Log

Author Commit Date CI Message
Sam Lantinga 70aa2a57 2016-12-09T04:17:10 Only print out the controller mappings if we're not going to test a controller
Sam Lantinga 524bf3c2 2016-12-09T01:47:43 Fixed bug 3513 - SDL_GL_SwapWindow does not return error status Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
Sam Lantinga 3b18c796 2016-12-09T01:29:52 Fixed bug 3512 - Memory leak of SDL_Joystick axes_zero array Benjamin Harris Found with valgrind and confirmed in the 2.0.5 source code. One-line fix in SDL_JoystickClose?
Sam Lantinga a5250171 2016-12-08T10:13:45 Protect the game controller API the same way the joystick API is protected from multi-threaded access
Sam Lantinga 1b08f0c1 2016-12-07T11:41:20 Added the guide button for the NVIDIA Shield Controller
Sam Lantinga 91491824 2016-12-07T11:02:02 Removed unneeded warning when running from Visual Studio
Sam Lantinga acabb5d5 2016-12-06T14:22:28 Added support for XBox One controllers on Mac OS X, using the driver at: https://github.com/360Controller/360Controller/releases
Ryan C. Gordon 09ed5cc0 2016-12-06T13:33:02 xcode: Make sure SDL_dataqueue sources are included in all targets.
Ryan C. Gordon 6cb2f5bb 2016-12-06T12:30:31 xcode: updated macOS and iOS project files with SDL_dataqueue sources.
Ryan C. Gordon c0231875 2016-12-06T12:23:17 audio: Fixed compiler warnings.
Sam Lantinga 68d7be39 2016-12-06T00:40:09 Fixed bug 3508 - variably modified ?SDL_dummy_size? at file scope in test/testatomic.c Ciro Santilli GCC 6, Ubuntu 16.10, cd test; ./configure; make /bin/sh config.status Makefile config.status: creating Makefile gcc -o loopwave loopwave.c -g -O2 -D_REENTRANT -I/usr/include/SDL2 -DHAVE_OPENGLES2 -DHAVE_OPENGL -DHAVE_SDL_TTF -g -lSDL2_test -lSDL2 gcc -o testatomic testatomic.c -g -O2 -D_REENTRANT -I/usr/include/SDL2 -DHAVE_OPENGLES2 -DHAVE_OPENGL -DHAVE_SDL_TTF -g -lSDL2_test -lSDL2 In file included from /usr/include/SDL2/SDL_main.h:25:0, from /usr/include/SDL2/SDL.h:32, from testatomic.c:14: /usr/include/SDL2/SDL_stdinc.h:261:20: error: variably modified ?SDL_dummy_size? at file scope typedef int SDL_dummy_ ## name[(x) * 2 - 1] ^ testatomic.c:106:1: note: in expansion of macro ?SDL_COMPILE_TIME_ASSERT? SDL_COMPILE_TIME_ASSERT(size, CountTo>0); /* check for rollover */ ^~~~~~~~~~~~~~~~~~~~~~~ Makefile:114: recipe for target 'testatomic' failed make: *** [testatomic] Error 1 If I remove the line SDL_COMPILE_TIME_ASSERT(size, CountTo>0); /* check for rollover */ it works, lazy to figure out the best way to do this.
Ryan C. Gordon 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.
Ryan C. Gordon 8b960d4e 2016-12-06T02:20:58 Added SDL_VARIABLE_LENGTH_ARRAY so this #ifdef is localized to one place.
Sam Lantinga af7f30de 2016-12-05T21:28:27 Fixed SDL always being built because of missing headers in the project.
Sam Lantinga 54188c8b 2016-12-03T09:59:43 Fixed crash at startup
Sam Lantinga 264138cc 2016-12-03T08:39:21 Added support for the Hori Fighting Commander 4
Sam Lantinga e7efcfba 2016-12-03T00:40:13 Added Linux mapping for the DragonRise Inc. Generic USB Joystick
Sam Lantinga 16074e67 2016-12-02T22:18:05 Fixed compile warning on Visual Studio
Sam Lantinga 4eda58ba 2016-12-02T21:01:13 Added SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the speed of the mouse. This currently doesn't affect absolute motion, which would need to be implemented on each windowing system so the cursor matches the reported mouse coordinates.
