|
dbb0a2aa
|
2017-08-28T14:34:15
|
|
Removed the need for libSDL2main.a on Android, and separated JNI initialization out for other integrations
|
|
93415899
|
2017-08-28T13:40:32
|
|
Removed unneeded Vulkan symbol definitions
|
|
2a945b44
|
2017-08-28T10:03:39
|
|
Fixed bug 2361 - [Android] Joysticks do not have unique IDs
David Brady
When I attempted to make a mapping file for Android gamepads, I quickly discovered that most of the ones that I have here show up as the same device (Broadcom Bluetooth HID), meaning that it was impossible to make mappings on Android, since every device looked the same.
This patch will check for the existence of the getDescriptor function added in Jelly Bean, and use it if it's there. The Android Dashboard says that the majority of Android phones should support this function, and doing it this way will not force us to bump up our API version.
|
|
0560544d
|
2017-08-28T09:51:25
|
|
Fixed 3783 - Default libGL path for directFB on Linux differs from x11 path
Clayton Craft
The default path used by directfb for libGL is different than the default path used by x11 in SDL2:
./src/video/directfb/SDL_DirectFB_opengl.c:
path = "libGL.so";
./src/video/x11/SDL_x11opengl.c:
#define DEFAULT_OPENGL "libGL.so.1"
On at least one distro (Alpine Linux), libGL.so is not created (or more accurately the symlink to libGL.so.1 is not created). For consistency, the 'path' variable in SDL_DirectFB_opengl.c should patch the DEFAULT_OPENGL in SDL_x11opengl.c ("libGL.so.1")
|
|
959ae901
|
2017-08-28T02:30:41
|
|
Instantiate the CAMetalLayer so SDL_Vulkan_CreateSurface() doesn't fail
Error message was:
[mvk-info] MoltenVK version 0.18.2. Vulkan version 1.0.51.
[***MoltenVK ERROR***] VK_ERROR_INITIALIZATION_FAILED: On-screen rendering requires a view that is backed by a layer of type CAMetalLayer.
2017-08-28 02:17:29.579 testvulkan[95627:1716939] ERROR: SDL_Vulkan_CreateSurface(): vkCreateMacOSSurfaceMVK failed: VK_ERROR_INITIALIZATION_FAILED
|
|
6dd3f55d
|
2017-08-28T01:59:53
|
|
Fixed WinRT build after changing the header guard preprocessor symbol
|
|
ff8d2e14
|
2017-08-28T01:42:18
|
|
Fixed build when Wayland is dynamically loaded
|
|
edaa0ef5
|
2017-08-28T00:54:02
|
|
Fixed analyzer warning "Call to 'calloc' has an allocation size of 0 bytes"
|
|
3c7f9d69
|
2017-08-28T00:51:14
|
|
Fixed redefinition of typedef warnings and errors on BSD
|
|
50efbda7
|
2017-08-28T00:43:14
|
|
Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
|
|
0d011ec6
|
2017-08-28T00:22:23
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
|
|
ce2b1644
|
2017-08-28T00:11:38
|
|
Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
|
|
5cd1a959
|
2017-08-27T23:53:09
|
|
Fixed Android build with Vulkan support
|
|
0cebef60
|
2017-08-27T23:39:55
|
|
Fixed code style for new Vulkan API functions
|
|
37ce9f27
|
2017-08-27T23:13:15
|
|
Fixed typedef redefinition errors when including both SDL_vulkan.h and vulkan.h
You should always include vulkan/vulkan.h first, then include SDL_vulkan.h
|
|
9da4717d
|
2017-08-27T22:36:03
|
|
Fixed Windows warning
|
|
82ffabc8
|
2017-08-27T22:34:15
|
|
Fixed Android build
|
|
ded5b3a4
|
2017-08-27T21:05:18
|
|
Fixed crash at shutdown if the window couldn't be created
|
|
eb5392ad
|
2017-08-27T20:41:29
|
|
Added the new Vulkan API functions to exported functions
|
|
c722e58d
|
2017-08-27T23:25:12
|
|
vulkan: Include a copy of vulkan.h and vk_platform.h.
