|
6f758ad2
|
2018-08-21T20:03:54
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|
Moved SDL_IsTablet() to a cross-platform API function
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|
e9f6805f
|
2018-08-21T19:42:19
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|
Removed dependency on C++ runtime on iOS
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|
c6647bf9
|
2018-08-21T17:24:12
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|
Added the iOS sensor implementation
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|
3e5dbc69
|
2018-08-21T13:29:21
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|
Added a dummy sensor driver
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|
7c3040e0
|
2018-08-21T12:11:34
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|
First pass on the new SDL sensor API
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|
109544ca
|
2018-08-21T11:23:47
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|
Add SDL_IsTablet() to Android and iOS SDL.
|
|
0d22559e
|
2018-08-21T10:25:30
|
|
Fixed Android build error
|
|
5dfa4043
|
2018-08-20T21:19:17
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|
Fixed warnings building on Mac OS X 64-bit
|
|
6b3f11e2
|
2018-08-20T21:18:56
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|
Fixed code style
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|
aeea6b9b
|
2018-08-18T12:30:04
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|
Emscripten: Fixed SDL_SYSTEM_CURSOR_SIZEALL
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|
90454b1e
|
2018-08-16T11:01:02
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|
SDL_hidapi_ps4.c: define NTDDI_VISTA / _WIN32_WINNT_VISTA if not defined
it still needs a Vista or newer Platform SDK to build, though.
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|
7d3a7ef8
|
2018-08-15T23:35:54
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Use a single hint for both Xbox 360 and Xbox One controllers, since they are often the same driver.
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|
a2add1f6
|
2018-08-15T23:14:45
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|
Use the HIDAPI driver for Xbox controllers on Windows, and determine the XInput mapping at runtime for extended functionality like rumble and guide button.
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|
3f5ff751
|
2018-08-15T23:14:43
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|
Use a unified name list for Xbox 360 and Xbox One controllers for drivers that can handle both
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|
aad340eb
|
2018-08-15T19:53:36
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|
Added Windows Xbox controller state packet handling, for completeness.
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|
63107524
|
2018-08-15T19:53:34
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|
Fixed input from the Steam Virtual Gamepad on Mac OS X
|
|
0903e835
|
2018-08-15T19:53:31
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|
Use SDL specific window class to avoid conflicting with Steam
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|
c8866658
|
2018-08-15T19:53:30
|
|
Catch device removal as well as device arrival on Windows
|
|
641c674f
|
2018-08-15T19:53:28
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|
Turned off debug messages
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|
51902010
|
2018-08-15T19:53:26
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|
Remove the HIDAPI device if we get a read error from it
This fixes detecting PS4 controller disconnect on Mac OS X, where there isn't any device removed notification
|
|
dfbd7f65
|
2018-08-15T19:53:24
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|
Fixed Mac OS X build
|
|
ec74c318
|
2018-08-15T19:53:22
|
|
Polling hid_enumerate() every 3 seconds causes freezes and stutters on some USB audio devices and mice.
We'll only enumerate devices when we get notification that the system devices have changed
|
|
2dc04b4c
|
2018-08-10T15:22:02
|
|
libm: one more static analysis fix.
|
|
67a48ad1
|
2018-08-10T15:04:08
|
|
haiku: Patched to compile with new joystick interfaces.
|
|
e1ac643b
|
2018-08-10T14:54:26
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|
bsd: Patched to compile.
(I think.)
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67764070
|
2018-08-10T14:42:40
|
|
bsd: Update joystick code for new interfaces.
(this is an untested push to see if buildbot likes it.)
|
|
b692c352
|
2018-08-10T14:32:30
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|
emscripten: Patched to compile with new joystick interfaces.
|
|
941f8ecf
|
2018-08-10T14:10:47
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|
joystick: define inline to SDL_INLINE
|
|
0b2863d4
|
2018-08-10T14:09:44
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|
joystick: #if 0'd out some things that aren't currently used.
