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50efbda7
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2017-08-28T00:43:14
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Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
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ce2b1644
|
2017-08-28T00:11:38
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Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
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25e3a1ec
|
2017-08-27T22:15:57
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vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
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eb06aba8
|
2017-08-13T21:16:58
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Fixed bug 3742 - minor warning fixes
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d226594f
|
2017-08-12T16:48:46
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Workaround for bug 3049 - SDL_Init(SDL_INIT_VIDEO) - XDM authorization key matches an existing client!
malferit
Hello, I began a little program with SDL2 on Linux in C, and when I call SDL_Init(SDL_INIT_VIDEO) I get an error and this is printed in the console:
XDM authorization key matches an existing client!
I searched through Internet, and found that some people suggest to run 'xhost +' or to specify this in /etc/X11/xdm/xdm-config:
DisplayManager*authName: MIT-MAGIC-COOKIE-1
I don't think an end user needs to know that...
But what bothered me is that first I started this little program in Pascal using the Freepascal compiler and it works. In freepascal you only use some thin header bindings in Pascal and then it links with the dynamic SDL library, so I don't understood why it worked with Freepascal and not in C.
I run ldd to the two generated applications:
Application in C:
linux-gate.so.1 (0xffffe000)
libSDL2-2.0.so.0 => /usr/lib/libSDL2-2.0.so.0 (0xb76ac000)
libpthread.so.0 => /lib/libpthread.so.0 (0xb766e000)
libc.so.6 => /lib/libc.so.6 (0xb74e2000)
libm.so.6 => /lib/libm.so.6 (0xb74a0000)
libdl.so.2 => /lib/libdl.so.2 (0xb749a000)
librt.so.1 => /lib/librt.so.1 (0xb7491000)
/lib/ld-linux.so.2 (0xb77b3000)
Application compiled with Freepascal:
linux-gate.so.1 (0xffffe000)
libSDL2-2.0.so.0 => /usr/lib/libSDL2-2.0.so.0 (0xb762a000)
libX11.so.6 => /usr/lib/libX11.so.6 (0xb74f3000)
libc.so.6 => /lib/libc.so.6 (0xb7367000)
libm.so.6 => /lib/libm.so.6 (0xb7325000)
libdl.so.2 => /lib/libdl.so.2 (0xb731f000)
libpthread.so.0 => /lib/libpthread.so.0 (0xb7305000)
librt.so.1 => /lib/librt.so.1 (0xb72fc000)
libxcb.so.1 => /usr/lib/libxcb.so.1 (0xb72dc000)
libXau.so.6 => /usr/lib/libXau.so.6 (0xb72d9000)
libXdmcp.so.6 => /usr/lib/libXdmcp.so.6 (0xb72d3000)
/lib/ld-linux.so.2 (0xb7755000)
It seems that Freepascal is linking with libX11, libxcb, libXau and libXdmcp .
Linking my C application with libxcb solved the problem (linking with libXau and/or libXdmcp without libxcb didn't work). Linking with X11 links all the other libraries and works as well.
So I fill this bug report mainly to let you know about this. I don't know if it is a problem that can be solved on the libSDL side or not, but at least I hope it will help.
Hi, some tests:
1. Disabled XDM. Login in console and running 'startx'. The program works without having to link with X11.
2. Enabled XDM. Added 'DisplayManager*authName: MIT-MAGIC-COOKIE-1' to /etc/X11/xdm/xdm-config.The program works without having to link with X11.
3. Enabled XDM without 'DisplayManager*authName: MIT-MAGIC-COOKIE-1' in /etc/X11/xdm/xdm-config . I get the authentication error unless I link with X11.
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2ffd6d02
|
2017-07-31T13:49:22
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|
x11: Make a separate unmapped window to own clipboard selections.
Now the clipboard isn't lost if you destroy a specific SDL_Window, as it
works on other platforms. You will still lose the clipboard data on
SDL_Quit() or process termination, but that's X11 for you; run a
Clipboard Manager daemon.
Fixes Bugzilla #3222.