Now we can provide Vulkan support in the build even if the build box doesn't
have a Vulkan SDK, since we dynamically link to the library anyhow.
|
|
25e3a1ec
|
2017-08-27T22:15:57
|
|
vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
|
|
8e7998e1
|
2017-08-27T19:10:30
|
|
Fixed bug 3710 - SDL_OpenAudio(desired, obtained) doesn't update desired's size when obtained is NULL
David Ludwig
I've created a new set of patches. I am happy to create more, if it would help.
One version only copies 'size'.
A second version copies both 'size' and 'silence'. When looking over the documentation for SDL_OpenAudio in SDL_audio.h, it mentioned that both 'size' and 'silence' were things that SDL_OpenAudio would calculate.
Regarding *both* patches, I did notice that SDL 1.2 appears to have always modified desired's size and silence fields. The SDL wiki, at https://wiki.libsdl.org/SDL_OpenAudio#Remarks , does note:
|
|
003d491f
|
2017-08-27T19:05:57
|
|
Fixed bug 3724 - Allow Angle Static Link
Carlos
We would like to add a switch (define) that allows us to compile Angle statically with SDL. That is, getting rid of the OpenGL DLL. Usually you need OpenGL to be loaded dynamically as DLL because implementation is provided by the system but no need with Angle.
Only 2 files need modification and it shouldn't affect current behaivor:
include/SDL_egl.h and src/video/SDL_egl.c, as in here
https://github.com/native-toolkit/sdl/pull/10/files
The flag name could be SDL_VIDEO_STATIC_ANGLE (instead of NATIVE_TOOLKIT_STATIC_ANGLE) as discussed here https://github.com/native-toolkit/sdl/pull/10
We have tested this with both Windows and UWP, using NME engine (https://github.com/haxenme/nme).
Releated issue: https://bugzilla.libsdl.org/show_bug.cgi?id=1820
|
|
b7c5d151
|
2017-08-27T18:53:30
|
|
SDL_dynapi.c: add missing SDLCALL to macros.
|
|
a38f127e
|
2017-08-27T18:52:43
|
|
Swapped conditional arguments for standard SDL readability
|
|
30fe9a67
|
2017-08-27T18:49:36
|
|
SDL_dynapi.h: revert commit ee88fe3e353e in order to enable dynapi
[ optional ]
|
|
50d3fe21
|
2017-08-27T18:49:11
|
|
SDL_dynapi_procs.h: adjust SDL_CreateThread for os/2
|
|
fe21a747
|
2017-08-27T18:43:52
|
|
Fixed bug 2266 - please add notifications for clipboard updates on Android
Sylvain
Hi! here's a patch for that with two class loaded regarding API level.
Test both case : before API 11 and after.
I also remove now unused GetSystemServiceFromUIThread() and minor clean-up (haptic warning prototype).
|
|
bbd9acdd
|
2017-08-26T21:20:20
|
|
Add support for GameSir G4s
|
|
73f866cf
|
2017-08-25T15:16:39
|
|
windows: Attempt to make Visual Studio not hardcode a call to memset().
|
|
e58c7920
|
2017-08-25T12:51:42
|
|
x11: Patched to compile with DEBUG_XEVENTS defined.
|
|
8c39d1d0
|
2017-08-25T12:27:18
|
|
OS/2: fixed inverted logic bug (thanks, Ozkan!).
|
|
2213077a
|
2017-08-25T11:31:12
|
|
OS/2: proper fix for dynapi (thanks, Ozkan!).
|
|
685890a2
|
2017-08-24T22:57:42
|
|
Fix KHR_no_error support
|
|
d8fc70ea
|
2017-08-24T21:30:53
|
|
opengl: add support for GL_KHR_no_error.
This is completely untested!
Fixes Bugzilla #3721.
|
|
a3890ff6
|
2017-08-22T15:50:39
|
|
dynapi: fill in OS/2 loading code (thanks, Ozkan!).
