Log

Author Commit Date CI Message
Cameron Gutman 677dc101 2022-03-09T19:43:29 rawinput: Fix double detection of gamepads on some 3rd party X360 wireless receivers The name that the Raw Input joystick driver pulls from the HID stack comes from USB string descriptors contained on the device. For official wireless receivers, this always contains "Xbox 360 Wireless Receiver for Windows" which matches the friendly name that WGI provides. 3rd party Xbox 360 wireless receivers may have different strings in their USB string descriptors (one uses "XBOX 360 For Windows" instead). This fails to match WGI's name and causes Raw Input and WGI to both report the same gamepad. Since wireless Xbox 360 controllers seem to have a consistent VID/PID regardless of the adapter enumerating them, we can also match on that to catch these. The duplicate case reported to me was: Controller (XBOX 360 For Windows) - 030000005e040000a102000000007200 Xbox 360 Wireless Receiver for Windows - 030000005e0400000000000000007701
Ozkan Sezer bf698689 2022-03-10T01:55:04 reduced a few ifdefs, fixed an unused warning if built w/o SDL_HAVE_YUV.
Jo Bates 01d38e7a 2022-03-09T14:03:52 Make Win32 fullscreen and borderless windows minimizable
Sam Lantinga 09b652b7 2022-03-09T13:54:23 Make sure the string properties are actually strings (thanks Nat!)
Sam Lantinga c6eef542 2022-03-09T13:48:31 Removed dead code
pionere 911ba8d3 2022-02-05T12:30:45 hide impossible branch in D3D_UnlockTexture
Sylvain ea5b482b 2022-03-09T15:38:36 Remove unused warning
Sylvain 45833a14 2022-03-09T15:33:45 Prevent shadowing static variable '_this' with local paramter '_this' of SDL_CreateWindowTexture
Sylvain a4a80c86 2022-03-09T15:21:55 Fix variable may be uninitialized when used here [-Wconditional-uninitialized]
Sylvain 04256a53 2022-03-09T15:12:25 Fix compilation (see #5313)
pionere 0983fcee 2022-02-05T12:28:37 fix memory leak in D3D11_CreateRenderer
pionere 3f8b450d 2022-02-05T12:22:34 extend the code hidden by SDL_HAVE_YUV
pionere ce1883e1 2022-02-05T12:12:21 fix compile error with disabled SDL_HAVE_YUV (vita) - UpdateTextureYUV is not defined if SDL_HAVE_YUV is not defined/zero + calling SDL_free suffice if the VITA_GXM_RenderData was just allocated
Sam Lantinga 14db417e 2022-03-08T21:32:27 Reenable getting the serial number on macOS We filter now on game controllers, so we shouldn't hit the crash bug on random devices that this was working around.
Sam Lantinga c3ca3445 2022-03-08T18:56:49 Prefer HIDAPI on macOS, as that has extended functionality
Sam Lantinga 6a787619 2022-03-08T18:42:13 Allow reading background events for MFi controllers
Sam Lantinga b064ad6a 2022-03-08T18:14:10 Allow GL_ARB_texture_non_power_of_two environment variable to override OpenGL 2.0 check
Sam Lantinga 1b766937 2022-03-08T09:58:24 Fixed the SDL controller type for USB_PRODUCT_XBOX_ONE_XINPUT_CONTROLLER
Mahyar Koshkouei 41e7d1ba 2022-03-06T23:02:57 Add SDL_GetDisplayDPI implementation on Emscripten Signed-off-by: Mahyar Koshkouei <mk@deltabeard.com>
Nick Cao f03215bc 2022-03-07T15:54:24 fix linking with SDL_PULSEAUDIO_SHARED=OFF and SDL_X11_SHARED=OFF
Cameron Gutman b2463a91 2022-03-06T15:02:53 events: Add logging support for several missing event types
Sam Lantinga bdafe1e0 2022-03-04T11:01:55 Fixed whitespace
Sam Lantinga 2e801b1a 2022-03-04T10:49:12 Split long text input into multiple events if needed (thanks @zreedy!)