Sam Lantinga 26f05ecb 2016-12-02T02:25:12 Fixed missing prototypes on Android, patch from Sylvain
Sam Lantinga 84c0780e 2016-12-02T02:21:35 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad Diego I was previously unaware that rotating the device to a different orientation when the keyboard is shown causes a keyboardWillHide followed by a keyboardWillShow notification. The previous patch would then mistakenly StopTextInput when rotating. This patch fixes that by checking if the device is rotating before stopping text input.
Sam Lantinga 1b689c33 2016-12-01T11:52:47 Fixed bug 3503 - osx builds don't run on 10.6 as of rev. 10651 Ozkan Sezer With rev. 10651, i.e. http://hg.libsdl.org/SDL/rev/747a6a795b21 , SDL2 - OS X builds fail to run on 10.6 (my setup: i686 / 10.6.8) because the symbol _IOPMAssertionCreateWithDescription is missing. The SDK listing it for 10.7+ does seem correct. Reverting r10651 and rebuilding makes it to function again.
Sam Lantinga a738a6fb 2016-12-01T07:31:08 Added Linux controller mapping for the Nostromo n45 Dual Analog Gamepad
Sam Lantinga 4905cd9c 2016-11-30T22:06:05 Fixed bug 3340 - SDL_BlitScaled causes access violation in some cases. Simon Hug The SDL_BlitScaled function runs into an access violation for specific blit coordinates and surface sizes. The attached testcase blits a 800x600 surface to a 1280x720 surface at the coordinates -640,-345 scaled to 1280x720. The blit function that moves the data then runs over and reads after the pixel data from the src surface causing an access violation. I can't say where exactly it goes wrong, but I think it could have something to do with the rounding in SDL_UpperBlitScaled. final_src.y is 288 and final_src.h is 313. Together that's 601, which I believe is one too much, but I just don't know the code enough to make sure that's the problem. Sylvain I think this patch fix the issue, but maybe it's worth re-writing "SDL_UpperBlitScaled" using SDL_FRect.
Philipp Wiesemann cd3aefc0 2016-11-30T23:31:36 Updated documentation in header file.
Philipp Wiesemann a7655d77 2016-11-30T23:31:23 Fixed warning about storing an unused value. Found by buildbot.
Sam Lantinga cb8748b7 2016-11-30T12:58:03 Fixed the controller mappings for the OUYA controller
Sam Lantinga 5fcf2577 2016-11-30T12:34:50 Added PS4 controller entries for the new Sony HID driver https://git.kernel.org/cgit/linux/kernel/git/jikos/hid.git/log/?h=for-4.10/sony
Sam Lantinga 663afa91 2016-11-30T12:25:19 Added support for the DS4 USB Wireless Adaptor
Sam Lantinga d834c08a 2016-11-29T22:02:37 Add the controller mappings to the linked list in order
Sam Lantinga dd5d85a4 2016-11-29T06:36:57 Added an API to iterate over game controller mappings
Sam Lantinga 1e8f074c 2016-11-29T05:34:20 Avoid conflicts with multiple versions of udev by first trying the library that is linked with the executable, if any, and then picking the one that is in the build environment. This fixes joystick detection for applications using the Steam Linux Runtime
Sam Lantinga 5220759f 2016-11-29T05:04:42 Made it safe to update joysticks from multiple threads, fixes crash in Steam
Sam Lantinga 8bd4c6f3 2016-11-28T08:05:45 Added fcitx-libs-dev to debian build dependencies, for Fcitx IME support
Sam Lantinga 4fe3fb34 2016-11-28T07:34:25 Added debian changelog entry for SDL 2.0.5
Sam Lantinga 7f764bd8 2016-11-26T10:26:36 once more - iterating on this is annoying
Sam Lantinga 51ccc9ed 2016-11-26T10:26:32 if the tap is explicitly disabled by code or by another program, let it remain disabled! this is different than the automatic "event tap was too slow therefore we stopped processing it" timeout which we want to re-enable after.
Sam Lantinga 25f54f0f 2016-11-26T10:26:26 tap should default to disabled, not enabled
Sam Lantinga 354a8f27 2016-11-26T10:26:22 SDL for Mac - only enable global event tap when actually necessary (app has focus and has requested relative mouse mode or has asked for a mouse grab). in other situations the event tap impacts system performance and battery life with no benefit.
Ryan C. Gordon ff56c7b3 2016-11-25T14:16:27 checker-buildbot.sh: Disable warnings that aren't explicitly static analysis.
