Log

Author Commit Date CI Message
Ryan C. Gordon 4bd80834 2019-05-20T00:41:18 vulkan: Swapped out a free() that should have been an SDL_free(). Fixes (for real this time!) the Visual Studio builds.
Ryan C. Gordon ebbb295e 2019-05-19T23:29:50 vulkan: Patched to compile on Visual Studio.
Ryan C. Gordon d778b26d 2019-05-19T20:25:02 Patched to compile in C89 mode.
Sam Lantinga 5f341620 2019-05-19T12:06:58 Fixed bug 4474 - Add support for an ASUS Gamepad variation Trent Gamblin This patch adds a variation of the ASUS Gamepad to the game controller DB. All the values are the same except the GUID.
Sam Lantinga 41c718db 2019-05-19T12:04:06 Fixed bug 4469 - make SDL_CreateTextureFromSurface pick a more appropriate format Sylvain Currently SDL_CreateTextureFromSurface picks first valid format, and do a conversion. format = renderer->info.texture_formats[0]; for (i = 0; i < renderer->info.num_texture_formats; ++i) { if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) && SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) { format = renderer->info.texture_formats[i]; break; It could try to find a better format, for instance : if SDL_Surface has no Amask, but a colorkey : if surface fmt is RGB888, try to pick ARGB8888 renderer fmt if surface fmt is BGR888, try to pick ABGR8888 renderer fmt else try to pick the same renderer format as surface fmt if no format has been picked, use the fallback. I think it goes with bug 4290 fastpath BlitNtoN when you expand a surface with pixel format of size 24 to 32, there is a fast path possible. So with this issue: - if you have a surface with colorkey (RGB or BGR, not palette), it takes a renderer format where the conversion is faster. (it avoids, if possible, RGB -> ABGR which means switching RGB to BGR) - if you have a surface ABGR format, it try to take the ABGR from the renderer. (it avoids, if possible, ABGR -> ARGB, which means switch RGB to BGR)
Sam Lantinga c377de54 2019-05-19T11:56:26 Fixed bug 4436 - [OpenBSD] fix D-pad Thomas Frohwein Hi, If a gamepad lists the Dpad as 4 buttons (Dpad Up,Down, Left, Right) like with the Xbox 360 gamepad / XInput report descriptor used by OpenBSD (https://github.com/openbsd/src/blob/master/sys/dev/usb/uhid_rdesc.h#L184), this is not recognized by the SDL BSD backend and no hat or any other listing for the D-pad exists, e.g. in sdl2-jstest (https://gitlab.com/sdl-jstest/sdl-jstest). The attached diff fixes this and makes the D-pad on my Xbox 360 and Logitech F310 controllers usable. It adds a hat to nhats when usage HUG_DPAD_UP is found, reads the state of the D-pad buttons into array dpad[], and turns the value of dpad[] into an SDL hat direction (dpad_to_sdl()). Tested and works with Xbox 360 controller and Logitech F310 in XInput mode. Software-side tested with sdl2-jstest and Owlboy where this worked without problems or regressions. I don't know if this would be applicable to other *BSDs and don't have an install to test it with, therefore wrapped it in __OpenBSD__ ifdefs. Thanks, thfr
Sam Lantinga ee0a482a 2019-05-19T11:52:25 Fixed bug 4401 - SDL_GetWindowPosition() wrong after SDL_SetWindowPosition() until window is moved on macOS Removed incorrect call to SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y); If the position of the window isn't adjusted in the SetWindowPosition() call, then sending the window event would have no effect because x and y equals the window x and y. If the position of the window is adjusted in the SetWindowPosition() call, then we don't want to clobber it with values that the user passed in.
Sam Lantinga 2ee9b1dd 2019-05-19T11:01:36 Fixed bug 4025 - SDL_Renderer OpenGL : add support for textures ABGR, RGB, BGR Sylvain OpenGLES2 SDL renderer has support for textures ARGB, ABGR, RGB and BGR, whereas OpenGL SDL renderer only had ARGB. If you think it's worth adding it, here's a patch. I quickly tried and it worked, but there may be missing things or corner case.