Fixes some compiler warnings.
|
|
a7c3d2af
|
2018-08-10T11:50:55
|
|
SDL_hidapi_ps4.c: lowercase windows header names.
|
|
4f41f07d
|
2018-08-09T16:05:48
|
|
Added missing files from previous commits
|
|
31b02243
|
2018-08-09T16:04:45
|
|
Added notes that this code was contributed by Valve
|
|
99759bac
|
2018-08-09T16:04:34
|
|
There's no controller that's supported by both XInput and HIDAPI
|
|
ab07ce11
|
2018-08-09T16:04:30
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|
Don't update the device list for devices we know aren't supported
This should reduce HID enumeration (hitting the USB bus) if for some reason we're getting spammed with false device insert/removal events
|
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28e0c0ee
|
2018-08-09T16:04:21
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|
Sam Lantinga <slouken@libsdl.org> 2018-08-06 13:00 -0700
Backed out changeset 794a209b2270
http://hg.libsdl.org/SDL/rev/2e2ecdac957c
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|
25a952e7
|
2018-08-09T16:04:18
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|
Sam Lantinga <slouken@libsdl.org> 2018-08-06 11:58 -0700
Removed mapping for VID/PID 0x0079/0x0006, which is a generic PCB used in many different devices
http://hg.libsdl.org/SDL/rev/794a209b2270
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|
888bf1af
|
2018-08-09T16:03:50
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|
Worked around bug with Sony PS Now PS3 controller where DirectInput polling will continue to return success after the controller is unplugged.
The code is now reliant on SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved() being called correctly when devices are added or removed on Windows
|
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f35e97ba
|
2018-08-09T16:03:29
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|
Fixed Windows build
|
|
d2042e1e
|
2018-08-09T16:00:17
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|
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
|
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ba90412c
|
2018-08-08T15:39:20
|
|
libm: Don't let Visual Studio generate an implicit memset() call.
|
|
4cb84b8f
|
2018-08-08T12:36:54
|
|
backout INFINITY change...of course Visual Studio doesn't have it.
|
|
257071fc
|
2018-08-08T12:19:01
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|
e_exp: One more compiler warning.
|
|
550437ed
|
2018-08-08T12:13:56
|
|
libm: Fixed all static analysis warnings.
|
|
c0aa626b
|
2018-08-08T10:26:22
|
|
e_exp: Fixed compiler warning on Visual Studio.
|
|
941c5b47
|
2018-08-07T18:07:11
|
|
haiku: Rename internal functions from BE_* to HAIKU_*
Fixes Bugzilla #2349.
|
|
f59b0056
|
2018-08-07T16:56:46
|
|
evdev: On sudden termination, make sure keyboard isn't lost (thanks, Tadek!)
"In release 2.0.6, when Linux evdev keyboard support has been moved to a
separate source file, a feature was added to disable normal keyboard event
processing to prevent "spilling" keystrokes to background virtual console.
This feature has one unpleasant side effect: if application fails to call
`SDL_Exit` before termination or crashes with fatal signal, console is left
in unusable state with keyboard not working and no possibility to switch
virtual console. If user has a chance, he can login remotely and restore
keyboard with `kbd_mode`, otherwise the only option is to reboot the machine.
This patch fixes that problem by intercepting fatal signals (with `sigaction`)
and process termination (with `atexit`), to restore keyboard state, if it
wasn't properly restored with `SDL_Exit`.
The function registered with `atexit` also restores original signal handlers,
to prevent leaving invalid handlers after SDL library is unloaded, if it was
loaded dynamically with `dlopen`.
No signal handlers or `atexit` function are installed if SDL boolean hint
`SDL_HINT_NO_SIGNAL_HANDLERS` is `SDL_TRUE`.
Additionally, if environment variable `SDL_INPUT_LINUX_KEEP_KBD` exists,
keyboard initialization function completely skips disabling keyboard. This
can be useful for debugging."
Fixes Bugzilla #4193.
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623a6def
|
2018-08-07T16:49:18
|
|
alsa: optionally run entire pipeline non-blocking.
|
|
56f44cfa
|
2018-08-07T13:04:15
|
|
audio: Deal with device shutdown more carefully.
This would cause problems in various ways, but specifically triggers an
assert when you close a WASAPI capture device in an app running over RDP.
Related to (but not the actual bug) in Bugzilla #3924.
|
|
e714f659
|
2018-08-07T12:06:31
|
|
haptic: Fix initial detection of haptic devices on Linux system
SDL_UDEV_Scan must be called during SDL_SYS_HapticInit to ensure devices
outside of the 0-31 range are added to the list of haptic devices.