SDL Wiki Bot 232c3556 2022-03-04T17:30:05 Sync wiki -> header
Sam Lantinga ae73ea9c 2022-03-04T09:27:46 Clarified documentation for the trigger rumble API Fixes https://github.com/libsdl-org/SDL/issues/5372
IOBYTE 13756b5c 2022-03-04T10:47:25 Add X1 and X2 button support to mouse test
Cameron Cawley 2f7b885d 2022-02-28T16:30:34 Fix 'potentially uninitialized local pointer variable' error in UWP builds
Cameron Cawley b7f8117d 2022-02-28T15:47:59 Build the standalone MSVC projects with GitHub Actions
Cameron Cawley 550b8377 2022-02-28T14:50:37 Combine the MSVC and UWP workflows
Cameron Cawley 98353533 2022-02-23T18:54:31 riscos: Report keyboard repeat events
Sam Lantinga af40cb6f 2022-02-23T15:49:10 Added support for the Razer Huntsman Analog keyboard in controller mode
SDL Wiki Bot 669a7f85 2022-02-23T16:18:05 Sync wiki -> header
Ozkan Sezer 4a43321c 2022-02-23T18:10:02 cmake: Fix bug #5361. src/joystick/*.c wasn't unconditionally added to source list even though joystick is an SDL subsystem. Also removed the `SDL_JOYSTICK AND NOT APPLE` condition from src/joystick/dummy/*.c source addition: the OSX unresolved symbols issue, if it really is there, should be fixed separately. Fixes https://github.com/libsdl-org/SDL/issues/5361, i.e. build failures when SDL_JOYSTICK and SDL_HAPTIC are disabled.
Phillip Stephens 94d43186 2022-02-22T00:41:15 GameCubeAdapter: Add suppport for all rumble modes This adds support for all 3 of the gamecube controller's rumble modes Rumble: 1 Stop: 0 StopHard: 2 This is useful for applications that need the full range of support This also adds a hint to control rumble behavior, defaults 0 to maintain compatibility
Ryan C. Gordon b946e31e 2022-02-23T09:10:46 video: Allow unaccelerated SDL_HINT_FRAMEBUFFER_ACCELERATION renderers. If the app requested a specific renderer, even if it's not the optimal path, let them have it, because they might want to render with a specific GPU API on top of the framebuffer pixels. This fixes DosBox-X crashing on startup, which forces the hint to "opengl".
Ryan C. Gordon 60ddb74c 2022-02-02T12:19:37 video: rework how we prepare a texture framebuffer. Now we see if we can create an SDL_Renderer, and if that renderer reports itself as "accelerated," and added some initial heuristics to the OpenGL renderer to make better decisions about what qualifies as "accelerated." This adds some FIXMEs that might be merely hypothetical, and removes the old OpenGL checks from the video subsystem that probably weren't meaningful in modern times. This will definitely need to improve the existing list in the GL renderer, to catch things like llvmpipe, etc. Reference issue #4624.
Wohlstand 08d27dfd 2022-02-22T15:27:30 SDL_openslES.c: Detect float support in runtime and use it Allow using of the float output type on newer Android devices, but keep PCM16 output on older Closes #5358
Ryan C. Gordon 293a0aa8 2022-02-22T10:54:21 opengl: If GL version >= 2.0, NPOT textures are supported, so favor them. Fixes #5041.
Sam Lantinga 9299a3e7 2022-02-21T16:24:45 Workaround for crash in CoUninitialize()
Sam Lantinga 978fbc32 2022-02-21T12:02:44 Fixed compile warnings
Sam Lantinga 6c531c43 2022-02-21T11:35:31 Correct handling of sentinel events when polling without removing events Fixes https://github.com/libsdl-org/SDL/issues/5350
Cacodemon345 d90bd261 2022-02-16T13:26:10 wscons: Make USB keyboard input layout independent
Sylvain 9d86ec85 2022-02-18T09:57:10 Palette format: software Render Jitter in rotation (see #5143) - same fix applied for rotation with palette surfaces - allow other 8bits format (eg 332)
Sylvain ceb09ee7 2022-02-17T23:11:02 Fixed #5143 - software Render Jitter in rotation better precision calculating rotated coordinates and interpolation
Sam Lantinga 18032979 2022-02-15T13:07:51 Added the hint SDL_HINT_JOYSTICK_ROG_CHAKRAM to control whether ROG Chakram mice show up as joysticks This hint defaults off, but when it is enabled the mice will have a game controller mapping set up for Profile 3 (set in the Armoury Crate software)
Sylvain 75ffa24e 2022-02-15T13:35:59 Software Render Jitter in rotation (bug #5143) The output surface doesn't necessarily to have even width and height.
Sylvain 61abc4e5 2022-02-15T11:34:50 PSP: SDL_RenderCopyEx rotation and global scaling around the wrong way (see #bug 3070)
Sylvain 18b76fcc 2022-02-15T11:33:56 Fixed bug #3070 - SDL_RenderCopyEx rotation and global scaling around the wrong way (software renderer)
Sylvain e366ad12 2022-02-15T10:02:34 Fixed bug #2308: SDL_RenderCopyEx rotation center precision (software renderer)
Wouter Wijsman 66ee79bd 2022-02-14T10:59:25 [PSP] Don't swizzle streaming textures It was causing issues in the teststreaming demo and unswizzling later is inefficient and causes issues.