Sam Lantinga 8dea23c7 2019-05-19T10:44:14 Fixed bug 3911 - SYSWM generic X11 events missing event data Andrei Drexler For X11 GenericEvents, the associated data is only available between a call to XGetEventData and the matching XFreeEventData, i.e. in X11_HandleGenericEvent. Trying to call XGetEventData a second time on the same event will fail, so an application that wants to inspect XInput2 events (e.g. for stylus pressure) has no way of retrieving its data from queued SYSWM events. The attached patch (based on SDL-2.0.7-11629) sends SYSWM messages from X11_HandleGenericEvent while the data is still available, allowing client code to register an event filter/watcher and process the event inside the callback.
Wladimir J. van der Laan 29f34453 2019-05-19T10:36:44 video: Add Vulkan support for vivante fb Vivante drivers use the VK_KHR_display extension for rendering directly to the frame buffer. This patch adds support to the video driver for Vulkan rendering using that method. - Add an utility function SDL_Vulkan_Display_CreateSurface that creates a surface using this extension. The display to use (if there are multiple) can be overridden using the environment variable "SDL_VULKAN_DISPLAY". - Use this function in a new compilation unit SDL_vivantevideo.c, which implements the SDL_VIDEO_VULKAN methods of the driver structure.
Ryan C. Gordon 00e5eeb4 2019-05-19T01:45:15 test: added SDLTest_CommonDefaultArgs() This is for test apps that don't need custom command line arguments; it lets us reduce the boilerplate code a tiny bit.
Ryan C. Gordon 18d83093 2019-05-18T23:47:57 test: configure/make shouldn't build GL/GLES1/GLES2 programs if unsupported.
Sam Lantinga 62a57970 2019-05-15T14:01:15 Windows are not in a minimized state when they are shown This fixes https://github.com/ValveSoftware/steam-for-linux/issues/4313 "Exiting game a in Steam Big Picture Mode gets semi-windowed BPM"
Sam Lantinga abcfe804 2019-05-14T14:20:54 [SDL] iOS fix bug with audio interrupted by a phone call not restoring.
Sam Lantinga 59da5b72 2019-05-14T07:55:42 [SDL] ios Touch Fix.
Ryan C. Gordon ba0fc92d 2019-05-11T12:41:21 Patched to compile.
Charlie Birks 6eb05211 2019-05-09T12:09:45 Emscripten: Use EMSCRIPTEN_EVENT_TARGET_*
Charlie Birks 4e5b5cba 2019-05-09T12:09:40 Emscripten: Switch from canvas[XY] to target[XY] Allows mouse/touch events to work on non-default canvases
Charlie Birks 60c48ed7 2019-05-09T12:09:34 Emscripten: Store canvas id in WindowData Also replace all hardcoded uses of "#canvas" or NULL
Sam Lantinga f0a4fea8 2019-04-25T14:17:07 Fixed bug 4608 - Android: not getting SDL_WINDOWEVENT_FOCUS_GAINED on start of our app Dan Ginsburg I've seen this on several devices including Moto Z running Android 7 and a Snapdragon 845 running Android 9. What happens is as follows: SDLActivity.onWindowFocusChanged(true) happens pretty early on, but it's before we've done SDL_CreateWindow and so Android_Window is 0x0 thus this message does not get sent: JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativeFocusChanged)( JNIEnv *env, jclass cls, jboolean hasFocus) { SDL_LockMutex(Android_ActivityMutex); if (Android_Window) { __android_log_print(ANDROID_LOG_VERBOSE, "SDL", "nativeFocusChanged()"); SDL_SendWindowEvent(Android_Window, (hasFocus ? SDL_WINDOWEVENT_FOCUS_GAINED : SDL_WINDOWEVENT_FOCUS_LOST), 0, 0); } SDL_UnlockMutex(Android_ActivityMutex); } When the window does get created, in Android_CreateWindow it does this: window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */ window->flags &= ~SDL_WINDOW_HIDDEN; window->flags |= SDL_WINDOW_SHOWN; /* only one window on Android */ window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */ /* One window, it always has focus */ SDL_SetMouseFocus(window); SDL_SetKeyboardFocus(window); The SDL_SetKeyboardFocus does send an SDL_WINDOWEVENT_FOCUS_GAINED message, but it gets eaten in SDL_SendWindowEvent because we've forced SDL_WINDOW_INPUT_FOCUS beforehand: case SDL_WINDOWEVENT_FOCUS_GAINED: if (window->flags & SDL_WINDOW_INPUT_FOCUS) { return 0; } window->flags |= SDL_WINDOW_INPUT_FOCUS; SDL_OnWindowFocusGained(window); break; I can fix the problem if I comment out this line from Android_CreateWindow: window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */ I would propose that as a fix unless there is a reason not to.