Fixes Bugzilla #3923.
|
|
a37d3e0b
|
2018-08-06T13:00:11
|
|
Backed out changeset 794a209b2270
It turns out the mapping is correct, just the name was confusing
|
|
cc682f20
|
2018-08-06T11:58:08
|
|
Removed mapping for VID/PID 0x0079/0x0006, which is a generic PCB used in many different devices
Different device with same vid/pic that is kind of a Saitek shape:
https://www.trust.com/en/product/17416-gxt-24-runa-compact-gamepad
n64 with same ID
https://bbs.archlinux.org/viewtopic.php?id=163488
PS shaped with numbers for buttons
https://pineight.com/mw/index.php?title=USB_game_controller#DragonRise_Inc._Generic_USB_Joystick
fightstick with same vid/pid
https://retropie.org.uk/forum/topic/7594/bartop-2-player-zero-delay-encoders-not-working
|
|
f45f33bd
|
2018-08-05T10:01:01
|
|
SDL_expf: return SDL_exp() instead of SDL_uclibc_exp() for consistency.
|
|
b4fe7412
|
2018-08-04T11:52:46
|
|
SDL_exp
|
|
e061a92d
|
2018-08-02T16:03:47
|
|
Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.
Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).
Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
|
|
8f0cc4a4
|
2018-07-22T19:42:08
|
|
Backed out changeset 2e42ec46061e.
This change isn't correct. See comments in Bugzilla #4183.
|
|
1089944b
|
2018-07-22T19:40:42
|
|
libm: Fixed signature mismatches for __ieee754_rem_pio2 and __kernel_rem_pio2.
Fixes Bugzilla #4201.
|
|
862aa4b4
|
2018-07-22T19:28:27
|
|
windows: Fixed some Visual Studio warnings about shadowed variables.
Fixes Bugzilla #4118.
|
|
b5a420cb
|
2018-07-13T17:53:24
|
|
dbus: Deal with undefined behavior with va_args.
Parse out a copy of the varargs ourselves to get to the reply portion, since
the original passed to D-Bus might modify or not modify the caller's copy,
depending on system ABI.
|
|
df0d3f13
|
2018-07-12T13:28:15
|
|
More controller drivers support CARTESIAN coordinates.
This fixes rumble on the Saitek Cyborg V.3 Rumble Pad
|
|
ff8c9538
|
2018-07-12T13:28:13
|
|
Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
|
|
c3178e67
|
2018-07-12T16:52:45
|
|
Ensure we still clear the X locale modifiers even if not compiled with ibus or fcitx support
|
|
ff8c62f2
|
2018-07-02T03:53:57
|
|
Fixed bug 4210 - SSE2-based converter makes junk result of S32 -> Float
At the HG state abdd17144682, 64-bit assemblies are using SSE2-based resampler, produces junk sound when converting the S32 -> Float32 -> S16 chain. The `NEED_SCALAR_CONVERTER_FALLBACKS` thing works perfectly.
If I will find a reason that caused this mistake, I'll send a patch by myself.
|
|
013b146d
|
2018-06-30T20:55:51
|
|
SDL_windowstaskdialog.h (struct _TASKDIALOGCONFIG): make unions anonymous
otherwise build fails. (at least with my VS2005. and the code accesses the
arms of the unions anonymously anyway.)
|
|
949b8bd8
|
2018-06-30T20:10:40
|
|
correct the comment correction..
|
|
67f18a19
|
2018-06-30T20:04:01
|
|
comment correction
|
|
7c2028f8
|
2018-06-29T16:56:11
|
|
Attempt to fix "cast from pointer to integer of different size" warnings.
|
|
52857de2
|
2018-06-29T16:55:55
|
|
Corrected a comment.
|
|
3b173f81
|
2018-06-25T23:00:38
|
|
Patched to compile on Visual Studio (typo).
|
|
58168a8c
|
2018-06-25T16:34:16
|
|
atomic: Fight with all the assemblers that don't like REP NOP. :/
|
|
5f123e31
|
2018-06-25T15:58:35
|
|
atomic: Spin locks now try to use the x86 PAUSE instruction for short waits.
