|
696cd797
|
2015-12-29T02:32:47
|
|
NetBSD: fixed issues with cpuinfo and pthread_setname_np (thanks, Thomas!).
Fixes Bugzilla #3176.
|
|
ce0f90ff
|
2015-12-29T02:29:56
|
|
NetBSD: improved joystick support (thanks, Thomas!).
This patch skips non-joystick HID devices and gives joysticks on NetBSD
a human readable name.
Fixes Bugzilla #3178.
|
|
2254932b
|
2015-12-29T02:27:02
|
|
Added support for building for NetBSD on the Raspberry Pi (thanks, Jared!).
Fixes Bugzilla #3179.
|
|
18c7d6df
|
2015-12-29T02:16:14
|
|
XRandR: fixed primary output detection logic (thanks, "winterknight"!).
Fixes Bugzilla #3185.
|
|
326b3578
|
2015-12-29T01:09:58
|
|
Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!).
Fixes Bugzilla #3190.
|
|
61518bce
|
2015-12-29T00:57:24
|
|
CMake: Changes to get CMake project to work with Android (thanks, Martin!).
Fixes Bugzilla #3194.
(but note that Bugzilla #3200 still needs to be resolved to get this really
going on Android, at a minimum.)
|
|
7e679ed2
|
2015-12-29T00:36:03
|
|
CMake: fixed a failure to reset CMAKE_REQUIRED_FLAGS (thanks, Martin!).
This would break Emscripten builds with the CMake project files (etc).
Fixes Bugzilla #3197.
|
|
c9927bbb
|
2015-12-29T00:24:37
|
|
CMake: don't try to use the Linux joystick code on Android (thanks, Martin!).
Fixes Bugzilla #3201.
|
|
7ca3b270
|
2015-12-29T00:02:43
|
|
CMake: Fixed to work on Windows 8 SDK (thanks, Martin!).
Fixes Bugzilla #3207.
|
|
2f592849
|
2015-12-28T23:29:11
|
|
Fixed typo in sdl2-config.cmake.in (thanks, Rafal!).
Partially fixes Bugzilla #3208.
|
|
f893ce3d
|
2015-12-28T15:15:58
|
|
OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!).
Fixes Bugzilla #2700.
|
|
4ae69e32
|
2015-12-28T15:44:09
|
|
Mac: expose joystick buttons that report themselves as having 'Start' and 'Select' HID usages.
I don't know if any joysticks report those usages for any buttons in practice, but other prominent Mac gaming software exposes them, so we might as well too.
|
|
51c1d69d
|
2015-12-28T13:30:58
|
|
Mac: Whoops, lost legit Caps lock keypress events. Fixed.
|
|
fd6b435c
|
2015-12-28T13:08:19
|
|
Windows: resync num/caps lock when window is gaining focus.
|
|
257b7af2
|
2015-12-28T13:07:44
|
|
Sync up the caps/numlock state properly without sending key events.
Partially fixes Bugzilla #2736 and #3125.
|
|
d3b323f8
|
2015-12-27T23:39:43
|
|
Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground.
|
|
fa7c15ce
|
2015-12-27T22:26:27
|
|
WinRT: made bug 3202/3213's fix apply for WinRT apps
|
|
2befe01d
|
2015-12-27T18:56:46
|
|
Removed a tabstop.
|
|
6a2e8a7a
|
2015-12-27T18:48:14
|
|
Win: make sure SDL keyboard state reflects system capslock state at startup.
|
|
9e9ef5ad
|
2015-12-27T17:55:45
|
|
Fixed bug 3202 - Fix renderer visibility on a window maximized directly from the minimized state
Many thanks to id.zeta for details on the bug, and for the fix!
|
|
faed0585
|
2015-12-27T16:46:12
|
|
Mac: make sure SDL keyboard state reflects system capslock state at startup.
|
|
1446faf0
|
2015-12-25T13:41:23
|
|
Fixed a comment in two test programs.