Sam Lantinga 1a38853e 2019-04-24T12:53:15 Fixed bug 4566 - Hot-plugging Bluetooth controller causes force-quit on Android Anthony @ POW Games I tried adding different configChanges and sure enough, "navigation" worked! Now bluetooth controllers hot-plug nicely. So shall we add it as a default to the AndroidManifest.xml? Funny that this is how this activity is described: "navigation" The navigation type (trackball/dpad) has changed. (This should never normally happen.) I think the reason behind this is because the bluetooth game controller I was testing doubles-up as a keyboard, which probably comes with a DPAD? It's a MOCUTE-032X_B63-88CE
Sam Lantinga 53a6196b 2019-04-23T16:57:34 Don't redefine __SSE__ and related macros if they're already defined
Sam Lantinga f5252530 2019-04-23T14:08:14 Change my previous fix based on feedback from dev @saml
Sam Lantinga 624f8ca8 2019-04-23T14:08:09 Created Xcode schemes for building on iOS and tvOS
Sam Lantinga ecce803d 2019-04-23T12:59:28 Fix compile errors I hit when building org.libsdl in source2 (part 2 of 2) @saml
Sam Lantinga 45b5453b 2019-04-23T12:59:20 Fix compile errors I hit when building org.libsdl in source2 (part 1 of 2)
Sam Lantinga f79190f4 2019-04-23T07:59:31 Use _Exit() when available
Sylvain Becker 2c92c8e8 2019-04-23T14:24:58 Android: add static variable initialization in non blocking event loop
Sam Lantinga cb18117c 2019-04-22T16:34:42 Added a helper function to tell whether or not a window can be minimized
Sam Lantinga f1b57f37 2019-04-22T16:25:49 Only leave fullscreen mode if we're actually going to minimize
Sam Lantinga 9950271b 2019-04-22T16:19:52 Fixed bug 4580 - Android 8: immersive fullscreen notification causes flickering between fullscreen and non-fullscreen and app is unresponsive Sylvain 2019-04-18 21:22:59 UTC Changes: - SDL_WINDOWEVENT_FOCUS_GAINED and SDL_WINDOWEVENT_FOCUS_LOST are sent when the java method onWindowFocusChanged() is called. - If we have support for MultiWindow (eg API >= 24), SDL event loop is blocked/un-blocked (or simply egl-backed-up or not), when java onStart()/onStop() are called. - If not, this behaves like now, SDL event loop is blocked/un-blocked when onPause()/onResume() are called. So if we have two app on screen and switch from one to the other, only FOCUS events are sent (and onPause()/onResume() are called but empty. onStart()/onStop() are not called). The SDL app, un-focused, would still continue to run and display frames (currently the App would be displayed, but paused). Like a video player app or a chronometer that would still be refreshed, even if the window hasn't the focus. It should work also on ChromeBooks (not tested), with two apps opened at the same time. I am not sure this fix Dan's issue. Because focus lost event triggers Minimize function (which BTW is not provided on android). https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2653 https://hg.libsdl.org/SDL/file/bb41b3635c34/src/video/SDL_video.c#l2634 So, in addition, it would need to add by default SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS to 0. So that the lost focus event doesn't try to minimize the window. And this should fix also the issue.
Ryan C. Gordon 2f6c988e 2019-04-21T21:34:14 configure: Cleaned up audio/video summaries when building for Windows.
Alex Szpakowski 90b08881 2019-04-17T20:41:05 iOS: Remove code trying to support compilation on the iOS 7 SDK, the deployment target has been set to iOS 8 for years and there's other unconditionally compiled code that depends on newer SDKs so that code is useless.
