Log

Author Commit Date CI Message
Alfred Reynolds 6ebbf7dd 2015-07-29T17:19:09 Turn on debug info generation for release configs.
Alfred Reynolds b0e145b3 2015-07-29T17:19:06 Move GetDisplayDPI to the end of the file.
Alfred Reynolds dc2e9ba1 2015-07-29T17:19:04 Fix build.
Alfred Reynolds 51c72e10 2015-07-29T17:19:02 Add X11 implementation of SDL_GetDisplayDPI.
Alfred Reynolds 61c74150 2015-07-29T17:18:56 Add SDL_GetDisplayDPI routine and implement for Windows.
Ryan C. Gordon f5cf8676 2015-07-28T00:12:50 x11: Catch fatal X errors when calling glXMakeCurrent(). In extremely rare cases, probably due to misconfigured drivers, one might see this happen, and rather than terminate the process, we try to recover by reporting an error to the app. Fixes Bugzilla #3068.
Alex Szpakowski c344b734 2015-07-19T19:56:16 iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported.
Alex Szpakowski 6ea942da 2015-07-19T19:44:40 Added MSAA support for OpenGL ES contexts on iOS. Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
Ryan C. Gordon b2458630 2015-07-18T00:04:49 Fixed dynapi for new SDL_WarpMouseGlobal() function signature.
Ryan C. Gordon 9d3d6437 2015-07-18T00:03:34 Patched to compile on Raspberry Pi.
Ryan C. Gordon e346f142 2015-07-17T21:03:58 SDL_WarpMouseGlobal() should return non-void. There are platforms it isn't implemented on (and currently can't be implemented on!), and there's currently no way for an app to know this. This shouldn't break ABI on apps that moved to a revision between 2.0.3 and 2.0.4.
Philipp Wiesemann a955bec4 2015-07-16T21:48:35 Fixed spaces in header file.
Philipp Wiesemann 16e18817 2015-07-16T21:31:21 Windows: Fixed wrong debugger output if logging empty string as info or warning.
Philipp Wiesemann cad94bd5 2015-07-15T21:12:04 Fixed typo in test header file comment.
Philipp Wiesemann 29199056 2015-07-15T21:11:24 PSP: Fixed error handling in SDL_SemWaitTimeout(). Signed integers were converted to unsigned before being checked if smaller 0. Found by Cppcheck.
Philipp Wiesemann 8bbded25 2015-07-15T21:10:38 Fixed comment in test program.
Ryan C. Gordon 27055ea0 2015-07-14T23:46:35 X11: center parentless message boxes on the primary display if possible. This relies on a successful SDL_Init(SDL_INIT_VIDEO) to work, since it's silly to reproduce all the Xinerama/XRandR code in the message box parts. If X11 is available but SDL hasn't been initialized, the message box will center in the primary screen, which will be positioned weirdly on multi-head setups, but this should fix the most significant common case.
Ryan C. Gordon b7ecc670 2015-07-14T21:28:26 Added test/testdisplayinfo.c
Ryan C. Gordon 0c19501e 2015-07-11T00:59:56 x11: Patched to compile on systems without the Xutf8LookupString() function.
Philipp Wiesemann 4679195d 2015-07-06T21:02:20 Fixed memory leak in test harness. Found by Cppcheck.
Sam Lantinga 396b3b89 2015-07-05T15:45:48 Better fix for bug 3048, don't crash if the window title is NULL
David Ludwig d0ba0c1d 2015-07-04T21:04:49 Fixed bug 3048, "Crashes in Cocoa_SetWindowTitle"
Ryan C. Gordon 65a1a3e7 2015-07-04T14:09:09 Cocoa: support drag-and-drop of multiple objects.
Sam Lantinga b5c43a88 2015-07-03T09:18:14 Fixed style
Sam Lantinga 35c4468f 2015-07-03T09:17:24 commit a7d7af2a419b453188ffe87386455fc26c1306fa Author: Benoit Pierre <benoit.pierre@gmail.com> Date: Fri Jul 3 02:17:10 2015 +0200 fix 14dd48ae5bc43b61b2a0dd0b3177d22edec707ef regression The window manager detection code in X11_HasWindowManager does not work with Awesome (http://awesome.naquadah.org/). Remove it, and reuse the result of the more correct checks in X11_CheckWindowManager.
Philipp Wiesemann f9d8c59a 2015-07-02T20:11:40 Added missing file to the release archive.
Philipp Wiesemann 26ecab90 2015-07-01T21:10:54 Removed redundant variable check when processing gestures.
