Log

Author Commit Date CI Message
Philipp Wiesemann 61c326e1 2017-05-11T23:00:39 directfb: Fixed typo in log message.
Philipp Wiesemann 75c0d1ef 2017-05-11T23:00:21 directfb: Fixed compiler warnings about unused variables.
Ryan C. Gordon c878b59b 2017-05-10T16:18:43 audio: fixed more "spec" references that should have been "callbackspec". This should catch all the ones for audio targets that have provided their own audio threads.
Sam Lantinga 9ac3bb70 2017-05-09T10:10:42 Added support for mixing Qt and SDL on iOS You should call SDL_SetMainReady(), and then customize the QIOSApplicationDelegate like this, in your application code: /* Additional support for applications mixing Qt and SDL */ @interface QIOSApplicationDelegate : UIResponder <UIApplicationDelegate> @end extern "C" { void SDL_OnApplicationWillResignActive(); void SDL_OnApplicationDidEnterBackground(); void SDL_OnApplicationWillEnterForeground(); void SDL_OnApplicationDidBecomeActive(); } @interface QIOSApplicationDelegate (SDL) - (void)applicationWillResignActive:(UIApplication*)application; - (void)applicationDidEnterBackground:(UIApplication*)application; - (void)applicationWillEnterForeground:(UIApplication*)application; - (void)applicationDidBecomeActive:(UIApplication*)application; @end @implementation QIOSApplicationDelegate (SDL) - (void)applicationWillResignActive:(UIApplication*)application { SDL_OnApplicationWillResignActive(); } - (void)applicationDidEnterBackground:(UIApplication*)application { SDL_OnApplicationDidEnterBackground(); } - (void)applicationWillEnterForeground:(UIApplication*)application { SDL_OnApplicationWillEnterForeground(); } - (void)applicationDidBecomeActive:(UIApplication*)application { SDL_OnApplicationDidBecomeActive(); } @end // QIOSApplicationDelegate
Sam Lantinga 8b7ae353 2017-05-09T03:19:58 Fixed build error on Linux
Philipp Wiesemann 60f28484 2017-05-07T21:02:46 haiku: Fixed crash on quit if max number of joysticks was connected.
Philipp Wiesemann b7b91907 2017-05-07T21:02:31 haiku: Changed internal function to be static.
Philipp Wiesemann 3ed2f0ca 2017-05-07T21:02:16 haiku: Fixed unlocking clipboard twice.
Philipp Wiesemann 4466b931 2017-05-06T21:46:11 haiku: Fixed comment.
Philipp Wiesemann 34747107 2017-05-06T21:46:00 mir: Fixed memory leak if system cursor id is unknown.
Philipp Wiesemann 34d9c521 2017-05-06T21:45:43 emscripten: Fixed return type in event callback declaration.
Sam Lantinga bf4e7eb6 2017-05-05T05:10:30 Fixed comment typo
Alex Szpakowski 75fb07a6 2017-05-03T18:05:29 iOS: Only mark interrupted audio devices as non-interrupted if AudioQueueStart is successful.
Ryan C. Gordon ce2998b8 2017-05-02T21:46:28 cocoa: Don't crash on messagebox keypress without a successful SDL_Init().
Ryan C. Gordon d00dfc43 2017-05-02T11:31:14 Fixed another AC_DEFINE.
Ryan C. Gordon 3f7f65a3 2017-05-02T11:16:58 Fixed configure script. The Haiku patch would define some HAVE_* things to /**/ instead of 1, breaking the build for various things.
Ryan C. Gordon 619ab7a2 2017-05-01T18:39:05 haiku: Various fixes from haikuports. Based on patch here: https://github.com/haikuports/haikuports/blob/master/media-libs/libsdl2/patches/libsdl2-2.0.5.patchset
Philipp Wiesemann 444c47a1 2017-04-29T22:50:35 windows: Changed six internal functions to be static.