Sam Lantinga f97a29f6 2022-02-11T22:10:33 Use the real device VID/PID when seeing the Steam virtual controller
Sylvain 85e65000 2022-02-11T11:08:08 X11 Segmentation fault with multiple windows and renderers (see #5256)
Wouter Wijsman 4cb61818 2022-02-10T18:58:50 Do not build loadso test eboot for PSP
Sylvain a75041e8 2022-02-10T13:44:59 Fixed bug #2140: basic support to convert 16 colors palette PIXELFORMAT_INDEX4, to allow conversion to SDL_Texture
Wouter Wijsman abc8198a 2022-02-09T18:07:46 Render all sides when drawing rect on PSP
Sylvain 5b41844c 2022-02-09T09:50:41 Fixed bug #5322 - register virtual input devices as SDL_Touch device, fix compilation
Sylvain 3a9bbf60 2022-02-09T09:37:36 Fixed bug #5322 - register virtual input devices as SDL_Touch device because they can send SOURCE_TOUCHSCREEN events even if getSources() doesn't declare them.
Sylvain 59f1e287 2022-02-08T18:00:58 Android: add debug function to display class/sources
Frank Praznik 228db352 2022-02-08T13:29:40 audio: pipewire: Tidy up formatting
Frank Praznik 9da9e85c 2022-02-08T12:59:01 audio: pipewire: Reset all hotplug values and pointers on shutdown Ensure that all hotplug variables and pointers are reset to NULL or their original value when shutting down.
Frank Praznik 5b36a527 2022-02-08T12:30:28 audio: pipewire: Remove redundant locks The io_list_check_add() and io_list_remove() functions are only ever called from within the Pipewire thread loop, so the locks are redundant. io_list_sort() is called from within a lock in the device detection function, so those additional locks are redundant as well.
Frank Praznik 48b4d1c4 2022-02-08T12:20:52 audio: pipewire: Convert atomic hotplug conditional variables to SDL_bool The hotplug loop condition variables are always guarded by the loop mutex while the loop is running, so they don't need to be atomic.
Ozkan Sezer 67f12ede 2022-02-08T21:32:50 move bug #5333 fix to headers
Wouter Wijsman 54304b97 2022-02-08T18:31:43 Fix rotation direction and center point on PSP
Wouter Wijsman 2b572dff 2022-02-08T18:03:11 Make RenderCopyEx rotate around center This still isn't perfect. The rotation is the wrong way around and the images are upside down.
Sylvain 2df2da11 2022-02-08T17:51:40 Android: handleMotionEvent() is checking for SOURCE_JOYSTICK. So don't handle DPAD GAMEPAD (see #5322, #2718)
Sylvain 1fc5dba3 2022-02-08T17:41:17 Android: test for SOURCE_KEYBOARD / SOURCE_MOUSE. Don't compare to 0, since there are several bits (see #5322, #2718)
Ozkan Sezer 7935cfac 2022-02-08T18:55:10 SDL_mfijoystick.m: use __typeof instead of typeof. Fixes https://github.com/libsdl-org/SDL/issues/5319
Ozkan Sezer 9b817248 2022-02-08T18:50:02 SDL_spinlock.c: define HAVE_GCC_ATOMICS for windows/clang builds, ... if not already defined. Fixes https://github.com/libsdl-org/SDL/issues/5333 diff --git a/src/atomic/SDL_spinlock.c b/src/atomic/SDL_spinlock.c index bdd347e..4f10741 100644 --- a/src/atomic/SDL_spinlock.c +++ b/src/atomic/SDL_spinlock.c @@ -28,6 +28,12 @@ #include "SDL_mutex.h" #include "SDL_timer.h" +#if defined(__WIN32__) && defined(__clang__) +# ifndef HAVE_GCC_ATOMICS +# define HAVE_GCC_ATOMICS 1 +# endif +#endif + #if !defined(HAVE_GCC_ATOMICS) && defined(__SOLARIS__) #include <atomic.h> #endif
Sylvain f1857112 2022-02-08T16:18:01 Fixed bug #5310: Android, Undefined reference to AAssetManager_fromJava
Sylvain 68dd84f1 2022-02-08T11:42:24 Android: TouchDevice -1 is reserved for SDL synthetic devce (See #5322)
Sylvain 94e5c3f3 2022-02-08T11:38:34 testgesture: display device name with SDL_GetTouchName()
SDL Wiki Bot 580d2318 2022-02-08T10:37:04 Sync wiki -> header
Sylvain e7e44df0 2022-02-08T11:34:41 Dynapi: add SDL_GetTouchName() entry
Sylvain 34d4f5b1 2022-02-08T11:32:20 Fixed bug #2032: add SDL_GetTouchName to expose the driver name of the device (Thanks @mgerhardy!)