Sam Lantinga e8954d5d 2015-06-30T19:30:02 Hack to fix missing window decorations after toggling fullscreen mode in Mac OS X 10.10
Ryan C. Gordon 1e3c28ac 2015-06-30T15:00:48 X11: Added a test for a weird X11 error we get with Xinerama, rarely.
Ryan C. Gordon 20ec1377 2015-06-30T14:41:17 X11: Call XRefreshKeyboardMapping() when we get various MappingNotify events. According to the Xlib docs, you need to do this or Xlib's internal state gets out of sync.
Ryan C. Gordon acdb494f 2015-06-30T14:39:39 X11: Don't ignore keyboard mapping changes. MappingNotify events don't have a window associated with them, so SDL was dropping these before the point where we would have handled them.
Ryan C. Gordon 4986563d 2015-06-30T13:46:06 Fixed assertion failure in diskaudio target caused by new hotplugging support. Fixes Bugzilla #3032.
Sam Lantinga bf9bd59c 2015-06-29T22:24:00 Fixed bug 2464 - Configure a sdl2-config.cmake.in together with sdl2.pc.in Leonardo Despite having a CMakeLists.txt file, SDL2 seems to be mainly built using the autotools system by package-managers. It is nice to have it but it is only useful if you are building SDL2 by yourself. People that want to use CMake to find their already-installed SDL2 are using a FindSDL2.cmake module based on the old FindSDL.cmake. This is not deprecated but it is discouraged by the CMake devs (see http://www.cmake.org/Bug/view.php?id=14826), as these modules needs maintainers to be included in the official CMake installation. To fix that, SDL and its accompanying libraries could configure a simple sdl2-config.cmake file, much like it does with sdl2.pc.in. We don't need to configure a full sdl2-config.cmake as in this post, http://forums.libsdl.org/viewtopic.php?t=10068&sid=ccf8abbf0d73fb03ae9cded991e60959 (because it depends on it being built with CMake). Using something as simple as http://www.cmake.org/Wiki/CMake/Tutorials/Packaging#Package_Configuration_Files is deemed enough. Here is another: http://quickgit.kde.org/?p=prison.git&a=blob&f=lib%2Fprison%2FPrisonConfig.cmake.in
Philipp Wiesemann c5857ab4 2015-06-26T20:12:10 Mac OS X: Fixed typo in build script comment.
Philipp Wiesemann 9b6f159c 2015-06-26T20:11:41 Emscripten: Corrected build instructions in documentation. And fixed a typo.
Sam Lantinga 3a08b463 2015-06-25T11:49:48 Fixed bug 2834 - Patch to support dead keys on Windows Elise Maurer When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release. Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character. I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input: * r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645. * But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing). * It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff. The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.
Sam Lantinga f1b7a843 2015-06-25T07:17:08 Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined
Sam Lantinga 82eec4b6 2015-06-24T17:55:38 Fixed whitespace in SDL_evdev.c
Sam Lantinga 9f50d63d 2015-06-24T17:54:39 Fixed an issue with mouse/keyboard removal Sometimes, on removal SDL_EVDEV_udev_callback() gets called with zero udev_class. This in turn seems to be caused the SDL_udev.c:guess_device_class() failing to find the attributes of the parent device. Apparently this is normal, attributes are not guaranteed to be in place during removal, depending on timing. This lack of attributes causes guess_device_class() to return zero. This fix mimics the code in linux/SDL_sysjoystick.c:joystick_udev_callback() which effectively has the same fix already in place.
Alfred Reynolds cbbdd27a 2015-06-24T10:56:51 SDL - disable compiling in XAudio2 support. We both need the DX SDK to make this code plus we need to work out the runtime dependency problem this code bring in on windows (needing the DX runtime installed). CR: SamL
Alfred Reynolds e4e4e1b8 2015-06-24T10:56:37 SDL - do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`". Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data. CR: SamL
Sam Lantinga b7aa856c 2015-06-22T23:36:06 Fixed bug 3030 - SDL_RecreateWindow fails to restore title, icon, etc. Adam M. It loses the title and icon when window recreation fails. For instance, this may happen when trying to create an OpenGL ES window on a system that doesn't support it. But at that point, the title and icon have already been lost.
Ryan C. Gordon ded3a16e 2015-06-23T01:44:44 Fixed compiler warning about shadowed local variables.
Ryan C. Gordon 437a6d9d 2015-06-22T21:30:08 Updated Mac OS X documentation for fatbuilt.sh -> gcc-fat.sh transition.
Philipp Wiesemann 8cea1b98 2015-06-21T19:37:37 Windows: Fixed crash if initialization of EGL failed but was tried again later.
Philipp Wiesemann 72590685 2015-06-21T19:36:35 Backed out changeset 4ad56dbf4a6f
Philipp Wiesemann 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().