Partially fixes Bugzilla #3765.
|
|
17453d49
|
2017-08-21T23:44:46
|
|
x11: Move screen_w/h inside the only ifdef they are referenced in to avoid compiler warnings
|
|
a6dc4ed5
|
2017-08-21T17:22:00
|
|
kmsdrm: Remove moved file
|
|
11717184
|
2017-08-21T17:20:50
|
|
kmsdrm: Cleanup unused headers, rename SDL_kmsdrmevents_c.h -> SDL_kmsdrmevents.h
|
|
fcf83e79
|
2017-08-21T16:30:24
|
|
Fixed bug 3768 - provide a quick copysign() solution for watcom
Ozkan Sezer
The following patch provides a quick copysign solution for Watcom/x86
|
|
f6ad070b
|
2017-08-21T13:00:58
|
|
SDL_dynapi.h: disable dynapi for os/2.
|
|
b821ded9
|
2017-08-21T13:00:40
|
|
SDL_cpuinfo.c: add os/2 support to SDL_GetCPUCount() and SDL_GetSystemRAM().
|
|
834ab350
|
2017-08-21T11:19:38
|
|
Fixed bug 3644 - Wayland touch event support
Moritz Bitsch
Attached is a small patch which enables multitouch events on Wayland.
|
|
f5a38f23
|
2017-08-21T00:42:06
|
|
x11: specify event mask for buttons when grabbing pointer (thanks, Stas!).
This fixes a strange corner case (notes appended below), and should be
safe to do anyhow.
Fixes Bugzilla #3674.
"I did more tests.
It appears the bug only happens if there is
another window on the screen that has "always
on top" property. For me it is xawtv - it is
always opened in a screen corner. Closing
xawtv or removing "always on top" property
from it makes the problem to go away.
Plus, it doesn't appear like the buttons are
not delivered at all. It appears that instead
the button presses are delivered on some mouse
positions, but not delivered when you move the
mouse to other part of the window... So this is
really weird and is likely somewhere deep in the
Xorg.
Maybe somehow it happens that the cursor is
actually above the xawtv window, but, because
my app uses grab, it is not visible there, and
in that case the events are not delivered to
my app?
But with my patch the button events are
always delivered flawlessly, it seems.
Hmm, and that indeed seems to explain my problem:
if the mask is set properly and my app uses
grab, then, even if the mouse is above some
other window, the events would still be delivered
to the grabbing app, which is what actually wanted
because my app uses relative mouse mode, so it
doesn't know the pointer can cross some other window
(my app draws the pointer itself).
So my current theory is that my patch only enforces
the mouse grab, which otherwise can be tricked by
some other window preventing the button events
delivery (but motion events are still delivered
via xinput2, which makes it all look very obscure)."
|
|
01e0d8fc
|
2017-08-19T15:02:03
|
|
opengl: Add support for [GLX|WGL]_ARB_create_context_robustness.
This patch was originally written by Marc Di Luzio for glX and enhanced by
Maximilian Malek for WGL, etc. Thanks to both of you!
Fixes Bugzilla #3643.
Fixes Bugzilla #3735.
|
|
30d554e3
|
2017-08-19T03:07:44
|
|
Fixed building SDL applications with Visual Studio and the clang toolset
Also fixed building 64-bit SDL with clang. 32-bit doesn't build because of the inline assembly for C runtime support.
|
|
3d0f521b
|
2017-08-18T23:23:30
|
|
iOS 10: Work around screen bounds orientation bug. Fixes bugs #3465 and #3505.
|
|
2dc5d32f
|
2017-08-18T18:16:37
|
|
Updated version to 2.0.6
|
|
bcf0e071
|
2017-08-18T17:29:44
|
|
Added WASAPI audio target to autoconf build process
|
|
e3e6b4fd
|
2017-08-18T16:52:19
|
|
audio: better docs on conversion APIs, error if not init'd (thanks, Simon!).
Fixes Bugzilla #3662.
|
|
500378eb
|
2017-08-18T16:35:55
|
|
Add atomics for Watcom/x86 as inline asm
Partially fixes Bugzilla #3758.
|
|
c68d3ab7
|
2017-08-17T21:35:46
|
|
Watcom supports __FUNCTION__ identifier (and surely not __PRETTY_FUNCTION__)
Partially fixes Bugzilla #3758.
|
|
7a9b9e05
|
2017-08-17T20:47:16
|
|
SDL_mouse.c doesn't need default_cursor.h.
|
|
00905c98
|
2017-08-17T03:22:44
|
|
filesystem: Patched to compile on QNX.
