|
48cffe33
|
2013-11-18T23:45:46
|
|
Added missing resource release in test source.
|
|
3cba7997
|
2013-11-18T23:43:15
|
|
Fixed unreachable return statement warning in gamecontroller source.
|
|
b5c68111
|
2013-11-18T23:38:59
|
|
Fixed implicit function declaration warning in joystick source for Android.
|
|
9dd923fb
|
2013-11-16T21:19:16
|
|
When the mouse is grabbed it's constrained to the client area, not the window frame.
|
|
e4146267
|
2013-11-16T18:56:02
|
|
Fixed bug 2245 - add SDL_acos and SDL_asin
Sylvain
Here's some code to add arc cosine, and arc sin functions to SDL_stdlib.c
There are plainly written using SDL_atan.
|
|
4e1ee557
|
2013-11-16T12:02:09
|
|
Fixed bug 2231 - Move src/input/evdev into src/core/linux
Ryan C. Gordon
To keep the directory layout sane, we should probably move this one piece of source to the linux catch-all directory, instead of making it look like this is part of an SDL "input" subsystem.
|
|
3b52058f
|
2013-11-16T11:54:16
|
|
Fixed bug 2241 - SSE intrinsic in fillrect MMX path
norfanin
The MMX path in SDL_fillrect.c uses the SSE intrinsic _mm_stream_pi. The function or symbol provided by the compiler will not be present because the SSE header may not get included. The linker will complain about an undefined reference.
Since this is the only intrinsic used here (and someone forgot to create one for MOVQ), I think the MMX path can be removed completely. At least I don't see another way to move 64-bits from an MMX register to memory.
|
|
8093cfd8
|
2013-11-15T22:07:35
|
|
Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer
At least, it works better here on my Mac. :)
|
|
30f7e868
|
2013-11-15T22:01:58
|
|
Added space in the common state structure for render targets
|
|
4f39f011
|
2013-11-15T23:20:50
|
|
Fix viewport being upside down in OpenGL renderer.
Fixes Bugzilla #2207.
|
|
4295a92f
|
2013-11-14T22:26:49
|
|
Fixed bug 2240 - On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register
philhassey
On OS/X after calling SDL_SetWindowBordered right mouse clicks no longer register.
Steps to Reproduce:
1. Open a windowed window on OS/X. (With the border on.)
2. e.button.button will give values 1,2,3 depending on which mouse button I click.
3. Call SDL_SetWindowBordered to disable the border.
4. e.button.button will only give values 1,2. 3 (right mouse button) stops coming through.
Expected result:
I expect all mouse buttons to register.
|
|
ef97aab9
|
2013-11-14T21:39:54
|
|
Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
|
|
b2f8b351
|
2013-11-14T20:24:40
|
|
Fixed comment typo.
|
|
35915d4f
|
2013-11-14T20:14:02
|
|
Clean up the EGL related video backends (X11, Android, RPi)
|
|
e899f0c4
|
2013-11-14T14:42:20
|
|
Haiku: fixed uninitialized variable.
|
|
00003e8c
|
2013-11-14T11:51:24
|
|
Renamed things named after BeOS to be named after Haiku instead.
|
|
dd325b97
|
2013-11-14T01:00:08
|
|
Patched to compile on Haiku.
|
|
8d6e03f3
|
2013-11-14T00:52:39
|
|
Added SDL_DetachThread() API.
|
|
b36d98bd
|
2013-11-13T21:50:59
|
|
Diagonal flipping with RenderCopyEx
Ivan Rubinson
As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
|
|
7550ddcc
|
2013-11-13T22:35:26
|
|
Started BeOS removal: merged BeOS thread and pthread code.
Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.
BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
|
|
5b8b403e
|
2013-11-13T11:18:37
|
|
[Windows] Fixes bug #1555, handle ALT+F4 on Windows
|
|
397f5a85
|
2013-11-12T02:18:52
|
|
Retain the high dpi flag when recreating the window (e.g when creating a renderer context)
|
|
12961352
|
2013-11-12T02:04:12
|
|
Fixed build error with SDK < 10.7
|
|
253b9ba8
|
2013-11-12T02:02:12
|
|
We still want to generally minimize on focus loss, but not when we're in a fullscreen space on Mac OS X.
|
|
75145ea0
|
2013-11-12T01:52:54
|
|
Added a hint SDL_HINT_VIDEO_FULLSCREEN_SPACES to specify that windows go fullscreen into their own spaces on Mac OS X.
|
|
5f8a0b18
|
2013-11-12T00:32:29
|
|
Fullscreen space naming cleanup to avoid confusion with normal fullscreen mode
|
|
7459b159
|
2013-11-11T23:42:43
|
|
Made sure the window had the correct border when manually being brought back from fullscreen mode.
|
|
cb190b82
|
2013-11-11T22:43:05
|
|
Fixed assertion when quickly toggling from fullscreen back to fullscreen:
"Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'backgroundWindows not nil in enterFullScreenTransitionWithOptions:animated:activatingIt:'"
To reproduce this, run testsprite2, press Alt-Enter once, again while it's animating to fullscreen, and then again while it's animating out of fullscreen.
|
|
8f8070db
|
2013-11-11T21:38:11
|
|
Fixed window resizing when entering and leaving fullscreen mode
|
|
7cf76ffb
|
2013-11-11T21:21:18
|
|
Fixed assertion failure when minimizing a fullscreen window.
|
|
75a23d99
|
2013-11-11T20:51:19
|
|
Fixed bug 2212 - SDL_SetTextInputRect has no effect on iOS
philhassey
Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect.
Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput.
Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region.
Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.)
This patch implements SDL_SetTextInputRect for uikit/iOS.
It sets up notification handlers to respond to changes in the display of the keyboard. These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
|
|
cb31a80d
|
2013-11-11T20:42:59
|
|
Properly handle toggling fullscreen state when another fullscreen state change is in progress.
|
|
819148a8
|
2013-11-11T19:17:32
|
|
[X11] Fix up compilation when EGL headers are not present.
|
|
45a88b6a
|
2013-11-11T10:15:35
|
|
[Android] Fixes bug 2217, better joystick axes handling on Android.
|
|
f0692d65
|
2013-11-11T03:29:11
|
|
Fixed compiling with older Mac OS X SDK
|
|
2384ad5b
|
2013-11-11T03:12:50
|
|
Fixed compiling with ISO C90
|
|
2ceeb74e
|
2013-11-11T03:02:42
|
|
Don't minimize by default when in fullscreen desktop mode.
This fixes behavior with the new Mac OS X fullscreen space code, as well as improve behavior on Linux desktops.
The default for normal fullscreen mode is still to minimize because we're likely doing a mode switch and don't want to stick around as a borderless window in the background.
|
|
4c1322f6
|
2013-11-11T02:53:00
|
|
Added support for new style fullscreen transitions on Mac OS X
|
|
6ec3e690
|
2013-11-11T01:59:40
|
|
Fixed whitespace style
|
|
77a0d3fe
|
2013-11-11T01:59:20
|
|
Toggling fullscreen now takes fullscreen flags
|
|
893afbaf
|
2013-11-10T19:19:44
|
|
Fixed pool memory leak
|
|
b30e396b
|
2013-11-10T17:56:07
|
|
Fixed bug 1965 - Mac: dead code for supporting OS 10.4
Alex Szpakowski
The new patch removes all the truly obsolete code I could find. I tested on OS 10.8 and OS 10.5.
|
|
5821466c
|
2013-11-10T17:40:35
|
|
Fixed bug 2176 - SDL_CreateWindow(w=INT_MAX, h=INT_MAX) causes program to hang
Catch exceptions generated when trying to create a Cocoa window.
|
|
15a3bbcb
|
2013-11-10T20:38:50
|
|
[X11] Ignore both NotifyGrab and NotifyUngrab modes in FocusIn/FocusOut events
|
|
d21640e9
|
2013-11-10T20:13:27
|
|
Fixes bugs #2213 and #2214, improves the Android joystick code button handling
|
|
9228c845
|
2013-11-10T14:48:44
|
|
Fixed issue with dead key press/release events being filtered out.
|
|
0d39d090
|
2013-11-10T14:33:01
|
|
Hopefully fixed focus problems when handling a global hotkey on X11.
