|
250a0557
|
2020-12-09T12:01:10
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|
fix bug #5384 -- define DLL_EXPORT in DLL builds and adjust begin_code.h
|
|
5b3616c3
|
2020-11-23T18:24:05
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|
Generalized the raw input controller driver and moved XInput/WGI detection into it for XInput devices
This fixes bad report parsing for various newer Xbox controllers, and this driver is now preferred over XInput, since it handles more than 4 controllers.
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71e32f5e
|
2020-11-16T15:00:15
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|
Added SDL_crc32()
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009b62f1
|
2020-11-07T02:22:15
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|
Be explicit about mapping the new game controller paddle buttons
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a22beef4
|
2020-11-05T17:03:28
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|
Moved the PS5 controller driver to a separate file, as the advanced feature protocol is very different from that of the PS4
|
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b7b2995f
|
2020-10-05T15:27:32
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|
url: Added to Visual Studio project files.
|
|
fa23e3d0
|
2020-05-04T02:27:29
|
|
locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.
Fixes Bugzilla #2131.
|
|
aba27928
|
2020-04-18T21:41:37
|
|
Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick
Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
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3180ba81
|
2020-04-08T08:34:27
|
|
First pass at Windows sensor implementation
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|
4dea340c
|
2020-03-16T12:23:38
|
|
Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser
Add new RawInput controller API, and improved correlation with XInput/WGI
Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices
Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
|
|
40625c4e
|
2020-03-15T16:01:19
|
|
virtual joysticks: MSVC support part 2/2, add file refs to MSVC projects (bug 5028)
|
|
7c7ae002
|
2020-02-04T15:35:01
|
|
Added SDL_hidapi_rumble.c to the Visual Studio project
|
|
8d742d47
|
2019-12-19T15:12:36
|
|
Added new HIDAPI driver files to the Visual Studio project
|
|
eb8f14bb
|
2019-11-20T20:40:50
|
|
added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
|
|
4a25a099
|
2019-10-22T10:26:49
|
|
Fixed the location of controller_type.h in the Visual Studio project
|
|
7bf6c887
|
2019-10-22T10:25:55
|
|
Fixed the location of controller_type.h in the Visual Studio project
|
|
16dee35c
|
2019-10-15T09:07:12
|
|
windows: Remove /ARCH:SSE option from x64 Visual Studio builds.
Fixes Bugzilla #4561.
|
|
be6cda9f
|
2019-06-19T15:54:21
|
|
Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
|
|
82ebe63f
|
2019-03-16T19:46:37
|
|
Fixed Visual Studio build
|
|
08dc8cc2
|
2019-03-15T23:54:42
|
|
testgesture: Add dependency to SDLtest to Visual Studio project.
|
|
6a9f45f2
|
2018-10-12T22:05:58
|
|
Remove machine-specific IncludePath from SDL.vcxproj
These IncludePath values seem to not actually be needed since nobody
noticed they were wrong for the past couple months.
|
|
de5367a6
|
2018-08-23T02:48:47
|
|
Added display event files to the Visual Studio projects
|
|
7749ee2a
|
2018-08-21T13:42:44
|
|
Added the dummy sensor driver to the Visual Studio projects
|
|
d2042e1e
|
2018-08-09T16:00:17
|
|
Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
|
|
b4fe7412
|
2018-08-04T11:52:46
|
|
SDL_exp
|
|
cf7b94f2
|
2018-06-30T20:03:23
|
|
ran 'chmod -x' on two files
|
|
41da7b79
|
2018-06-12T14:00:15
|
|
ran 'chmod -x' on many files
|
|
999af809
|
2018-05-18T13:09:30
|
|
Merged latest changes from Steam Link app
|
|
425149f4
|
2018-05-11T09:37:00
|
|
remove testvulkan.vcproj (was a VS2008 left-over.)
|
|
11c348b4
|
2018-01-17T11:53:09
|
|
SDL_log10
|
|
bcf1e622
|
2017-12-08T16:12:53
|
|
Removed duplicate entry for SDL_wasapi.h
|
|
351d6d47
|
2017-12-06T12:24:32
|
|
audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.
The support matrix now looks like:
WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
|
|
4764f7a4
|
2017-11-17T10:54:46
|
|
Fixed building YUV test programs (thanks Ozkan!)
|
|
a6a4e27a
|
2017-11-12T22:51:12
|
|
Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
|
|
bcdf8b91
|
2017-11-04T17:35:03
|
|
Added SDL_fmod() and SDL_fmodf()
|
|
9c580e14
|
2017-10-12T13:44:28
|
|
Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
|
|
e763dac6
|
2017-09-22T17:02:18
|
|
Good bye, Visual Studio 2008
|
|
09e43d45
|
2017-08-28T17:28:09
|
|
Added missing Visual Studio 2010 project for testvulkan
|
|
1f2e151b
|
2017-08-27T22:20:17
|
|
Added Vulkan support to the Visual Studio 2010 solution
|
|
213356cd
|
2017-08-27T21:55:31
|
|
Don't need the Vulkan SDK for the Visual Studio 2008 project anymore
|
|
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.
|
|
66f072eb
|
2017-07-10T15:55:13
|
|
Updated Visual Studio 2008 project
|
|
6046fd4c
|
2017-02-14T03:03:27
|
|
wasapi: Initial WASAPI support, for Windows Vista and later.
This should remain binary compatible with Windows XP, as we dynamically
load anything we need and fall back to DirectSound/WinMM/XAudio2 if not
available.
|
|
a52d48c5
|
2017-01-10T08:54:33
|
|
Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow
The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:
- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
say to use the OpenGL ES driver & EGL rather than the Open GL
driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
driver or the real OpenGL ES driver to take into account the
hint, the requested and supported ES version and whether ES 1.X
is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
the test to the VisualC projects.