|
|
e50d3cdf
|
2017-08-17T02:58:46
|
|
filesystem: QNX should use SDL_LoadFile() instead of rolling it from scratch.
|
|
c13c45c7
|
2017-08-17T01:25:48
|
|
qnx: Implemented SDL_GetBasePath().
|
|
adecda50
|
2017-08-16T21:31:03
|
|
cpuinfo: Add SDL_HasNEON() support for ARM-based QNX.
|
|
a0a09f64
|
2017-08-15T22:53:57
|
|
Improve iOS keyboard demo code a bit.
|
|
2e4248ed
|
2017-08-15T18:29:47
|
|
Address a compiler warning.
|
|
c7b4f2b9
|
2017-08-15T16:30:26
|
|
rwops: Fixed 64-bit file i/o on QNX.
|
|
e83764a5
|
2017-08-14T23:45:06
|
|
Fixed bug 2137 - SDL Message Boxes don't cope with fixed width fonts (in windows at least)
Pegasus Epsilon
With the system dialog font set to Arial or Tahoma or another variable-width font, everything works just as expected. When using a fixed-width font, like Courier or DejaVu Sans Mono, the text gets cut off. Example screenshots attached.
|
|
1d0584d5
|
2017-08-14T21:35:16
|
|
Hopefully fixed Wayland build
|
|
a4cfa936
|
2017-08-14T21:28:04
|
|
Fixed bug 2293 - Precise scrolling events
Martijn Courteaux
I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.
The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.
I believe this is pretty solid way of doing it, although I'm not the expert here.
There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
|
|
72b195d2
|
2017-08-14T20:45:14
|
|
Fixed Android build warning
|
|
04e76499
|
2017-08-14T20:37:07
|
|
Fixed build warning
|
|
e086a1c1
|
2017-08-14T20:25:53
|
|
Added missing files from the previous commit
|
|
fb835f9e
|
2017-08-14T20:22:19
|
|
Fixed bug 2330 - Debian bug report: SDL2 X11 driver buffer overflow with large X11 file descriptor
manuel.montezelo
Original bug report (note that it was against 2.0.0, it might have been fixed in between): http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=733015
--------------------------------------------------------
Package: libsdl2-2.0-0
Version: 2.0.0+dfsg1-3
Severity: normal
Tags: patch
I have occasional crashes here caused by the X11 backend of SDL2. It seems to
be caused by the X11_Pending function trying to add a high number (> 1024)
file descriptor to a fd_set before doing a select on it to avoid busy waiting
on X11 events. This causes a buffer overflow because the file descriptor is
larger (or equal) than the limit FD_SETSIZE.
Attached is a possible workaround patch.
Please also keep in mind that fd_set are also used in following files which
may have similar problems.
src/audio/bsd/SDL_bsdaudio.c
src/audio/paudio/SDL_paudio.c
src/audio/qsa/SDL_qsa_audio.c
src/audio/sun/SDL_sunaudio.c
src/joystick/linux/SDL_sysjoystick.c
--------------------------------------------------------
On Tuesday 24 December 2013 00:43:13 Sven Eckelmann wrote:
> I have occasional crashes here caused by the X11 backend of SDL2. It seems
> to be caused by the X11_Pending function trying to add a high number (>
> 1024) file descriptor to a fd_set before doing a select on it to avoid busy
> waiting on X11 events. This causes a buffer overflow because the file
> descriptor is larger (or equal) than the limit FD_SETSIZE.
I personally experienced this problem while hacking on the python bindings
package for SDL2 [1] (while doing make runtest). But it easier to reproduce in
a smaller, synthetic testcase.
|
|
9451cd81
|
2017-08-14T20:07:30
|
|
Fixed compiler warnings
|
|
aebe17d3
|
2017-08-14T16:34:54
|
|
Fixed bug 2344 - CHECK_WINDOW_MAGIC should include __FILE__ and __LINE__
Martin Gerhardy
just for easier debugging issues in the own code...