See this thread for details:
https://bugzilla.mozilla.org/show_bug.cgi?id=578265
|
|
e19f15dd
|
2013-11-10T14:10:00
|
|
Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows
Also fixed minimize and maximize state detection for Windows.
|
|
aa337980
|
2013-11-10T14:50:37
|
|
Added a new unused key code from Android 4.4 (API 19).
|
|
0ab7624c
|
2013-11-10T14:47:05
|
|
Changed function to return -1 through SDL_Error() instead of plain -1.
|
|
82b3e7d2
|
2013-11-10T14:44:50
|
|
Changed function to be static.
The function keycode_to_SDL() is only used in this file.
|
|
6e3558cf
|
2013-11-10T14:42:41
|
|
Removed unused local variable to fix warning.
|
|
3f2e942f
|
2013-11-10T14:39:38
|
|
Fixed implicit function declarations by including the missing header.
|
|
bd1e1a93
|
2013-11-10T14:36:41
|
|
Corrected source comment.
|
|
24731317
|
2013-11-09T01:15:17
|
|
Updated notes about building with the Windows 8 SDK: Get the DirectX SDK.
|
|
33cf925c
|
2013-11-09T01:08:21
|
|
Fixed signed/unsigned warning
|
|
550676d0
|
2013-11-09T00:56:05
|
|
Fixed signed/unsigned warning
|
|
976c8769
|
2013-11-08T14:05:23
|
|
Fixed bug 2172 - Window loses maximized state when activated
I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues.
For now the correct way to raise and/or restore the window is as follows:
if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) )
{
SDL_RaiseWindow( window );
}
if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED )
{
SDL_RestoreWindow( window );
}
I will investigate the window state change rules more fully in the future.
CR: Alfred Reynolds
|
|
7c7a9b7f
|
2013-11-08T14:05:19
|
|
Added a Linux game controller mapping for the Valve Streaming Gamepad
|
|
3523b409
|
2013-11-08T14:05:15
|
|
Made helper window creation depend on initializing the Haptics or Joystick subsystems.
|
|
faebe94c
|
2013-11-08T14:05:08
|
|
Mac: Fix a crash with SDL_MAC_NO_SANDBOX.
When we get a kCGEventTapDisabledByTimeout or
kCGEventTapDisabledByUserInput, the event tap would perform an invalid
memory access. void pointers are so fun.
This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.
|
|
e3e24bde
|
2013-11-08T14:04:59
|
|
Make sure the joystick count is correct when the added and removed events are dispatched, in case someone is watching for them with an event filter.
|
|
621c7f8f
|
2013-11-08T14:04:51
|
|
Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX.
|
|
493fadd5
|
2013-11-08T14:04:35
|
|
Fixed spot where SDL was assuming that two displays having the same origin means they're the same display. Changed it to check for the same extents instead.
(Sam actually wrote this, I'm just reviewing and checking it in.)
|
|
95c67ed9
|
2013-11-07T19:15:58
|
|
Fixed bug 2219 - BMP loader do not handle big BITMAPINFOHEADER structure
Patrice Mandin
I encountered a problem trying to load a 8-bit paletted BMP file using SDL. This file was generated using GIMP 2.8. It has a big BITMAPINFOHEADER (0x6c bytes for biSize field), and thus the palette is incorrectly setup.
|
|
48e44f7f
|
2013-11-06T23:59:24
|
|
Fixed Windows compile error
|
|
3b050fc9
|
2013-11-06T23:35:08
|
|
Horizontal wheel support in windows
Lorenzo Pistone
this patch adds support for the horizontal wheel in Windows. It is shamelessly copied off the vertical wheel code, but I guess that that is a value added in consistency.
|
|
22770a8f
|
2013-11-06T11:23:24
|
|
[Android] Fixes Bug 2041 - can't get SDL_QUIT event...