Philipp Wiesemann 89499a08 2017-04-29T22:50:23 Removed unused field in loopwavequeue program. Found by Cppcheck.
Sam Lantinga d7cd6537 2017-04-27T15:52:37 Added Steam Controller mappings for Linux and iOS
Ryan C. Gordon 226541cb 2017-04-26T01:43:40 audio: another wrong struct that causes NULL pointer crash (thanks, Simon!). Fixes Bugzilla #3632.
Joshua Granick 1286a7d2 2017-04-20T21:31:44 windows: Add SDL_WINDOW_ALWAYS_ON_TOP support.
Juha Kuikka 7382cebb 2017-04-20T21:25:29 audio: Fix audio queue functions to use new spec structure. Using the old spec structure causes the audio queueing functions to fail due to bad callback pointers being checked.
Ryan C. Gordon 93a6191c 2017-04-20T13:00:54 emscripten: keep track of pointer lock losses and maybe regrab pointer later. If an Emscripten app is in relative mouse mode and the user presses Escape (or whatever is appropriate), then the pointer lock is broken by the browser. This keeps track of those losses, and next time the user presses a mouse button down on the canvas, if the app is still meant to be in relative mouse mode, we will attempt to regrab the pointer. This makes it much more seamless for things like first-person shooters, and the app doesn't need any manual intervention.
Sam Lantinga d20d426c 2017-04-18T22:17:40 Fix crash in SDL audio thread, by Juha Kuikka Wrong audio spec structure was populated with the internal callback, causing the audio thread to call a NULL pointer.
Ryan C. Gordon 1d1a0d7f 2017-04-13T15:28:56 atomic: Patched to compile on Android.
Ryan C. Gordon 1c9c7633 2017-04-13T13:28:52 atomic: favor compiler intrinsics for compare-and-swap over macOS APIs. The OSAtomicCompareAndSwap* APIs are deprecated as of macOS 10.12.
Ryan C. Gordon 8c00de57 2017-04-13T13:22:23 atomic: let Clang always use atomic_load_n if available. (Apple's Clang reports itself as GCC 4.2.1 in preprocessor macros--the final GNU C compiler Apple shipped--as of the macOS 10.12 SDK.)
Philipp Wiesemann 2bf79c2e 2017-04-09T23:00:54 mir: Fixed typo in error messages.
Philipp Wiesemann f6eb23a6 2017-04-09T23:00:42 linux: Changed two variables to be static.
Philipp Wiesemann 37b49e63 2017-04-09T23:00:26 ios: Fixed compiler warnings about unused variables in demo.
Ryan C. Gordon 366adae3 2017-04-07T20:17:30 android: More robust fix for screen locking in landscape (thanks, Sylvain!). Fixes Bugzilla #3562. From Sylvain: "With an android landscape application, if you quickly lock, then unlock your device, you can see sometimes a quick glitch: screen badly draws in portrait, then it correctly displays in landscape. Not talking of a smooth rotation, it's a drawing glitch. And you need to have a plain lock screen, with no model nor passphrase. I think it happens because the call to "nativeResume()" occurs sometimes too early. It should be done once you have *all* those three things (in any sequence): - onWindowsFocusChanged() set to true - onResume() called - a valid call to onSurfaceChanged() Currently, this is not the case: you don't need to have onResume() called. Just need to have isPaused, (eg onPaused()). So "isPaused" should be renamed as "isResumedCalled". But you also need some kind of isPaused state to make sure to don't call nativePause() twice (and deadlocks...). There are also redundant checks to "mHasFocus" and some creation of the initialisation thread code from onSurfaceChanged() that could me moved. So here's this patch: - add some states, so we have cleaner transitions. - make sure "onResume()" is called. - some clean up - it also goes faster in pause state (focus changed, onPause, without requiring isSurfaceReady which does seems to be needed). Tested on a few devices and it removes the glitch. But I haven't tested when the activity goes back to "init" state."