SDL_CreateRenderer should maybe also use this macro
Ryan C. Gordon
I'll go one better: it should have an SDL_assert().
|
|
96e15fa7
|
2017-08-14T16:09:44
|
|
Fixed Windows build due to an implicit memcpy generated by the optimizer
|
|
e9d4e310
|
2017-08-14T14:14:45
|
|
Fixed bug 3753 - Android : load methodID during initialization
Sylvain
Small patch to load some java methodID at start-up (and avoid a potential crash at run-time).
|
|
64dd829b
|
2017-08-14T13:48:13
|
|
Fixed bug 2418 - Structure SDL_gestureTouch leaking
Leonardo
Structure SDL_gestureTouch gets reallocated for every new added gesture but its never freed.
Proposed patch add the function SDL_GestureQuit() that takes care of doing that and gets called when TouchQuit is called.
Gabriel Jacobo
Thanks for the patch. I think it needs a bit of extra work though, looking at the code in SDL_gesture.c , I see that SDL_numGestureTouches only goes up, I think the right fix here involves adding SDL_GestureDelTouch (hooked into SDL_DelTouch) as well as SDL_GestureQuit (as you posted in your patch).
|
|
f142a796
|
2017-08-14T13:37:14
|
|
Fixed bug 2441 - SDL_DuplicateSurface
Rainer Deyke
I've written a small patch that adds a small SDL_DuplicateSurface function to SDL. I've written the function as part of a larger (as yet unfinished) patch, but I think this function is useful enough that it merits inclusion in SDL on its own.
|
|
362d5496
|
2017-08-14T10:28:47
|
|
Fixed bug 2500 - X11: SDL tries (and fails) to hide foreign windows
Alvin
I'm interested in this bug as well. I have experienced it when trying to embed an SDL_Window into a FLTK application. To do this, I create a FLTK window (window inside a window - think video player) and then use SDL_CreateWindowFrom() on the inner most window's Xlib Window*. After which, I create a renderer.
In my situation I am using the FLTK GUI toolkit.
What I have experienced is that the SDL_CreateRender() will recreate the window in order to properly setup OpenGL capability. As part of this process, the window is hidden and a call is executed that waits indefinitely for an acknowledgement that the window was indeed unmapped. This is where my program hangs.
Please correct me if I am wrong, but should SDL2 not make Xlib calls that effect the Xlib Window in this situation (e.g. When SDL_CreateWindowFrom() is used)? The toolkit being used typically assumes responsibility and, I presume, tracks all Xlib Windows it creates.
On line src/video/SDL_video.c:1372 the comment associated with setting SDL_WINDOW_FOREIGN reads:
/* Can't destroy and re-create foreign windows, hrm */
Since I do not know the reason for hiding the window in the first place, the attached patch simply does not wait for a response when X11_XWithdrawWindow() and X11_XMapRaised() are issued by X11_HideWindow() and X11_ShowWindow(), respectively. I presume that the GUI toolkit (GTK, FLTK, etc.) has or will consume the acknowledging event as it is managing the Xlib Window (or it thinks it is).
I have tested the patch against hg 5c645d037de2 and I have successfully tested:
* Embedding the SDL_Window inside a FLTK application.
* Calling SDL_SetWindowSize() when FLTK resizes the window (e.g. dragging cursor on the edge of the window).
* Filling the renderer's default target blue and drawing a red fill square at the centre (exciting, I know!)
* Calling SDL_Quit() when the application terminates
I do not receive any Xlib erorr messages (BadWindow, etc.) in any of those situations.
|
|
36ba9248
|
2017-08-14T10:04:59
|
|
Fixed setting the texture blend mode in the OpenGL ES2 renderer
|
|
de91b124
|
2017-08-14T06:28:21
|
|
Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
|
|
c59d9923
|
2017-08-14T05:51:44
|
|
Implemented more flexible blending modes for accelerated renderers
This fixes bug 2594 - Propose new blend mode, SDL_BLENDMODE_BLEND_DSTA
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_ADD);
This fixes bug 2828 - Subtractive Blending
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT,
SDL_BLENDFACTOR_ZERO,
SDL_BLENDFACTOR_ONE,
SDL_BLENDOPERATION_SUBTRACT);
This goes partway to fixing bug 3684 - Add support for a pre-multiplied alpha blending mode
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD,
SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
SDL_BLENDOPERATION_ADD);
|
|
f8e1874d
|
2017-08-13T22:50:23
|
|
Fixed bug 2646 - Problems with software renderer when SDL_SetRenderLogicalSize set
Fixed setting the software renderer clip rectangle when a viewport is set
|
|
7af3786d
|
2017-08-13T21:55:42
|
|
Fixed bug 2755 - SDL2 fails to build on Solaris 10 u3
UX-admin
I am compiling with the Sun Studio 12 u2 compiler. There are multiple issues with the build, but this particular issue appears to be that it is illegal to declare a union of a struct of floats and a float. While GCC 4.8.1 does not flag this as an error, Sun Studio is much more standards compliant and strict, halting further compilation with an error.