With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
|
|
a0e003ee
|
2016-12-06T02:23:54
|
|
Refactored the audio queueing code to a generic SDL_DataQueue interface.
This is not a public API (at the moment), but we will be needing this for
other internal things soon.
|
|
af7f30de
|
2016-12-05T21:28:27
|
|
Fixed SDL always being built because of missing headers in the project.
|
|
bc93bdb9
|
2016-10-14T08:56:04
|
|
Fixed compiler option warning for 64-bit builds on Visual Studio 2008
|
|
979de761
|
2016-08-05T01:44:15
|
|
audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
|
|
c964ac91
|
2015-09-07T13:25:36
|
|
Fix Bug 3114: SDL's MSVC-2010+ projects can fail to build via a custom VS .sln
|
|
6ebbf7dd
|
2015-07-29T17:19:09
|
|
Turn on debug info generation for release configs.
|
|
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().
|
|
564ece51
|
2015-06-14T18:57:05
|
|
Only use explicit inlining - otherwise Visual Studio 2010 will inline SDL_zero(info) in SDL_vsnprintf() into a memset() call when compiling the Release x64 configuration.
|
|
c18e7724
|
2015-06-14T18:37:43
|
|
Fixed 2010 solution and removed Release_NoSTDIO build configuration
|
|
4c484856
|
2015-06-14T18:21:04
|
|
Updated Visual Studio projects
There is now a single solution used by Visual Studio 2010 and newer
|
|
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
|
|
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
|
|
164de232
|
2014-07-27T19:56:53
|
|
Turned on OmitDefaultLibName for SDL, SDLmain and SDLtest
|
|
b79e7f32
|
2014-07-03T15:39:55
|
|
Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
|
|
9e2a2639
|
2014-06-23T10:09:13
|
|
Added names for some theme related windows messages
|
|
ab4f1aaa
|
2014-06-15T10:42:28
|
|
Fixed Visual Studio 2008 projects
Added missing files to SDL2 project
Added missing Visual Studio 2008 tests to the solution
Added output paths which match the 2010+ projects
Added SDL project references instead of old style project dependencies
Removed post-build copy step and added data files to projects
|
|
be74705f
|
2014-06-08T12:00:29
|
|
Visual Studio 2013 Express Edition can load the standard solution, so we don't need special Express Edition solutions.
|
|
85cae478
|
2014-06-07T21:58:18
|
|
Updated projects for Visual Studio 2010, 2012 and 2013
* Test programs use project references instead of hard-coding SDL library dependencies
* Test data files are copied only when needed.
* Copying SDL2.dll is no longer necessary
* Fixed /SAFESEH warning
* Fixed attempted rebuild of SDL every time a test program is run
|
|
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.
|
|
20680d7d
|
2014-03-29T12:27:02
|
|
Added testrumble to the Visual Studio 2013 solution
|
|
f018ca46
|
2014-03-19T21:39:55
|
|
Add input validation to SDL_getenv/SDL_setenv; update Stdlib testsuite; add Hints testsuite
|
|
2c558ca2
|
2014-03-10T17:19:19
|
|
Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
|
|
cb7a408f
|
2014-03-10T05:37:25
|
|
testoverlay2 depends on SDL2, SDL2main, and SDL2test
|
|
1e6ac691
|
2014-03-10T03:59:47
|
|
Added testoverlay2 to the Visual Studio 2013 solution
|
|
1a35f32b
|
2014-03-10T01:51:03
|
|
Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
|
|
360f1101
|
2014-03-09T10:37:45
|
|
Visual Studio 2013 project updates
|
|
ea71a5e0
|
2014-02-20T17:03:55
|
|
Fixes #2408, VS2013: several projects of release build are not built
Patch by Hiroyuki Iwatsuki
|
|
e3f0d53b
|
2014-02-19T11:03:03
|
|
Fixes #2403, add SDL2 dependency to testgles2 (thanks Hiroyuki Iwatsuki)
|
|
090327e7
|
2013-12-09T16:03:18
|
|
Implemented the Dynamic API magic.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
61959aa6
|
2013-11-22T13:24:53
|
|
OpenGL ES support for Windows
|
|
5a68214b
|
2013-11-16T12:11:19
|
|
Fixed bug 2232 - Version Mismatch in VS2013 Solution File
Joe LeVeque
Line 3 of SDL_VS2013.sln file reads "# Visual Studio 2012" instead of "# Visual Studio 2013" which causes Windows to associate the file with Visual Studio 2012, if installed, instead of Visual Studio 2013.
|
|
1c138785
|
2013-11-14T22:19:07
|
|
Fixed visualtest build on VS2012
SDL2, SDL2main and SDL2test had to be added as dependencies to the testquit project to get it to build properly.
|
|
b7553ae7
|
2013-11-10T11:51:06
|
|
Added project files for Visual Studio 2013
Added /arch:SSE code generation option to prevent SSE2 floating point functions from being implicitly called (which aren't linked in SDL)
|
|
52069757
|
2013-11-10T00:32:23
|
|
Added Apoorv Upreti's GSoC2013 work: visual test suite.
See visualtest/README.txt for details.
|
|
64e1b1ca
|
2013-10-14T09:14:09
|
|
Fixed project conflict during commit
|
|
e7e86c6d
|
2013-10-14T08:56:45
|
|
Adding static lib to SDL builds on Windows.
CR: SamL
|
|
2dd7091e
|
2013-08-20T19:57:11
|
|
Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
|
|
65728477
|
2013-08-14T23:30:10
|
|
Fix bug 2034: replace printf by SDL_Log in tests; update loopwave VS solution: copy missing dependency
|
|
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.
|