|
|
cbe19d53
|
2015-12-24T06:11:05
|
|
Fixed whitespace in testspriteminimal.c
|
|
8281cc72
|
2015-12-22T00:58:47
|
|
WinRT: Fixed bug 3210, "alt-tab doesn't work correctly with full-screened, UWP (Win10 Store) apps"
|
|
8ddcc63a
|
2015-12-18T18:49:35
|
|
sdl:
xaudio2 is not linked against sdl but the sdk already handles dynamically loading (XAudio2Create is inlined and just loads a com object). Updated SDL_xaudio2.c
|
|
7b680a2a
|
2015-12-18T18:49:23
|
|
Fixed mapping third party XBox controllers that have the trigger axis all the way in until they are pulled and get updated values.
|
|
40269809
|
2015-12-18T00:49:27
|
|
Cleaned up some code formatting.
|
|
cb15bb4c
|
2015-12-11T16:41:59
|
|
iOS: Set the player index of MFi gamepads when the user first presses a button, rather than when it's programatically opened.
|
|
a2235d7b
|
2015-12-10T22:17:22
|
|
Cocoa: Use NSTextInputClient instead of NSTextInput for text input handling. The latter was deprecated in OS X 10.6.
|
|
0c463d77
|
2015-12-10T20:25:34
|
|
SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried.
|
|
f2f435ee
|
2015-12-09T21:34:56
|
|
WinRT: fixed bug: Back button(s) weren't working on Win10
Many thanks go to Sylvain Becker for providing details on the fix!
|
|
d1e6a2eb
|
2015-12-09T12:11:40
|
|
Added broad support for wireless XBox 360 controllers on Linux
|
|
11c13916
|
2015-12-07T21:43:16
|
|
Fixed outdated information in README for test programs.
Two programs were removed some time ago and one was renamed.
|
|
0dc43729
|
2015-12-07T21:42:44
|
|
Pandora: Fixed referring to no more existing CD-ROM source files in Makefile.
|
|
d3a841eb
|
2015-12-07T21:41:55
|
|
Pandora: Fixed deactivating no more available CD-ROM support in config header.
|
|
976bc9a9
|
2015-12-06T18:48:46
|
|
WinRT: build fix for Windows Phone 8.0
|
|
2b484818
|
2015-12-06T18:42:30
|
|
WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.0 apps
|
|
a40d49aa
|
2015-12-06T18:33:43
|
|
WinRT: enabled the Win10-Store Cert Kit bug-workaround, for Windows 8.1 apps
|
|
898054a1
|
2015-12-06T17:32:33
|
|
WinRT: fixed a build error when compiling Windows 8.1 .dlls
|
|
c8e3bfbf
|
2015-12-06T17:07:37
|
|
WinRT: removed an unused variable from DXGI-based display-detection code
|
|
781455fd
|
2015-12-06T17:06:40
|
|
WinRT: workaround for a possible bug in the Win10 Store's Certification Kit
DXGI fails to report any displays in at least one of the
"Windows App Certification Kit 10.0"'s tests for Store Apps. This was
causing SDL's video initialization code to fail, when the suspect test
("Direct3D Feature Test") was run, as DXGI was unable to report a
display-output at adapter-index 0, output-index 0.
The workaround that is applied here attempts to detect this case, then
use a hopefully-reasonable alternative means to calculate at least one
display output.
|
|
57f2f3ba
|
2015-12-06T17:51:11
|
|
Windows: Added missing NULL check after SDL_stack_alloc().
SDL_stack_alloc() might wrap SDL_malloc() which can return NULL.
|
|
96229eed
|
2015-12-06T17:50:51
|
|
Changed comment in test program to avoid confusion.
There is a library called SDL_sound which is not used here.
|
|
32147ba7
|
2015-12-05T17:08:07
|
|
X11: Fixed memory leak when initializing multiple screens.
|
|
4abb7329
|
2015-12-04T22:12:36
|
|
Fixed comment in filesystem test program.
|
|
5790f59f
|
2015-12-02T08:04:17
|
|
WinRT: minor tweak to NuGet package naming
|
|
3b79ab4c
|
2015-12-02T07:58:23
|
|
WinRT: allowed NuGet packaging code to get hg revision regardless of cwd
|
|
89898d83
|
2015-12-01T22:07:24
|
|
WinRT: added NuGet-package creation support to WinRT build script
|
|
74de09ad
|
2015-12-01T22:24:04
|
|
Fixed compile error in timer test program if PRIu64 not available.
|
|
1e2a4439
|
2015-12-01T22:22:58
|
|
Fixed compile warning in IME test program.