Fixes Bugzilla #3718.
|
|
b3f94acb
|
2017-05-28T07:11:52
|
|
linux: Simplify D-Bus interface, remove lots of boilerplate.
|
|
cf31ea14
|
2017-02-11T11:14:48
|
|
Fixed bug 3583 - X11 touch device can be permanently lost
Volumetric
In X11 the SDL error "Unknown touch device" can occur after which the application stops recognizing touch events. For a kiosk-type application this results in a hang as far as the user is concerned. This is reproducible on HP Z220/Z230/Z240 workstations by swapping USB cables for a while and it also occurs with no physical changes, probably due to USB device power management. A workaround is to make SDL re-enumerate the touch devices like it does at startup. A patch is attached.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
5fe98497
|
2016-10-28T01:28:58
|
|
Fix double events / no repeat flag on key events when built withoutibus/fcitx
Uses XkbSetDetectableKeyRepeat, and falls back to forcing @im=none if it's not
supported.
|
|
f6bcfa01
|
2016-10-12T23:38:31
|
|
X11: Fixed compile warning about unused variable.
|
|
42f85aa2
|
2016-10-08T11:30:07
|
|
Fixed building and using fcitx IME support on Linux
|
|
d9e3972a
|
2016-10-03T15:31:11
|
|
Fix invalid read from poor setlocale usage.
|
|
fa0f4176
|
2016-10-01T14:48:18
|
|
Fixed build warnings and errors
|
|
4f4c4b62
|
2016-09-29T22:52:41
|
|
Added SDL_SetWindowResizable(). (thanks, Ethan!)
|
|
02f49fdb
|
2016-03-04T18:47:19
|
|
x11: Deal with window borders better.
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).
- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.
- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
|
|
3bdaf4c6
|
2016-01-05T02:46:10
|
|
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
5696e88e
|
2016-01-05T02:29:06
|
|
Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
e497e465
|
2016-01-05T02:28:56
|
|
Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
dc532c70
|
2016-01-05T02:27:50
|
|
Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
|
|
f9af0c03
|
2016-01-05T02:27:26
|
|
x11: Put a matching window_group wmhint on every window created.
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
|
|
f2defe5e
|
2016-01-05T01:30:40
|
|
Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
c3114975
|
2016-01-04T23:52:40
|
|
Added SDL_GetDisplayUsableBounds().
|
|
6df5e1e5
|
2016-01-04T16:25:27
|
|
x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
Fixes Bugzilla #3056.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
7543092a
|
2015-09-30T04:16:09
|
|
Call setlocale + XSetModifiers before XOpenIM, Work around ibus+xim duplicate events.
|
|
81457603
|
2015-08-15T00:36:39
|
|
X11: Handle keyboard layout changing during app's run on Ubuntu 12.04 (etc).
Fixes Bugzilla #3050 (in addition to Jason Wyatt's patch, prior to this).
|
|
51c72e10
|
2015-07-29T17:19:02
|
|
Add X11 implementation of SDL_GetDisplayDPI.
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
8875a401
|
2015-04-22T16:50:48
|
|
x11: Optimize SDL_GetGlobalMouseState() a little.
Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
|
|
d4aedf99
|
2015-04-21T09:45:58
|
|
Added SDL_SetWindowModalFor().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
|
|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
|
|
b29740b8
|
2014-06-25T17:06:12
|
|
Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
|
|
41a39837
|
2014-06-18T20:11:39
|
|
Add IBus IME Support, move DBus code to its own file. (v3.3 squashed)
|
|
98c03f39
|
2014-05-28T01:22:47
|
|
Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
control over the regions (how do you use rects to cleanly surround a circular
button?), the callback can be more optimized than a iterating a list of
rects, and you don't have to send an updated list of rects whenever the
window resizes or layout changes.
|
|
2744c019
|
2014-05-27T14:41:16
|
|
Initial work on X11 implementation of SDL_SetWindowDragAreas().
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
4ca76b3e
|
2014-03-02T14:59:06
|
|
Add support for the freedesktop.org Idle Inhibition specification,
as per:
http://people.freedesktop.org/~hadess/idle-inhibition-spec/
This makes screensaver inhibition work with GNOME 3 and other
desktop environments that implement the specification.
https://bugzilla.libsdl.org/show_bug.cgi?id=2169
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
2bb344d6
|
2013-11-27T10:29:27
|
|
Don't crash when no WM is present.
CR: Sam Lantinga.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
|
|
a2bd8970
|
2013-10-18T01:36:41
|
|
Don't supply duplicate X11 symbols inside SDL.
Fixes static linking when something else also uses X11.
|
|
6435a82d
|
2013-10-14T09:12:30
|
|
Backed out revision fb5ab0e91c56, the platform specific messagebox functions don't have the right prototype since they're designed to be used standalone.
|
|
f79fc33a
|
2013-08-29T08:29:21
|
|
Christoph Mallon: Remove pointless if (x) before SDL_free(x)
|
|
2490166d
|
2013-08-21T10:12:16
|
|
Fixes for -Wdeclaration-after-statement
|
|
0eeb76d8
|
2013-08-19T16:29:46
|
|
Fixes bug #2037, common EGL code for Android and X11
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
|
|
1df1e696
|
2013-07-14T11:28:44
|
|
Added the platform specific messagebox function to the video function list
|