src


Log

Author Commit Date CI Message
Sam Lantinga dbb0a2aa 2017-08-28T14:34:15 Removed the need for libSDL2main.a on Android, and separated JNI initialization out for other integrations
Sam Lantinga 93415899 2017-08-28T13:40:32 Removed unneeded Vulkan symbol definitions
Sam Lantinga 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.
Sam Lantinga 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")
Sam Lantinga 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
Sam Lantinga 6dd3f55d 2017-08-28T01:59:53 Fixed WinRT build after changing the header guard preprocessor symbol
Sam Lantinga ff8d2e14 2017-08-28T01:42:18 Fixed build when Wayland is dynamically loaded
Sam Lantinga edaa0ef5 2017-08-28T00:54:02 Fixed analyzer warning "Call to 'calloc' has an allocation size of 0 bytes"
Sam Lantinga 3c7f9d69 2017-08-28T00:51:14 Fixed redefinition of typedef warnings and errors on BSD
Sam Lantinga 50efbda7 2017-08-28T00:43:14 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
Sam Lantinga 0d011ec6 2017-08-28T00:22:23 Renaming of guard header names to quiet -Wreserved-id-macro
Sam Lantinga ce2b1644 2017-08-28T00:11:38 Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
Sam Lantinga 5cd1a959 2017-08-27T23:53:09 Fixed Android build with Vulkan support
Sam Lantinga 0cebef60 2017-08-27T23:39:55 Fixed code style for new Vulkan API functions
Sam Lantinga 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
Sam Lantinga 9da4717d 2017-08-27T22:36:03 Fixed Windows warning
Sam Lantinga 82ffabc8 2017-08-27T22:34:15 Fixed Android build
Sam Lantinga ded5b3a4 2017-08-27T21:05:18 Fixed crash at shutdown if the window couldn't be created
Sam Lantinga eb5392ad 2017-08-27T20:41:29 Added the new Vulkan API functions to exported functions
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Sam Lantinga 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:
Sam Lantinga 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
Sam Lantinga b7c5d151 2017-08-27T18:53:30 SDL_dynapi.c: add missing SDLCALL to macros.
Sam Lantinga a38f127e 2017-08-27T18:52:43 Swapped conditional arguments for standard SDL readability
Sam Lantinga 30fe9a67 2017-08-27T18:49:36 SDL_dynapi.h: revert commit ee88fe3e353e in order to enable dynapi [ optional ]
Sam Lantinga 50d3fe21 2017-08-27T18:49:11 SDL_dynapi_procs.h: adjust SDL_CreateThread for os/2
Sam Lantinga 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).
Patrice Mandin bbd9acdd 2017-08-26T21:20:20 Add support for GameSir G4s
Ryan C. Gordon 73f866cf 2017-08-25T15:16:39 windows: Attempt to make Visual Studio not hardcode a call to memset().
Ryan C. Gordon e58c7920 2017-08-25T12:51:42 x11: Patched to compile with DEBUG_XEVENTS defined.
Ryan C. Gordon 8c39d1d0 2017-08-25T12:27:18 OS/2: fixed inverted logic bug (thanks, Ozkan!).
Ryan C. Gordon 2213077a 2017-08-25T11:31:12 OS/2: proper fix for dynapi (thanks, Ozkan!).
Ethan Lee 685890a2 2017-08-24T22:57:42 Fix KHR_no_error support
Ryan C. Gordon d8fc70ea 2017-08-24T21:30:53 opengl: add support for GL_KHR_no_error. This is completely untested! Fixes Bugzilla #3721.
Ryan C. Gordon a3890ff6 2017-08-22T15:50:39 dynapi: fill in OS/2 loading code (thanks, Ozkan!). Partially fixes Bugzilla #3765.
Brandon Schaefer 17453d49 2017-08-21T23:44:46 x11: Move screen_w/h inside the only ifdef they are referenced in to avoid compiler warnings
Brandon Schaefer a6dc4ed5 2017-08-21T17:22:00 kmsdrm: Remove moved file
Brandon Schaefer 11717184 2017-08-21T17:20:50 kmsdrm: Cleanup unused headers, rename SDL_kmsdrmevents_c.h -> SDL_kmsdrmevents.h
Sam Lantinga 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
Sam Lantinga f6ad070b 2017-08-21T13:00:58 SDL_dynapi.h: disable dynapi for os/2.
Sam Lantinga b821ded9 2017-08-21T13:00:40 SDL_cpuinfo.c: add os/2 support to SDL_GetCPUCount() and SDL_GetSystemRAM().
Sam Lantinga 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.
Ryan C. Gordon 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)."
Ryan C. Gordon 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.
Sam Lantinga 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.
Alex Szpakowski 3d0f521b 2017-08-18T23:23:30 iOS 10: Work around screen bounds orientation bug. Fixes bugs #3465 and #3505.
