T18:56:46 Removed a tabstop.
Ryan C. Gordon 6a2e8a7a 2015-12-27T18:48:14 Win: make sure SDL keyboard state reflects system capslock state at startup.
David Ludwig 9e9ef5ad 2015-12-27T17:55:45 Fixed bug 3202 - Fix renderer visibility on a window maximized directly from the minimized state Many thanks to id.zeta for details on the bug, and for the fix!
Ryan C. Gordon faed0585 2015-12-27T16:46:12 Mac: make sure SDL keyboard state reflects system capslock state at startup.
David Ludwig 8281cc72 2015-12-22T00:58:47 WinRT: Fixed bug 3210, "alt-tab doesn't work correctly with full-screened, UWP (Win10 Store) apps"
Sam Lantinga 8ddcc63a 2015-12-18T18:49:35 sdl: xaudio2 is not linked against sdl but the sdk already handles dynamically loading (XAudio2Create is inlined and just loads a com object). Updated SDL_xaudio2.c
Alex Szpakowski 40269809 2015-12-18T00:49:27 Cleaned up some code formatting.
Alex Szpakowski cb15bb4c 2015-12-11T16:41:59 iOS: Set the player index of MFi gamepads when the user first presses a button, rather than when it's programatically opened.
Alex Szpakowski a2235d7b 2015-12-10T22:17:22 Cocoa: Use NSTextInputClient instead of NSTextInput for text input handling. The latter was deprecated in OS X 10.6.
Alex Szpakowski 0c463d77 2015-12-10T20:25:34 SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried.
David Ludwig f2f435ee 2015-12-09T21:34:56 WinRT: fixed bug: Back button(s) weren't working on Win10 Many thanks go to Sylvain Becker for providing details on the fix!
Sam Lantinga d1e6a2eb 2015-12-09T12:11:40 Added broad support for wireless XBox 360 controllers on Linux
David Ludwig 976bc9a9 2015-12-06T18:48:46 WinRT: build fix for Windows Phone 8.0
David Ludwig 2b484818 2015-12-06T18:42:30 WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.0 apps
David Ludwig a40d49aa 2015-12-06T18:33:43 WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.1 apps
David Ludwig 898054a1 2015-12-06T17:32:33 WinRT: fixed a build error when compiling Windows 8.1 .dlls
David Ludwig c8e3bfbf 2015-12-06T17:07:37 WinRT: removed an unused variable from DXGI-based display-detection code
David Ludwig 781455fd 2015-12-06T17:06:40 WinRT: workaround for a possible bug in the Win10 Store's Certification Kit DXGI fails to report any displays in at least one of the "Windows App Certification Kit 10.0"'s tests for Store Apps. This was causing SDL's video initialization code to fail, when the suspect test ("Direct3D Feature Test") was run, as DXGI was unable to report a display-output at adapter-index 0, output-index 0. The workaround that is applied here attempts to detect this case, then use a hopefully-reasonable alternative means to calculate at least one display output.
Philipp Wiesemann 57f2f3ba 2015-12-06T17:51:11 Windows: Added missing NULL check after SDL_stack_alloc(). SDL_stack_alloc() might wrap SDL_malloc() which can return NULL.
Philipp Wiesemann 32147ba7 2015-12-05T17:08:07 X11: Fixed memory leak when initializing multiple screens.
Edward Rudd 93949534 2015-11-30T10:39:34 Add Logitech F510 Gamepad Direct input mode mapping
Alex Szpakowski 6a50d333 2015-11-30T03:30:35 Removed some debug prints.
Alex Szpakowski 9ddc6c34 2015-11-30T03:30:07 Mac: Fixed SDL_SetWindowFullscreen not restoring the window's original size when exiting a Space.
David Ludwig 25abce51 2015-11-29T19:33:11 WinRT: added Win10/UWP (Universal Windows Platform) support "UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs. This set of changes updates SDL's WinRT backends to support the Win10 flavor of WinRT. It has been tested on Win10 on a desktop. In theory, it should also support Win10 on other devices (phone, Xbox One, etc.), however further patches may be necessary. This adds: - a set of MSVC 2015 project files, for use in creating UWP apps - modifications to various pieces of SDL, in order to compile via MSVC 2015 + the Win10 API set - enables SDL_Window resizing and programmatic-fullscreen toggling, when using the WinRT backend - WinRT README updates
David Ludwig fa2d5ab4 2015-11-26T13:51:03 WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created thread's priority. WinRT 8.1 offered this API, along with several other Win32 thread functions that were previously unavailable (in WinRT). This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
David Ludwig d07aa877 2015-11-26T11:15:43 WinRT: minor code cleanup in window-creation code Window flags can be detected on all WinRT platforms.
David Ludwig a70fe9a5 2015-11-26T11:09:50 WinRT: native windows are inherently resizable (in WinRT 8.x)
David Ludwig 7bd640d5 2015-11-26T02:37:51 WinRT: bug-fix, fullscreen mode wasn't getting reported in Windows 8.0 apps This bug did not occur in Windows 8.1 apps, just Windows 8.0.
David Ludwig 36090f57 2015-11-26T02:13:15 WinRT: bug-fix, OpenGLES2 was failing to init, after recent windowing fixes Some SDL_Window flags were getting lost inside WINRT_UpdateWindowFlags, namely SDL_WINDOW_OPENGL.
David Ludwig f5209944 2015-11-26T01:36:36 WinRT: bug-fix, fullscreen window flags weren't set if device was rotated 90 degrees
David Ludwig 623898f7 2015-11-26T00:41:39 WinRT: lots of display and windowing related fixes This change-set fixes a lot of windowing related bugs, especially with regards to Windows 8.x apps running on Windows 10 (which was the driver for this work). The primary fixes include: * listed display modes were wrong, especially when launching apps into a non-fullscreen space * reported window flags were often wrong, especially on Windows 10 * fullscreen/windowed mode switches weren't failing (they are not programmatically possible in Win 8.x apps).
Ryan C. Gordon 5224dfcc 2015-11-17T12:15:35 X11: Let XRandR respect multiple screens (DISPLAY=:0.0 vs :0.1, etc).
Sam Lantinga 11f2a9f8 2015-11-16T21:20:38 Fixed bug 3168 - xinput build failure with dxsdk Ozkan Sezer Yes, the annotations can actually be removed. They are used only by MSVC and aren't vital.
David Ludwig a5a80cd0 2015-11-15T13:04:42 WinRT: fixed crash in SDL_CondWaitTimeout, when using Win10's MSVC runtime
David Ludwig dc804c0e 2015-11-14T21:29:14 WinRT: fixed build error in latest XInput code This change has also been tested as buildable + runnable on Win32 + MSVC 2015, 2013, 2012, and 2010. It may fix similar build errors (in XInput code) that are appearing in MingW builds (on buildbot).
Ryan C. Gordon e6ad29ae 2015-11-14T12:35:45 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().