Fixes Bugzilla #4151.
|
|
5a8ecf4e
|
2018-06-25T13:14:52
|
|
yuv: Patched to make static analysis happy (warned about unused variable).
|
|
4773690d
|
2018-06-25T12:55:23
|
|
Deal with possible malloc(0) calls, as pointed out by static analysis.
|
|
915a7e03
|
2018-06-25T01:57:28
|
|
gles2: Whoops, overzealous copy/paste on my part. :)
|
|
c8ac9096
|
2018-06-24T22:42:36
|
|
wayland: Implemented xdg-wm-base support.
This is just in parity with the existing zxdg-shell-unstable-v6 code. Making
the Wayland target robust (and uh, with title bars) is going to take a lot
of work on top of this.
|
|
59574fe2
|
2018-06-24T13:57:22
|
|
x11: Normalize x11xinput2 touch x to be 1.0 at width (thanks, Zach!).
"Applications (such as SDL's testgesture) do "event.tfinger.x * window_width"
to find window coord. Currently the X11 XInput2 backend expects application
to do "event.tfinger.x * (window_width-1)" instead.
X11 XInput2 touch events are normalized so x is 1.0 at "width - 1" but other
SDL backends appear to have x be 1.0 at "width". Same issue for touch event
y with regards to height."
Fixes Bugzilla #4183.
|
|
5308a245
|
2018-06-24T12:16:58
|
|
Fixed some possible malloc(0) calls reported by static analysis.
|
|
88dfa466
|
2018-06-18T13:14:04
|
|
Use a blank cursor instead of PointerIcon.TYPE_NULL since that shows the default cursor on Samsung DeX
|
|
a5158535
|
2018-06-18T13:14:02
|
|
Added support for external mouse in Samsung DeX mode
relative mode doesn't work, but absolute coordinates are functional
|
|
74ec7cab
|
2018-06-18T13:13:56
|
|
Fixed race condition where Android touch events could get scaled by a render target's viewport
|
|
9924a8e3
|
2018-06-14T00:51:45
|
|
Fixed bug 4094 - No SDL_TEXTEDITING after pressing Alt key on Raspberry Pi Linux
This was reproducible by running an SDL app on the console from an ssh login. In this case the terminal wasn't owned by the user running the app, so we were using the default keymap, which didn't have state transitions defined for ctrl and alt, so once we entered that state keypresses would no longer transition out of that state, nor would they generate text.
As a workaround, we'll just reset to the default shift state if that happens, which means we'll get text for keys pressed while ctrl is held down, but I don't think that's a big problem.
Note that in this case we also can't mute the keyboard, so the keypresses go to the console, which probably isn't what you want...
|
|
fe682827
|
2018-06-14T06:12:12
|
|
egl: Don't change context when deleting current.
If we change the current context behind the app's back, those tracking
the current context to minimize context changes are going to get
confused.
This brings the EGL backend in line with the GLX one.
Fixes Bugzilla #4199.
|
|
08de74ec
|
2018-06-13T14:45:02
|
|
use the 'aborts' pragma of Watcom for SDL_NORETURN functions
SDL_ExitProcess(), SDL_AbortAssertion() and SDLTest_BailOut().
(Commit 303c1e0fb0cf for bug #4100 removed SDL_NORETURN from
SDL_ExitProcess() and SDL_AbortAssertion() in order to avoid
warnings from windows builds, but that's temporary I guess..)
|
|
4a4bac95
|
2018-06-12T13:22:58
|
|
Deal with fullscreen limitations under windowed Android environments (Chromebook, DeX, etc.) (Thanks Rachel!)
|
|
864b8f89
|
2018-06-12T01:04:26
|
|
Merged in community contributed controller mappings from https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
|
|
12059782
|
2018-06-12T00:18:10
|
|
Added common controllers used with Steam Big Picture
These are entirely untested
Several USB ids refer to multiple packaged products. In those cases I tried to use the most common name, or a general name (e.g. PS3 Controller), or a completely generic name (e.g. USB gamepad) if it wasn't clear what type of controller it was.
Patches welcome!
|
|
fe196db7
|
2018-06-07T17:07:03
|
|
Track android device panel width & height as well as window surface & height.