Alex Szpakowski 9d7b2615 2019-04-17T20:14:40 macOS: Fix compilation when using the 10.9 SDK or older.
Sam Lantinga cf87d576 2019-04-16T20:00:14 Explicitly load hidapi as a dependency of the SDL library This fixes loading on Android 4.2
Sylvain Becker bd344c22 2019-04-12T23:15:26 Android: when event loop is not blocking in pause, backup EGL context (Bug 4578) Backup the EGL context when SDL_APP_DIDENTERBACKGROUND has been removed from the event queue.
Alex Szpakowski 00c824a8 2019-04-10T22:30:58 Fix disabling OpenGL vsync on macOS 10.14.4+ (bug #4575).
Sylvain Becker aae49015 2019-04-10T10:59:53 Fixed bug 4581 - generate synthetic mouse events at window boundaries when real touch events are actually outside the window.
Sylvain Becker cfefe543 2019-04-08T21:27:24 Fixed bug 4581 - mouse events with SDL_TOUCH_MOUSEID make window lost focus Virtual mouse events should never leave the window or change focus for single window applications.
Sylvain Becker d68e501d 2019-04-08T13:43:48 Fixed bug 4582 - Maximize/Resize not working on Windows 10 When viewport is set, projectionAndView changes, but ID3D11DeviceContext_UpdateSubresource was not called.
Hugh McMaster 46af90d8 2019-04-07T23:01:07 Add a configure option allowing users to choose whether to install sdl2-config sdl2-config is installed by default if no flag is specified.
Sylvain Becker eb7affee 2019-04-06T21:52:51 SDL_HINT_MOUSE_TOUCH_EVENTS: move tracking appart in case of 'window' is null
Sylvain Becker a1a9fd50 2019-04-06T21:43:16 Bug 4581: move tracking appart so it doesn't require the window to have focus
Sam Lantinga a46af76b 2019-04-05T08:15:01 Fixed bug 4579 - SDL_android.c s_active not being atomic Isaias Brunet This bug cause a false assert due to multiple threads modifying the same variable without any atomic operation.
Sam Lantinga 9eac91dd 2019-04-05T08:10:12 Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well
Sam Lantinga b6f33a68 2019-04-05T07:51:11 https://bugzilla.libsdl.org/show_bug.cgi?id=4577 SDL_GetWindowDisplayMode was returning an incorrect result on iPhone Plus devices (tested on iOS 12.1/12.2). The problem was that the value returned by UIScreenMode was assumed to be the physical pixels on the display, rather than the scaled retina pixels. The fix is to use the scale returned by UIScreen.scale rather than the nativeScale.
Sylvain Becker 05333a6e 2019-04-05T09:16:30 Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
Sylvain Becker b470cd9b 2019-04-05T08:36:31 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour
Sylvain Becker 6f732d4e 2019-04-04T20:24:22 Update WhatsNew.txt
Sylvain Becker 458c60e6 2019-04-04T20:10:55 Update WhatsNew.txt
Sylvain Becker bfdd0b22 2019-04-04T17:01:02 Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH java layer runs as if separate mouse and touch was 1, Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS for generating synthetic touch/mouse events
Sylvain Becker e4157618 2019-04-04T16:51:50 Add hint SDL_HINT_MOUSE_TOUCH_EVENTS for mouse events to generate touch events controlling whether mouse events should generate synthetic touch events By default SDL will *not* generate touch events for mouse events
Sylvain Becker ab03892d 2019-04-04T15:19:00 Bug 4576: track both FingerId and TrackId
Sylvain Becker e39c0a1f 2019-04-03T10:14:42 Bug 4576: fix wrong scaling
Sylvain Becker 236b8606 2019-04-02T18:07:27 Bug 4576: one more warning
Sylvain Becker b45abbb2 2019-04-02T17:57:27 Bug 4576: fix warning and compile
Sylvain Becker 9b3c2258 2019-04-02T17:23:55 Bug 4576: remove touch/mouse duplication for Android
Sylvain Becker 9d28156f 2019-04-02T17:18:47 Bug 4576: remove touch/mouse duplication for IOS
Sylvain Becker 42de5f97 2019-04-02T17:13:22 Bug 4576: remove touch/mouse duplication for WinRT
Sylvain Becker b086edc9 2019-04-02T17:10:29 Bug 4576: remove touch/mouse duplication for Emscripten
Sylvain Becker b8e5c561 2019-04-02T17:07:54 Bug 4576: remove touch/mouse duplication for Wayland
Sylvain Becker 6bc2d9de 2019-04-02T17:03:58 Bug 4576: remove touch/mouse duplication for linux/EVDEV
Sylvain Becker 1a4c3b57 2019-04-02T16:58:11 Bug 4576: remove touch/mouse duplication for Windows
Sylvain Becker a3f2c446 2019-04-02T16:46:17 Bug 4576: handle mapping of TouchEvents to MouseEvents at higher level
Sam Lantinga 1febfedf 2019-04-02T05:31:08 configure.in: Rename configure.ac to fix an 'aclocal' warning
Sam Lantinga 9a8d5215 2019-03-27T08:17:05 Handle potentially calling SDL_JoystickUpdate() and SDL_JoystickQuit() at the same time.