Sam Lantinga 27023ed2 2017-04-07T03:39:43 Added support for the Cyborg V.3 Rumble Pad and the Mad Catz FightPad PRO
Drew Bliss a4dbf565 2017-04-06T13:27:51 Fix divide-by-zero when videodata->ime_candpgsize is zero. We're seeing this happen in Dota in the wild.
Drew Bliss 66555f61 2017-04-06T13:27:48 SDL - attempt to fix https://github.com/ValveSoftware/Dota-2/issues/1199 of mouse not locking in Dota. This fix is proposed by Ryan Gordon (increase timeout in X11_SetWindowGrab from 250ms to 5000ms). I'm going to integrate to source2 and ship it to dota customers. If it works, SamL will upsteam it to SDL.
Sam Lantinga 1eb92f63 2017-04-06T06:30:43 Implemented Linux joystick blacklist Based on https://raw.githubusercontent.com/denilsonsa/udev-joystick-blacklist/master/generate_rules.py This fixes a few devices that are not actually joysticks showing up as such in SDL
Sam Lantinga 53f3786b 2017-04-04T08:43:44 Added support for a number of game controllers, including the Nintendo Switch Pro Controller
Sam Lantinga 5789da67 2017-04-03T13:32:53 Fixed bug 1859 - No SDL_VIDEORESIZE event generated when the window manager sets the window size. Samuel Hopkins Just confirming that the patch from Andreas (attachment 1715 [details]) works for me under SDL 2.0.3 with xmonad. Stas Sergeev Confirming that the patch in this ticket fixes the full-screen switching for dosemu2 on ubuntu-16.04. Note that I am not using xmonad, so this bug appears to be generic.
Philipp Wiesemann 1517ba72 2017-04-02T21:33:54 PSP: Fixed error messages.
Philipp Wiesemann f96cdca4 2017-04-02T21:33:42 Mir: Changed two internal functions to be static.
Philipp Wiesemann f1296a86 2017-04-02T21:33:24 Emscripten: Simplified option name in build script and README.
Philipp Wiesemann 06d6ada8 2017-04-02T21:33:02 Updated generated configure script.
Philipp Wiesemann 7ae7fceb 2017-04-02T21:32:49 Fixed typos and documentation in haptic header file.
Ryan C. Gordon c57fe6d7 2017-04-01T00:46:42 Backing out broken change from previous commit.
Ryan C. Gordon ed7f16e2 2017-04-01T00:46:15 Intentionally breaking buildbot to test email server change.
Ryan C. Gordon 2ce52bf9 2017-04-01T00:17:15 README-hg.md: Updated main Mercurial website.
Ryan C. Gordon 1018d564 2017-04-01T00:05:25 BUGS.txt: Changed mailing list link to discourse.libsdl.org. I think we're solid on this? We can always back this changeset out. :)
Ryan C. Gordon 2092a883 2017-03-31T23:43:53 android: fix wrong events when locking device in landscape (thanks, Joshua!). "Using an application in portrait orientation, turning off the device would dispatch SDL_APP_WILLENTERBACKGROUND, then SDL_APP_DIDENTERBACKGROUND then lock the screen. However, rotating the application the application to landscape, then turning off the device would incorrectly dispatch SDL_APP_WILLENTERBACKGROUND, SDL_APP_WILLENTERBACKGROUND, SDL_APP_WILLENTERFOREGROUND and then SDL_APP_DIDENTERFOREGROUND before locking the screen. You can imagine how this created trouble :) It appears this occurs because (on this application) turning off a device when in landscape is triggering a resize. The resize logic in SDLActivity triggers a resume. This patch has resolved the issue on my device: It prevents the dispatch of (improper) FOREGROUND events when locking the device, but we get still events when the device is turned back on and unlocked."
Ryan C. Gordon 028716e7 2017-03-30T16:33:47 wasapi: deal with default device changes, and more robust failure recovery.