Expand SDLActivity::SDLSurface::surfaceChanged() callback to grab the panel width and height at the same time and pass that along to the native code. Only works on API 17+. Duplicates surface dimensions whenever it fails.
Add Android_DeviceWidth/Android_DeviceHeight globals to native code.
Disambiguate Android_ScreenWidth/Android_ScreenHeight -> Android_SurfaceWidth/Android_SurfaceHeight
Use device width/height for all display mode settings.
|
|
db86e7a6
|
2018-06-07T10:54:54
|
|
Added support for the PS3 controller driver in PlayStation Now
|
|
113801b7
|
2018-06-05T12:46:13
|
|
Added SDL_IsChromebook() to determine if we're running on a Chromebook.
|
|
2dedbc72
|
2018-06-05T12:46:11
|
|
Add Android support for relative mouse mode to SDL.
|
|
9d6ac3de
|
2018-06-05T12:46:09
|
|
Fix creating a minimized window in SDL to not cause focus to be stolen (because ShowWindow( hwnd, SW_MINIMIZE ) would be called after creation, thus changing focus to the prior window based on some per-app list in windows, rather than the window being created with WS_MINIMIZED to start with).
This means we have to consider SDL_WINDOW_MINIMIZED a window creation flag, but on non-windows platforms we just remove it and let the normal FinishWindowCreation re-apply and do the minimize as I have no idea what is right on them or if anything should change.
CR: Phil
|
|
1d25135b
|
2018-06-01T19:43:53
|
|
Fixed bug 4184 - jack audio driver fails in presence of midi ports
Martin ?irokov
Launching an SDL application with SDL_AUDIODRIVER=jack, and then calling SDL_OpenAudioDevice() with whatever parameters fails with an error like this one:
SDL_OpenAudioDevice: Couldn't connect JACK ports: SDL:sdl_jack_output_0 => system:midi_playback_1
This happens because JACK_OpenDevice in src/audio/jack/SDL_jackaudio.c blindly tries to connect to all input ports without checking whether they are for audio or midi.
The fix is to check port types and ignore all non audio ports. Also I removed devports field from struct SDL_PrivateAudioData, because it's never really used and removing unused ports from it would be PITA.
|
|
ff6aebc4
|
2018-05-29T08:03:44
|
|
Added a new GUID for DS3 controller connected over bluetooth, for both Sony and Shanwan (thanks William!)
|
|
3d387098
|
2018-05-27T20:30:03
|
|
metal: contrary to documentation, we need to set the drawableSize explicitly.
Fixes Bugzilla #4149.
|
|
8325df25
|
2018-05-24T07:30:24
|
|
Fixed bug 4169 - Crash due to audio session observer race condition
Jona
The following explains why this bug was happening:
This crash was caused because the audio session was being set as active [session setActive:YES error:&err] when the audio device was actually being CLOSED. Certain cases the audio session being set to active would fail and the method would return right away. Because of the way the error was handled we never removed the SDLInterruptionListener thus leaking it. Later when an interruption was received the THIS_ object would contain a pointer to an already released device causing the crash.
The fix:
When only one device remained open and it was being closed we needed to set the audio session as NOT active and completely ignore the returned error to successfully release the SDLInterruptionListener. I think the user assumed that the open_playback_devices and open_capture_devices would equal 0 when all of them where closed but the truth is that at the end of the closing process that the open devices count is decremented.
|
|
b3173d9d
|
2018-05-23T17:15:37
|
|
Added support for the NVIDIA SHIELD handheld gaming device
|
|
361043a5
|
2018-05-23T17:15:33
|
|
Actually left trigger is motion axis 17 and right trigger is motion axis 18, which will map in that order to SDL axes.
|
|
4d9a3469
|
2018-05-23T16:00:21
|
|
Added additional supported Android controllers
|
|
c07656db
|
2018-05-23T16:00:19
|
|
Fixed default mapping for Android controller triggers (they were reversed)
|
|
101544d6
|
2018-05-21T12:05:17
|
|
audio: Needed to fix two more instances for Visual Studio.
|
|
0ad4b0b6
|
2018-05-21T12:00:21
|
|
thread: fixed compiler warnings on non-Linux systems that use pthread.
(static function rtkit_setpriority was unused, moved it in with rest of
__LINUX__ section.)
|