|
|
b2445f7b
|
2015-12-01T22:21:29
|
|
Fixed filesystem test program to compile with older versions of C.
|
|
fd9f06a0
|
2015-11-30T23:30:01
|
|
WinRT: noted Win10/UWP support in WhatsNew.txt (under 2.0.4)
|
|
0020aa94
|
2015-11-30T21:11:33
|
|
WinRT: made WinRT build script create Win10/UWP .dll files
|
|
93949534
|
2015-11-30T10:39:34
|
|
Add Logitech F510 Gamepad Direct input mode mapping
|
|
6a50d333
|
2015-11-30T03:30:35
|
|
Removed some debug prints.
|
|
9ddc6c34
|
2015-11-30T03:30:07
|
|
Mac: Fixed SDL_SetWindowFullscreen not restoring the window's original size when exiting a Space.
|
|
25abce51
|
2015-11-29T19:33:11
|
|
WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates
|
|
fa2d5ab4
|
2015-11-26T13:51:03
|
|
WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms
WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created
thread's priority. WinRT 8.1 offered this API, along with several other
Win32 thread functions that were previously unavailable (in WinRT).
This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
|
|
d07aa877
|
2015-11-26T11:15:43
|
|
WinRT: minor code cleanup in window-creation code
Window flags can be detected on all WinRT platforms.
|
|
a70fe9a5
|
2015-11-26T11:09:50
|
|
WinRT: native windows are inherently resizable (in WinRT 8.x)
|
|
7bd640d5
|
2015-11-26T02:37:51
|
|
WinRT: bug-fix, fullscreen mode wasn't getting reported in Windows 8.0 apps
This bug did not occur in Windows 8.1 apps, just Windows 8.0.
|
|
36090f57
|
2015-11-26T02:13:15
|
|
WinRT: bug-fix, OpenGLES2 was failing to init, after recent windowing fixes
Some SDL_Window flags were getting lost inside WINRT_UpdateWindowFlags, namely
SDL_WINDOW_OPENGL.
|
|
f5209944
|
2015-11-26T01:36:36
|
|
WinRT: bug-fix, fullscreen window flags weren't set if device was rotated 90 degrees
|
|
623898f7
|
2015-11-26T00:41:39
|
|
WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work). The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
programmatically possible in Win 8.x apps).
|
|
11d98995
|
2015-11-25T21:39:28
|
|
Replaced tabs with spaces in test programs.
|
|
2e525193
|
2015-11-25T21:31:02
|
|
Added SDL_HINT_VIDEO_X11_NET_WM_PING to WhatsNew.txt for 2.0.4.
|
|
5224dfcc
|
2015-11-17T12:15:35
|
|
X11: Let XRandR respect multiple screens (DISPLAY=:0.0 vs :0.1, etc).
|
|
11f2a9f8
|
2015-11-16T21:20:38
|
|
Fixed bug 3168 - xinput build failure with dxsdk
Ozkan Sezer
Yes, the annotations can actually be removed. They are used only by MSVC and aren't vital.
|
|
a5a80cd0
|
2015-11-15T13:04:42
|
|
WinRT: fixed crash in SDL_CondWaitTimeout, when using Win10's MSVC runtime
|
|
dc804c0e
|
2015-11-14T21:29:14
|
|
WinRT: fixed build error in latest XInput code
This change has also been tested as buildable + runnable on Win32 + MSVC 2015,
2013, 2012, and 2010. It may fix similar build errors (in XInput code) that
are appearing in MingW builds (on buildbot).
|
|
f09d3750
|
2015-11-14T14:53:44
|
|
Minor whitespace fix.
|
|
e6ad29ae
|
2015-11-14T12:35:45
|
|
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
|
|
998a54f9
|
2015-11-14T04:24:39
|
|
Mac: Fix a warning about implicit declaration of SDL_SendKeymapChangedEvent (bug #3167.)
|
|
dee61c5a
|
2015-11-13T14:26:00
|
|
Added support for the Gamestop Logic3 Controller
|
|
2816d447
|
2015-11-12T22:53:37
|
|
Mac: Added SDL_GameController mappings for the Steelseries Stratus XL and Nimbus gamepads.
|
|
9c51c4a6
|
2015-11-12T22:44:32
|
|
Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.)
|
|
72678358
|
2015-11-12T20:58:11
|
|
iOS: Fixed crashes when rotating the screen after destroying a window.
|
|
faee6289
|
2015-11-12T13:13:36
|
|
Added Linux support for the Razer Sabertooth game controller
|
|
0da59802
|
2015-11-09T18:13:47
|
|
iOS: Set the 'player index' of MFi game controllers when they're opened for use.