Sam Lantinga 7891e72d 2017-03-30T06:52:34 __atomic_load_n() appears to be available in GCC 5 but not GCC 4
Ryan C. Gordon c85c57a0 2017-03-29T14:23:39 wasapi: Handle lost audio device endpoints. This gracefully recovers when a device format is changed, and will switch to the new default device if the current one is unplugged, etc. This does not handle when a new default device is added; it only notices if the current default goes away. That will be fixed by implementing the stubbed-out MMNotificationClient_OnDefaultDeviceChanged() function.
Ryan C. Gordon f2179944 2017-03-29T12:04:17 Patched to compile on some platforms.
James Legg 1dc9ae5c 2017-03-29T15:48:22 Use GCC's atomic loads in SDL_AtomicGet and SDL_AtomicGetPtr This fixes errors reported by address sanitizer, and generates simpler code on x86 architectures.
Philipp Wiesemann 266816b4 2017-03-26T21:00:19 Removed newlines from error messages.
Sam Lantinga 00da0824 2017-03-23T13:53:09 Updated axis/button mapping for Dualshock 3, for upcoming Sony driver changes
Philipp Wiesemann 6bd87635 2017-03-19T22:17:01 iOS: Fixed compiling template on C89 compilers.
Philipp Wiesemann 34a2a46f 2017-03-19T22:16:37 Removed unused constant in testgesture program.
Philipp Wiesemann 7122036d 2017-03-19T22:16:24 Updated file name in porting README.
Brandon Schaefer c35f46d0 2017-03-18T13:57:57 mir: Set the max/min w/h vs just setting the window w/h
Sam Lantinga 60ba8552 2017-03-16T16:45:12 Backed out changeset e3fcdad257fc - testaudiocapture.c already does what we want
Sam Lantinga 570e286f 2017-03-15T11:39:54 Added an audio recording test program
Sam Lantinga 22161480 2017-03-14T07:22:08 Compile fix for android. "ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]" Moving some variable declarations to the top of Android_SetScreenResolution()
Sam Lantinga 6814f5db 2017-03-14T07:20:14 ALSA driver improvements: * alsa hotplug thread is low priority * give a chance for other threads to catch up when audio playback is not progressing * use nonblocking for alsa audio capture There is a bug with SDL hanging when an audio capture USB device is removed, because poll never returns
Sam Lantinga c4d54504 2017-03-14T07:16:56 differentiate between capture / playback audio thread names
Sam Lantinga 763e1389 2017-03-09T16:09:16 Added an API to get the joystick instance ID before opening the device: SDL_JoystickGetDeviceInstanceID()
Sam Lantinga 6bdc0e72 2017-03-09T15:12:19 Fixed tabs to spaces
Sam Lantinga aae48129 2017-03-09T14:50:23 Added support to loopwave for hotplugging audio devices
Sam Lantinga c1802ef6 2017-03-06T21:25:06 Fixed compile error with gcc -std=c99
Philipp Wiesemann 20c846eb 2017-03-04T23:05:47 Fixed warning about implicit conversion in controllermap program.
Philipp Wiesemann 72fdf629 2017-03-04T23:05:32 Mir: Fixed crash if creating default cursor failed. Found by Cppcheck.
Philipp Wiesemann 42d02890 2017-03-04T23:05:11 Linux: Fixed error message.
Ryan C. Gordon 6aa17426 2017-03-03T16:38:45 video: Don't compile isAtLeastGL3() if we don't have OpenGL support _at all_.
Ryan C. Gordon ca0bf151 2017-03-03T16:38:17 Fix some more compiler warnings on armcc.
Ryan C. Gordon d526b8a1 2017-03-02T13:33:04 Some patches to make SDL compile with armcc (ARM's C compiler).
Brandon Schaefer 94a69443 2017-03-01T15:05:54 mistake: Revert the files that I did not mean to commit
Brandon Schaefer 7bbb13ea 2017-03-01T14:50:59 * Some refactoring and bug fixes. Thanks Micha? Kuchta!
Ryan C. Gordon bc877885 2017-02-28T19:48:52 raspberrypi: RPI_Destroy() should free the SDL_VideoDevice and its driverdata.