|
|
72ab2588
|
2017-08-13T21:48:40
|
|
Fixed bug 2764 - Timer is not rescheduled with the returned interval
afwlehmann
Sorry for re-opening, but it turns out that the current interval is indeed not updated. I've just checked the source code of the 2.0.3 release again:
163 if (current->canceled) {
164 interval = 0;
165 } else {
166 interval = current->callback(current->interval, current->param);
167 }
168
169 if (interval > 0) {
170 /* Reschedule this timer */
171 current->interval = interval; // <-- this line is missing
172 current->scheduled = tick + interval;
173 SDL_AddTimerInternal(data, current);
174 } else {
According to the documentation: "The callback function is passed the current timer interval and the user supplied parameter from the SDL_AddTimer() call and returns the next timer interval. If the returned value from the callback is 0, the timer is canceled."
If I understand the text correctly, then the current interval should in fact be updated according to the returned value. Otherwise there would be a discrepancy between the next time for which the timer is actually re-scheduled and the value that's passed to the callback once the timer fires again.
This could be fixed by adding line #171.
|
|
eb06aba8
|
2017-08-13T21:16:58
|
|
Fixed bug 3742 - minor warning fixes
|
|
3cae0c38
|
2017-08-13T21:09:00
|
|
Fixed bug 3746 - remove SDLCALL attribute from SDL_BlitFunc() funcptr
Ozkan Sezer
The attached patch removes SDLCALL attribute from SDL_BlitFunc() funcptr.
As far as I can see, *SDL_BlitFunc() is completely internal to SDL with
no specific calling convention requirements. The actual functions assigned
to SDL_BlitFunc seem to not have any calling conventions specified. So,
easy solution is simply removing the strict calling convention from the
type.
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ca5c3048
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2017-08-13T21:06:52
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Fixed bug 3744 - missing SDLCALL in several functions
Ozkan Sezer
The attached patch adds missing SDLCALL to several functions, so that
they properly match the headers as intended.
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e54eede2
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2017-08-13T21:05:15
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Provide the correct state of the on-screen keyboard to the API (patch from Sylvain)
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6ee66139
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2017-08-13T20:55:59
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Fixed bug 3235 - Make the Android window creation similar to iOS' window creation
Sylvain
Here's a patch.
It tries to get the hint first. Resizable will allow any orientation. Otherwise it uses width/height window.
setOrientation method is splitted in static and non-static, so that it can be overloaded in a user subclass.
Some artefact observed :
surfaceChanged() can be called twice at the beginning. When the phone starts in portrait and run a landscape application.
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6ef1a25d
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2017-08-13T20:51:08
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Fixed bug 3751 - DirectFB linux_input disabled by default
Clayton Craft
linux_input module is disabled by default, despite the comments in source code that it is otherwise:
src/video/directfb/SDL_DirectFB_video.c:
devdata->use_linux_input = readBoolEnv(DFBENV_USE_LINUX_INPUT, 0); /* default: on */
src/video/directfb/SDL_DirectFB_video.h:
#define DFBENV_USE_LINUX_INPUT "SDL_DIRECTFB_LINUX_INPUT" /* Default: on */
When using the directfb driver, the linux_input module is suppressed unless the SDL app is started with "SDL_DIRECTFB_LINUX_INPUT=1" set in the environment. I recall seeing at one point that the directfb folks recommended using linux_input over the other input drivers, but I am having trouble locating this recommendation. In any case, I believe that this should really be defaulted to 'on' since it's vastly superior to the other dfb input drivers!