Thanks to Denis Bernard!
Also, changed the Android manifest so the app doesn't quit with orientation
changes, and made testgles.c exit properly on Android.
|
|
e27248c2
|
2013-11-06T09:48:45
|
|
Fixes Bug 1944 - Linux events, joysticks having only hat are not read
|
|
1c9cc8c9
|
2013-11-05T21:01:25
|
|
Fixed performance regression caused by the fix for bug 2158
|
|
0b7c69fe
|
2013-11-05T20:07:39
|
|
Adds Joystick support for Android
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).
Also enables building SDL for armv7 and x86.
|
|
517886a7
|
2013-11-03T11:13:06
|
|
Fixed bug 2205 - SDL_GetAudioDeviceName returns default-device name on invalid index for default-device only drivers
norfanin
The audio_enumerateAndNameAudioDevicesNegativeTests test in testautomation_audio.c reports a failure for SDL_GetAudioDeviceName when called on a driver that has only the default device. SDL_GetNumAudioDevices reports 1, but SDL_GetAudioDeviceName does not check if the index passed by the caller is in that range in this case. For positive numbers anyway.
This can be reproduced with the dummy driver on Windows and Linux.
|
|
f2224e1f
|
2013-11-03T09:55:27
|
|
Fixed bug 1990 - focus/keyboard events not generated correctly for multiple windows
Mai Lavelle
I've recently tried to create multiple windows and process key events for them, and found that key events weren't being generated for most of the windows. After some investigating I've observed the following effects. All but the most recently created window experience these effects...
- a focus lost event is generated immediately after the focus gained event, even tho window still has focus
- key events report window id 0 rather than the id of the window which has focus, SDL thinks no window has focus?
- giving focus to a non SDL window and then selecting an SDL window causes events to be generated as expected, but only until focus changes again
Focus change events are queued and delayed (200 ticks) before they are dispatched. The problem occurs when a focus out and focus in event are received on the same tick. When these delayed events are dispatched they will be sent in the order determined by the window list rather than the order in which they are received.
The focus out dispatch is implemented by calling SDL_SetKeyboardFocus(NULL). This will remove focus from any window, regardless of whether it is the one originally targeted by the X11 event.
Since SDL_SetKeyboardFocus() will always dispatch a focus lost event as needed, the easiest solution is simply to only call SDL_SetKeyboardFocus(NULL) when SDL_GetKeyboardFocus() matches the target window.
|
|
cd37485e
|
2013-11-02T12:07:21
|
|
Changed parameter name for gesture template save functions from "src" to "dst".
|
|
95bbf5f4
|
2013-11-02T11:51:23
|
|
Removed unreachable return statement in gesture source.
|
|
4e270de1
|
2013-11-02T11:46:43
|
|
Changed function to return -1 through SDL_Error() instead of plain -1.
|
|
0f8d9995
|
2013-11-02T11:42:00
|
|
Corrected typo in source comment.
|
|
e651ab12
|
2013-10-31T10:02:21
|
|
Fixes Bug #2191,incorrect test for egl_context validity
Thanks David Binderman!
|
|
804e5799
|
2013-10-30T16:39:35
|
|
Fixed common test usage string (was "hidpi", should be "highdpi").
|
|
d36c7363
|
2013-10-28T22:43:39
|
|
Updated GL version tests for Mac OS X 10.9 ("Mavericks").
They changed the name of their GL 3.2 enum, added the GL 4.1 core profile.
|
|
609b58e4
|
2013-10-24T00:00:10
|
|
Fixed buffer overflow.
|
|
72de99ae
|
2013-10-23T19:52:14
|
|
Initialize MEMORYSTATUSEX size before GlobalMemoryStatusEx() (thanks, Justin!).
Fixes Bugzilla #2177.
|
|
e0771482
|
2013-10-23T13:43:17
|
|
Fix regression causing crashes when running without a window manager.
|
|
965a0da9
|
2013-10-23T15:54:12
|
|
Moved a SDL_SetError() call elsewhere to avoid triggering it needlessly.