Brandon Schaefer 5a47ee03 2017-02-27T12:20:16 mir: Get ready for Mir 1.0, clean up deprecations. Thanks Micha? Kuchta!
Ryan C. Gordon 1066bcc8 2017-02-27T10:11:40 audio: clarified what SDL_AudioSpec::samples is, removed note about power of 2. These don't have to be power-of-2 sizes anymore because of SDL_AudioStream, and the new resampler, but also, many platforms don't give you power-of-2 DMA buffer in the first place!
Philipp Wiesemann e5d9b25d 2017-02-26T21:20:39 Fixed comment style.
Ryan C. Gordon 32ef85b5 2017-02-26T01:03:39 Updated generated configure script.
Ryan C. Gordon a4249b48 2017-02-26T00:56:13 Patched to compile on C89 compilers.
Ryan C. Gordon 4d525d46 2017-02-26T00:54:45 configure: Cygwin and MingW should try to use -Wdeclaration-after-statement.
Ryan C. Gordon 07519a6b 2017-02-26T00:40:04 Removed a bunch of unnecessary #ifdefs.
Ryan C. Gordon 3b9e4d0a 2017-02-26T00:39:22 audio: Try to keep callbacks firing at normal pace when device is lost.
Ryan C. Gordon a366c35f 2017-02-26T00:12:33 audio: run the audio callback even if device was lost. We will throw away the data anyhow, but some apps depend on the callback firing to make progress; testmultiaudio.c, if nothing else, is an example of this. Capture also will now fire the callback in these conditions, offering nothing but silence. Apps can check SDL_GetAudioDeviceStatus() or listen for the SDL_AUDIODEVICEREMOVED event if they want to gracefully deal with an opened audio device that has been unexpectedly lost.
Ryan C. Gordon 5728cb20 2017-02-26T00:10:02 audio: Make sure the disk and dummy targets are the last ones we try to init.
David Ludwig e07e446a 2017-02-25T21:23:12 WinRT: removed Windows 8.0 from build-bot + NuGet package creation scripts According to Steam's OS stats, Windows 8.0 use is pretty much nil. Further, Microsoft hasn't support Windows 8.0 development in any of their actively-updated toolchains, and setting it up can be a pain. In theory, SDL2 still supports Windows 8.0, however building of Windows 8.0 .dlls is no longer the default, if and when using the 'winrtbuild.*' scripts. The MSVC 2012 project files for building Windows 8.0 dlls remain, though, for the time being.
David Ludwig b13c443c 2017-02-24T20:49:14 WinRT: removed buildbot debug code, pending further research
David Ludwig f7bfa3b7 2017-02-24T20:19:28 WinRT: more buildbot debug code
David Ludwig ecb1eb82 2017-02-24T19:59:57 WinRT: added code to help debug a buildbot error
Ryan C. Gordon 0e7530b0 2017-02-23T22:38:04 cmake: add WASAPI audio target to the build (thanks, Martin!). Fixes Bugzilla #3588.
Sam Lantinga 71a4e8ed 2017-02-23T12:10:02 Stop CoreAudio from doing expensive audio rate conversion
Sam Lantinga a9762551 2017-02-20T11:02:35 Added config for the Razer Wildcat on Mac OS X
Sam Lantinga 43dbbd63 2017-02-20T10:55:49 Updated iOS fat build
Sam Lantinga 94754c39 2017-02-20T10:55:33 Updated config headers to override the base SDL_config.h if both are included
Philipp Wiesemann dfa8fb31 2017-02-19T21:05:42 Fixed warnings if compiling loopwave programs with C++.
Philipp Wiesemann 9f8c1d77 2017-02-19T21:05:26 Updated library name in header file.
Philipp Wiesemann cfcec57f 2017-02-19T21:05:09 Fixed comment.
Sam Lantinga 9428ff19 2017-02-17T17:46:58 Added support for the Razer Wildcat on Linux