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ddeaa601
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2017-08-13T20:42:41
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Fixed bug 3299 - DirectInput: Incorrect joystick mapping when attaching new joysticks
Jimb Esser
Note: This is using DirectInput, I have to disable XInput as that causes all but the first 4 controllers to be completely ignored by SDL (I can find no way to reconcile XInput devices with DirectInput devices, otherwise I would make a patch that accepts the fifth and later controllers with DirectInput...). XInput does not seem to have the problem below, only DirectInput.
I plug in 3 identical wireless Xbox 360 controllers, call them J1, J2, J3. Direct Input shows them as having GUIDs G1, G2, G3. I unplug J1, then J2 and J3 show up as having GUIDs G1 and G2! Not so "unique"... I start my SDL app when just J2 and J3 are plugged in, and open J2 and J3. Then I plug in a new controller, SDL sees that now G3 exists, assigns that a new SDL joystick instance ID, which I request to be opened, but G3 at this point is J3, which I already had opened! So I end up with two instances of J3 opened, and none of J1. "Re-"opening G1 would get the actual handle to the newly attached controller, but there's no current way to know this. This is clearly a bug or poor design in DirectInput or my wireless receiver drivers, but is a showstopping bug for my 8-20 player games (as soon as any one controller runs out of battery or goes to sleep and gets turned back on, suddenly things are busted requiring a restart (or, at least, a reinitialization of all controllers - the game can't go on)).
The solution I found is to use HID paths instead of GUIDs to uniquely identify joysticks. GUIDs are still needed to open a controller, however I have added code to re-find the GUIDs for all joysticks whenever a new joystick is attached or removed. This does now require opening of all joysticks (instead of just enumerating them), though if your app, like mine, is opening all of them anyway so that any can press a button to join, that doesn't change much (although perhaps they joysticks should be kept open in this case, instead of closed and re-opened). If your app only ever opens one joystick, this will do more work at startup than it did previously.
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ea9bc659
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2017-08-13T20:39:00
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Added check for XBOX in addition to Xbox and X-Box
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78865eff
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2017-08-13T20:38:06
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Fixed compiler warning
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f1829d95
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2017-08-13T20:37:49
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Added SDL_wcscmp()
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af9ec8f6
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2017-08-13T20:13:11
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Fixed copy-paste error, thanks Alen!
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df2d2994
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2017-08-13T18:12:06
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Fixed bug 2812 - Make libSDL2main.a usable on Android via a dummy symbol
Jonas Kulla
This eliminates the need to manually compile in SDL_main_android.c.
Instead, add "-lSDL2main -Wl,-u,SDL_main_dummy" when linking.
I don't know how the nkd-build process works, but unless it was
for some reason linking libSDL2main.a it should be unaffected.
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c87e1d52
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2017-08-13T14:15:52
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Fixed bug 2841 - Hint to set resource id for window icon
Alexey
Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
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18cceb5c
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2017-08-13T01:00:01
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x11: Patched to compile.
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0a1b905b
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2017-08-13T00:58:23
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x11: Fix message box titles with Unicode chars on some window managers.
Fixes Bugzilla #2971.
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bfd5a134
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2017-08-12T20:25:49
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Fixed bug 2931 - Large relative mouse motion jumps when using touch input
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b2e2bcc2
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2017-08-12T20:21:34
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Added test debug logs for additional event types
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9be597a0
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2017-08-12T22:16:04
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iOS: Fix app orientation when creating a landscape fullscreen window with the device currently in portrait orientation.
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059d9e46
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2017-08-12T17:41:59
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Fixed bug 2950 - wrong axes values are set on joystick initialization
Edward Rudd
Device: Logitech Rumble Gamepad F510 in Xinput mode.
Upon opening the joystick the values of the axes are queried via PollAllValues are not actually set on the device all the time.
This can easily be seen in the testjoystick or testgamecontroller test programs,as the testjoystick shows all axes in the center until one 'tickles' the triggers., and the testgamecontroller will show the triggers as 'on' until on 'tickles' the triggers.
Upon further research the culprit is the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint. In the default value events are ignored until there is an active window, Thus in cases where the joystick system is initialized and controllers opened before the initial window is created & focuses, the initial values will be incorrect.
Here is my current workaround in the game I'm working on porting..
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_GameController* gamepad = SDL_GameControllerOpen(index);
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
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7bab2913
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2017-08-12T17:01:14
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Fixed Windows build
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