Hugh McMaster 14b385f2 2019-03-27T20:58:33 docs: Replace references to configure.in with configure.ac
Ryan C. Gordon 2fbfe8b9 2019-03-25T12:59:30 coreaudio: Set audio callback thread priority. Fixes Bugzilla #4155.
Ryan C. Gordon 6a3356ab 2019-03-25T12:24:38 Backed out changeset cec31de4e126 This was meant to migrate CoreAudio onto the same SDL_RunAudio() path that most other audio drivers are on, but it introduced a bug because it doesn't deal with dropped audio buffers...and fixing that properly just introduces latency. I might revisit this later, perhaps by reworking SDL_RunAudio to allow for this sort of API better, or redesigning the whole subsystem or something, I don't know. I'm not super-thrilled that this has to exist outside of the usual codepaths, though. Fixes Bugzilla #4481.
Hugh McMaster af4bbb30 2019-03-25T23:01:32 configure.in: Rename to configure.ac to fix an 'aclocal' warning Also rename references in related files.
Ryan C. Gordon 8ab698af 2019-03-21T10:39:49 opengles2: Fix static analysis warning. Not clear if this could ever dereference NULL in real life, but better safe than sorry!
Sam Lantinga 01c924fa 2019-03-19T17:20:54 Hopefully fixed the mingw32 build
Sam Lantinga deb7d08c 2019-03-19T17:05:22 Fixed Visual Studio build
Sam Lantinga ac23d78f 2019-03-19T16:53:55 Didn't need to add SDL_windows.h include, that was already included
Sam Lantinga b2e76d86 2019-03-19T16:52:09 Fixed Windows RT build
Sam Lantinga a7148922 2019-03-19T11:02:43 Fixed archiving the SDL dynamic library on iOS and tvOS
Sam Lantinga a0ac5ffc 2019-03-19T10:59:41 Fixed building with C++
Sam Lantinga 03fc5eeb 2019-03-19T10:56:46 Fixed building with C++
Sam Lantinga 8177388e 2019-03-19T08:29:34 Fixed declaration of SDL_main_func for C++
Sam Lantinga 4d8ac6b8 2019-03-19T07:53:39 Added support for building SDL as a dynamic library on tvOS
Sam Lantinga de82759c 2019-03-19T07:53:33 Added support for building SDL as a dynamic library on iOS
Ryan C. Gordon edebdeb4 2019-03-17T12:45:19 testgesture: Make the background gray. This is so you can see it on systems that have a minimal window manager and a black background.
Ethan Lee f07c992b 2019-03-17T12:36:40 hidapi: Add GCN L/R buttons, just in case someone wants them...
Sam Lantinga 82ebe63f 2019-03-16T19:46:37 Fixed Visual Studio build
Sam Lantinga d49f1fae 2019-03-16T19:46:27 Fixed iOS build
Sam Lantinga cf7c05c2 2019-03-16T19:44:04 Fixed Mac OS X build
Sam Lantinga fd946a48 2019-03-16T19:32:59 Fixed configure error if pkg modules aren't available
Sebastian Krzyszkowiak 6311c7cf 2019-03-16T19:08:59 emscripten: force resize event when pixel ratio changes Without this, applications can't react to changed canvas size on window zoom.