MFi controllers display their player index via LEDs on the controller.
|
|
84f6bc41
|
2015-11-09T17:41:54
|
|
iOS: Fixed MFi game controller triggers to report the proper range of values.
|
|
5103ae9f
|
2015-11-09T08:55:07
|
|
one last SDL fix: restore menu bar if we destroy a fullscreen window without transitioning it back to a non-fullscreen window first
|
|
ebfb2ecb
|
2015-11-09T08:55:01
|
|
don't toggle SDL fullscreen state on OSX if we're destroying the window
|
|
eeddb7c5
|
2015-11-09T08:54:56
|
|
more SDL fullscreen state tracking fixes, don't update fullscreen flags on failure to change fullscreen state
|
|
792354d6
|
2015-11-09T08:54:49
|
|
SDL OSX implementation must account for the fact that going fullscreen can fail. improve the logic around retrying, make a few attempts before failing.
|
|
2d884656
|
2015-11-09T08:54:42
|
|
add hacky support for failed fullscreen transitions. SDL doesn't have the concept of a fullscreen transition that failed. if the user is actively changing spaces while the app goes fullscreen, it fails to go fullscreen; now it will just try again instead of hanging around with the wrong window styles.
|
|
7ce64372
|
2015-11-09T02:32:37
|
|
iOS MFi game controllers: inverted the thumbstick y axis values to match the behavior of other controllers.
|
|
cef22420
|
2015-11-05T18:10:19
|
|
Added Linux binding for Wii-U Pro controller
|
|
38edc177
|
2015-10-27T11:18:04
|
|
Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
|
|
2b0140a9
|
2015-10-27T11:17:32
|
|
Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
|
|
f8824cb9
|
2015-10-23T03:37:53
|
|
Mac: Fix returning to the window's Space in OS X 10.11+ when SDL_WINDOW_FULLSCREEN_DESKTOP is used (bug #3152.)
|
|
4c72d39c
|
2015-10-15T22:26:21
|
|
D3D11: Fixed SDL_RenderDrawPoints() ignoring input after the first 128 points.
If a limit would be needed then count should be adapted before stack allocation.
|
|
2a4855f9
|
2015-10-15T22:26:00
|
|
Android: Added missing import statement.
It did not compile without.
|
|
82603b60
|
2015-10-15T12:52:00
|
|
Fix some Android keyboards that didn't work properly.
This conversation came from Joshua Granick on Twitter, starting here:
https://twitter.com/singmajesty/status/653640543675641857
"We found an issue where certain Android keyboards (like the S6 with
predictive text) wouldn't work ... Certain keyboards use a predictive text
mode that does not dispatch a traditional onKey events, which is troublesome
... but telling the OS to use a "visible password" keyboard helps deal with
this problem ... perhaps there's some other way (onKeyPreIme?) to do
"textediting" events, but for now, this should be a fast fix ...
I hear it affects the Galaxy Tab A 8.0", Galaxy S6, Asus ZenPhone 2, maybe
others"
|
|
ceb43129
|
2015-10-07T21:18:08
|
|
Added SDL_JoystickCurrentPowerLevel() to WhatsNew.txt for 2.0.4.
|
|
d80f4566
|
2015-10-07T21:16:59
|
|
Fixed freeing uninitialized pointers on failure cleanup in tests.
|
|
5bc93cc5
|
2015-10-07T21:16:40
|
|
Android: Added a new method in SDLSurface.
|
|
86711041
|
2015-10-07T21:16:18
|
|
Android: Added new key codes without mapping.
|
|
5b174113
|
2015-10-06T21:40:50
|
|
Converted tabs to spaces for SDL style
|
|
9bd640e1
|
2015-10-06T21:16:21
|
|
Fixed sending a size event while setting up a window (fix for DOTA 2 on Source 2)
|
|
c5e68d68
|
2015-10-06T00:10:54
|
|
Mac: Reset display if going from fullscreen to a fullscreen Space or vice-versa.
Otherwise, bad things happen.
|