Otherwise, the XInput path would always trigger it in a harmless manner.
|
|
28aa076c
|
2013-10-23T00:58:20
|
|
SDL_GetPrefPath() now uses the organization on all platforms.
Even if that's not the general convention for a given platform.
|
|
298d3d62
|
2013-10-22T21:54:52
|
|
Fixed duplicate const warning
|
|
2348e426
|
2013-10-21T22:08:56
|
|
Fixed whitespace
|
|
bcf5472d
|
2013-10-21T02:37:03
|
|
Fixed bug 2073 - Mac: window moves unexpectedly when exiting SDL_WINDOW_FULLSCREEN_DESKTOP mode
Alex Szpakowski
In Mac OS X, when SDL_SetWindowFullscreen(window, 0) is called on a window which was in SDL_WINDOW_FULLSCREEN_DESKTOP mode, its original size is restored but its position is moved to the bottom of the screen.
I tracked down the issue to these two lines: http://hg.libsdl.org/SDL/file/fdd5cc9e9f90/src/video/cocoa/SDL_cocoawindow.m#l1034
I believe [nswindow setFrameOrigin:rect.origin] implicitly calls [nswindow constrainFrameRect:rect toScreen:screen], which will attempt to constrain the window to the screen, but at that point the window size is still full-screen rather than the restored window size, so the constrainFrameRect function operates on the wrong window size.
https://developer.apple.com/library/mac/documentation/cocoa/reference/applicationkit/classes/NSWindow_Class/Reference/Reference.html#//apple_ref/occ/instm/NSWindow/constrainFrameRect:toScreen:
I resolved the issue by swapping the order of the function calls, like so:
[nswindow setContentSize:rect.size];
[nswindow setFrameOrigin:rect.origin];
|
|
b8b9bfbe
|
2013-10-21T01:16:16
|
|
Fixed some warnings building for 64-bit Windows
|
|
11d38d69
|
2013-10-21T00:30:05
|
|
Fixed bug 2015 - surface getting leak in SDLTest_ScreenShot function
Nitz 2013-08-06 03:53:41 UTC
In function SDLTest_ScreenShot() surface pointer getting leak while return
|
|
80930559
|
2013-10-21T00:25:43
|
|
Fixed bug 2012 - Algorithm logic getting wrong in ComputeOutCode
Nitz
I was going through the SDL_IntersectRectAndLine function and wondered to see the ComputeOutCode function implementation.
The problem in this algo is, x and y axis are getting check with respect to 0, Which is wrong, it should be get checked with respect to rectangle x and y axis.
|
|
deb8086b
|
2013-10-21T00:20:27
|
|
Fixed bug 2072 - Make OS X's filesystem calls use -[NSString fileSystemRepresentation]
C.W. Betts
The recommended way of getting a file name that POSIX file APIs can open in OS X when using an NSString is -[NSString fileSystemRepresentation]. However, the current filesystem API in hg uses -[NSString UTF8String].
|
|
360c3d85
|
2013-10-21T00:15:24
|
|
Better cleanup if OpenGL initialization fails
|
|
a503dabe
|
2013-10-20T23:23:25
|
|
Fixed a crash initializing Android touch IDs
|
|
f8c11bb9
|
2013-10-20T23:05:53
|
|
Fixed the status bar visibility in iOS 7
|
|
85c2e236
|
2013-10-20T22:23:09
|
|
Fixed Y axis inversion on iOS; positive is up, negative is down.
|
|
08fa8da7
|
2013-10-20T21:56:15
|
|
Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt
The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)
The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple
warning: always_inline function might not be inlinable [-Wattributes]
as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
|
|
4ca34ad4
|
2013-10-20T21:34:38
|
|
Prevent conflicts when linking both SDL2 and SDL2_gfx
|
|
aa86e05d
|
2013-10-20T20:49:36
|
|
Fixed windows compile
|
|
f5fa492e
|
2013-10-20T20:42:55
|
|
Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values.
Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
|