Sam Lantinga b8bd0aa0 2019-03-16T19:07:34 Fixed bug 4450 - SDL_mouse.c fails to compile with CMake generated Visual Studio files if SDL_VIDEO_VULKAN 0/undefined Max Waine SDL_mouse.c, if compiled for Windows, requires GetDoubleClickTime to compile (available from winuser.h). Without Vulkan present this fails to compile as the include chain for winuser.h is the following. SDL_mouse.c -> SDL_sysvideo.h -> SDL_vulkan_internal.h -> SDL_windows.h -> windows.h -> winuser.h. Problem is that SDL_vulkan_internal.h doesn't include SDL_windows.h if Vulkan isn't present, so under MinGW/GCC it will give a -Wimplicit-function-declaration warning for GetDoubleClickTime, and under MSVC fails to compile completely. The solution to this would be to simplify the include chain: including SDL_windows.h under the same condition as GetDoubleClickTime (#ifdef __WIN32__) in SDL_mouse.c (or another file that isn't quite so indirectly included).
Sam Lantinga faf97978 2019-03-16T19:03:13 Fixed bug 4511 - SDL_gamecontrollerdb Mapping for Sony Playstation USB controller Renaud Lepage Simply submitting a new mapping.
Sam Lantinga 35255342 2019-03-16T18:48:21 Fixed bug 4525 - Fix crash in ALSA_HotplugThread caused by bad return value check Anthony Pesch Fix snd_device_name_hint return value check According to the ALSA documentation, snd_device_name_hint returns 0 on success, otherwise a negative error code. The code previously only considered -1 to be an error, which let other error codes through resulting in a segfault when hints (which was NULL) was dereferenced
Sam Lantinga 55f18d36 2019-03-16T18:45:10 Fixed bug 4544 - SDL2.m4 SDL2.framework patch made it impossible to fail detection Stian Skjelstad check if $sdl_framework is set, before checking if directory exists Patch that was merged here https://hg.libsdl.org/SDL/rev/ad4968de54ec made it impossible for the SDL2 detection to fail, since one of the if statements fails to check if a variable is set or not. if test -d $sdl_framework; then can evaluate to true in some shells. I guess it falls into undefined behaviour when looking at the POSIX standard.
Sam Lantinga 8bc59f87 2019-03-16T18:34:33 Fixed CVE-2019-7635 and bug 4498 - Heap-Buffer Overflow in Blit1to4 pertaining to SDL_blit_1.c Petr Pisar The root cause is that the POC BMP file declares 3 colors used and 4 bpp palette, but pixel at line 28 and column 1 (counted from 0) has color number 3. Then when the image loaded into a surface is passed to SDL_DisplayFormat(), in order to convert it to a video format, a used bliting function looks up a color number 3 in a 3-element long color bliting map. (The map obviously has the same number entries as the surface format has colors.) Proper fix should refuse broken BMP images that have a pixel with a color index higher than declared number of "used" colors. Possibly more advanced fix could try to relocate the out-of-range color index into a vacant index (if such exists).
Jimb Esser 0f148eb6 2019-03-16T18:12:26 Fix polling left trigger reporting right trigger's values.
Jimb Esser 58ca76be 2019-03-16T18:11:09 Fix DirectInput error codes being lost
Sam Lantinga 938a5508 2019-03-16T17:47:59 Fixed bug 4452 - Please replace AC_HELP_STRING with AS_HELP_STRING Hugh McMaster AC_HELP_STRING is deprecated and is considered an obsolete macro in autoconf 2.69. Please replace AC_HELP_STRING with AS_HELP_STRING.
Sam Lantinga 40e3c015 2019-03-16T17:39:15 Added missing PKG_CONFIG macros
Ryan C. Gordon 12c5cda6 2019-03-16T00:08:19 Fix compiler warnings.
Ryan C. Gordon 08dc8cc2 2019-03-15T23:54:42 testgesture: Add dependency to SDLtest to Visual Studio project.
Ryan C. Gordon 6727408d 2019-03-15T22:39:31 testgesture: cleaned up code formatting, etc.