Sam Lantinga 2dc5d32f 2017-08-18T18:16:37 Updated version to 2.0.6
Sam Lantinga bcf0e071 2017-08-18T17:29:44 Added WASAPI audio target to autoconf build process
Ryan C. Gordon e3e6b4fd 2017-08-18T16:52:19 audio: better docs on conversion APIs, error if not init'd (thanks, Simon!). Fixes Bugzilla #3662.
Ozkan Sezer 500378eb 2017-08-18T16:35:55 Add atomics for Watcom/x86 as inline asm Partially fixes Bugzilla #3758.
Ozkan Sezer c68d3ab7 2017-08-17T21:35:46 Watcom supports __FUNCTION__ identifier (and surely not __PRETTY_FUNCTION__) Partially fixes Bugzilla #3758.
Ryan C. Gordon 7a9b9e05 2017-08-17T20:47:16 SDL_mouse.c doesn't need default_cursor.h.
Ryan C. Gordon 00905c98 2017-08-17T03:22:44 filesystem: Patched to compile on QNX.
Ryan C. Gordon e50d3cdf 2017-08-17T02:58:46 filesystem: QNX should use SDL_LoadFile() instead of rolling it from scratch.
Ryan C. Gordon c13c45c7 2017-08-17T01:25:48 qnx: Implemented SDL_GetBasePath().
Ryan C. Gordon adecda50 2017-08-16T21:31:03 cpuinfo: Add SDL_HasNEON() support for ARM-based QNX.
Alex Szpakowski a0a09f64 2017-08-15T22:53:57 Improve iOS keyboard demo code a bit.
Alex Szpakowski 2e4248ed 2017-08-15T18:29:47 Address a compiler warning.
Ryan C. Gordon c7b4f2b9 2017-08-15T16:30:26 rwops: Fixed 64-bit file i/o on QNX.
Sam Lantinga 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.
Sam Lantinga 1d0584d5 2017-08-14T21:35:16 Hopefully fixed Wayland build
Sam Lantinga 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).
Sam Lantinga 72b195d2 2017-08-14T20:45:14 Fixed Android build warning
Sam Lantinga 04e76499 2017-08-14T20:37:07 Fixed build warning
Sam Lantinga e086a1c1 2017-08-14T20:25:53 Added missing files from the previous commit
Sam Lantinga 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.
Sam Lantinga 9451cd81 2017-08-14T20:07:30 Fixed compiler warnings
Sam Lantinga 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().
Sam Lantinga 96e15fa7 2017-08-14T16:09:44 Fixed Windows build due to an implicit memcpy generated by the optimizer
Sam Lantinga 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).
Sam Lantinga 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).
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 36ba9248 2017-08-14T10:04:59 Fixed setting the texture blend mode in the OpenGL ES2 renderer
Sam Lantinga de91b124 2017-08-14T06:28:21 Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks Patches contributed by Ozkan Sezer
Sam Lantinga 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);
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga eb06aba8 2017-08-13T21:16:58 Fixed bug 3742 - minor warning fixes
Sam Lantinga 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.
Sam Lantinga ca5c3048 2017-08-13T21:06:52 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.
Sam Lantinga e54eede2 2017-08-13T21:05:15 Provide the correct state of the on-screen keyboard to the API (patch from Sylvain)
Sam Lantinga 6ee66139 2017-08-13T20:55:59 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.
Sam Lantinga 6ef1a25d 2017-08-13T20:51:08 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!
Sam Lantinga ddeaa601 2017-08-13T20:42:41 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.
Sam Lantinga ea9bc659 2017-08-13T20:39:00 Added check for XBOX in addition to Xbox and X-Box
Sam Lantinga 78865eff 2017-08-13T20:38:06 Fixed compiler warning
Sam Lantinga f1829d95 2017-08-13T20:37:49 Added SDL_wcscmp()
Sam Lantinga af9ec8f6 2017-08-13T20:13:11 Fixed copy-paste error, thanks Alen!
Sam Lantinga df2d2994 2017-08-13T18:12:06 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.
Sam Lantinga c87e1d52 2017-08-13T14:15:52 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.
Ryan C. Gordon 18cceb5c 2017-08-13T01:00:01 x11: Patched to compile.
Ryan C. Gordon 0a1b905b 2017-08-13T00:58:23 x11: Fix message box titles with Unicode chars on some window managers. Fixes Bugzilla #2971.
Sam Lantinga bfd5a134 2017-08-12T20:25:49 Fixed bug 2931 - Large relative mouse motion jumps when using touch input
Sam Lantinga b2e2bcc2 2017-08-12T20:21:34 Added test debug logs for additional event types
Alex Szpakowski 9be597a0 2017-08-12T22:16:04 iOS: Fix app orientation when creating a landscape fullscreen window with the device currently in portrait orientation.
Sam Lantinga 059d9e46 2017-08-12T17:41:59 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");
Sam Lantinga 7bab2913 2017-08-12T17:01:14 Fixed Windows build