Ivan Epifanov 8ce003a4 2022-02-08T00:25:41 Vita: credit cpasjuste
Sylvain 14bc3bf4 2022-02-07T22:20:05 Android: fix typo to register TOUCHSCREEN device (see #5322, #2718)
Frank Praznik 53091e36 2022-02-02T12:30:34 audio: pipewire: Remove the hard upper bound on rates and buffer sizes Remove the hard upper limit of 8192 samples and instead use the buffer sizes provided by Pipewire to determine the size of the intermediate input buffer and whether double buffering is required for output streams. This allows for higher latency streams to potentially avoid double-buffering in the output case, and we can guarantee that the intermediate input buffer will always be large enough to handle whatever Pipewire may deliver. As the buffer size calculations occur in a callback in the Pipewire processing thread itself, the stream readiness check has been modified to wait on two distinct flags set when the buffers have been configured and when the stream is ready and running.
Frank Praznik 66866249 2022-02-02T11:09:02 audio: pipewire: Condition variable doesn't need to be atomic The condition variable is guarded by a mutex, so no need for it to be atomic.
Luke Street 0cb39ed4 2022-02-07T04:11:14 cmake: Fix SDL_LIBUSB_DYNAMIC soname
Sylvain b0dd4c7d 2022-01-10T09:22:07 SDL_Render OpenGL: do batching like in the GLES2 backend (with no VBO)
Sylvain 90f0d2ce 2022-01-10T09:17:50 Revert OpenGL point drawing performance, do to proper batching
waddlesplash 423feac6 2022-02-05T21:23:40 haiku: Actually remove BDirectWindow and fix OpenGL handling. This provides the other half of 05c72b113c830392f8b08532317ef07972b29a2e.
Ozkan Sezer 94035436 2022-02-05T18:50:00 cmake: enable_language(OBJC) only for APPLE
Ozkan Sezer 3c9ac448 2022-02-05T18:45:50 cmake: enable_language(OBJC) to fix check_objc_source_compiles().
Ozkan Sezer 686a0f34 2022-02-05T18:28:24 cmake: include CheckOBJCSourceCompiles for cmake >= 3.16 c.f. bugs #5011 and #3912
pionere 6d5592a2 2022-02-05T12:02:54 minor cleanup of SDL_CreateRenderer
Ozkan Sezer e8c48981 2022-02-05T08:56:56 pthread/SDL_systhread.c: always include errno.h fixes build for several targets after commit 87b02d3 for bug #5283.
Sam Lantinga 5c4fff7f 2022-02-04T14:02:44 Don't fail to get battery status if the upower refresh call fails
Ozkan Sezer c8cee0b8 2022-02-04T23:28:56 OS2_HasClipboardText: store the boolean result before closing clipboard. just in case..
Ozkan Sezer b5614d0c 2022-02-04T20:05:14 cmake: fix UWP joystick. from: https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/0005-Fix-uwp-joystick.patch
Ozkan Sezer c93e5520 2022-02-04T20:03:50 minor update to winrt/SDL_sysurl.cpp from: https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/0006-Update-SDL_sysurl.cpp.patch
Ozkan Sezer 050a5e1a 2022-02-04T20:02:20 removed unused SDL_config_wiz.h
Ozkan Sezer c459ecee 2022-02-04T19:50:50 removed unused Makefile.wiz
Ozkan Sezer 3b9e6c1c 2022-02-04T19:50:20 SDL_os2video.c: fixed HasClipboardText() semantics. Empty string in clipboard is expected to give FALSE by SDL_HasClipboardText. Noticed in a commit by josch1710 in bitwiseworks' os/2 fork.
Joshua Ashton 86b7a064 2022-02-04T16:40:05 Add additional VID/PIDs for Anne Pro II This thing changes its VID/PID on firmware revisions...
Sam Lantinga dd69c28d 2022-02-03T18:01:34 Added a mapping for the Xbox Series X controller, firmware version 5.11.3118.0, connected to Linux via Bluetooth
Temdog007 b59e75c2 2022-02-02T19:21:34 Handle menu button press from controller
Ravbug 2005dd95 2022-02-02T17:06:52 UWP build (#5299) * Add UWP-x64 action * Fix formatting * Fix missing -
pionere 2cfc83ea 2022-01-22T17:10:37 sync D3D_RenderReadPixels with D3D11_RenderReadPixels - use the result of SDL_ConvertPixels to propagate error - get rid of the verbose error message of D3D11_RenderReadPixels in case SDL_ConvertPixels failed