Ryan C. Gordon d1c35feb 2016-11-25T00:13:13 macOS: removed deprecated UpdateSystemActivity() call. The non-deprecated approach (IOPMAssertion) already exists in SDL, and is available in Mac OS X 10.6 and later (although it was incorrectly listed as 10.7 and later in SDL). Since SDL now requires 10.6 or later, this is no longer conditionally used.
Ryan C. Gordon fb5fd67c 2016-11-24T21:41:09 Fixed all known static analysis bugs, with checker-279 on macOS.
Ryan C. Gordon fd250bd6 2016-11-24T21:13:23 checker-buildbot.sh: Upgraded to checker-279, deal with zero bugs detected.
Sam Lantinga 2f6ba615 2016-11-24T12:24:22 Guess the USB VID/PID of XInput devices
Sam Lantinga e9983c7b 2016-11-24T11:53:23 We are comparing 16-bit values
Ryan C. Gordon e93e91f0 2016-11-23T21:52:48 Pacify some GCC strict-aliasing compiler warnings.
Ryan C. Gordon 232ae688 2016-11-23T17:20:28 Still more compiler warning fixes for various platforms.
Ryan C. Gordon 40c2a6fb 2016-11-23T11:49:26 Fixed more compiler warnings.
Ryan C. Gordon 52827361 2016-11-23T10:51:44 directsound: fixed compiler warnings.
Sam Lantinga 5232b8e9 2016-11-23T06:54:19 Fixed XBox One S controller mapping for firmware revision 3.1.1221.0, including back and guide buttons
Sam Lantinga aa03b9d7 2016-11-22T22:14:28 The XBox One S controller sends keys outside the standard joystick button range
Sam Lantinga 6558ecdb 2016-11-22T04:42:07 Added mapping for XBox One S controller firmware version 3.1.1221.0
Ryan C. Gordon a949882a 2016-11-21T20:35:59 cpuinfo: fix SDL_HasNEON() on older iOS devices, fixed C++ comment.
Sam Lantinga 36156335 2016-11-20T21:34:54 Renaming of guard header names to quiet -Wreserved-id-macro Patch contributed by Sylvain
Sam Lantinga abe92710 2016-11-20T21:29:27 Fixed warning building under mingw, patch contributed by Sylvain
Sam Lantinga c7351c2d 2016-11-20T21:26:56 Fixed a few warnings that show up with -Wdocumentation and -Wdocumentation-unknown-command, patch contributed by Sylvain
Sam Lantinga eaca3958 2016-11-20T21:24:09 Fixed bug 3494 - SDL_test_fuzzer.c fails compile since r10604 Ozkan Sezer As of hg rev. 10604 (http://hg.libsdl.org/SDL/rev/4fe01fd25855), SDL_test_fuzzer.c fails to build again
Sam Lantinga 4a089ca1 2016-11-20T21:18:55 Fixed bug 3486 - Can't get HINSTANCE of my window realitix SDL2 allows to create widow and to get information through SDL_SysWMinfo. But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system. Sadly, SDL2 provides only HWND but not HINSTANCE. In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me. I have to use a dirty trick like that to get the HINSTANCE: (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
Philipp Wiesemann 2a5fab63 2016-11-19T23:27:51 Updated configure script.
Philipp Wiesemann eb9cc030 2016-11-19T23:27:37 Fixed two memory leaks if added game controller mapping has lower priority. Found by buildbot.
Philipp Wiesemann a49ac09c 2016-11-18T00:06:09 Windows: Fixed crash if using current SDL_GetWindowWMInfo() from older programs.
Philipp Wiesemann d05a39d0 2016-11-18T00:05:54 Wayland: Fixed file descriptor leaks if device was not initialized.
Philipp Wiesemann c3451262 2016-11-18T00:05:28 Emscripten: Fixed handling of deactivated mouse events. SDL_GetEventState() was called with a button state instead of an event type.
Ryan C. Gordon 32cb3494 2016-11-17T17:03:43 cpuinfo: patched to compile for getauxval() path.
Ryan C. Gordon 0b33a118 2016-11-17T16:10:32 cpuinfo: more patching for Android. Legacy platform targets are a pain.
Ryan C. Gordon a298e563 2016-11-17T16:04:00 cpuinfo: Patched to compile on Android, Linux.
Ryan C. Gordon e8f4b7c4 2016-11-17T16:01:59 cpuinfo: patched to compile. Nothing quite like experimentation via Buildbot! :/
Ryan C. Gordon 74eb78dc 2016-11-17T15:57:58 cpuinfo: more work on SDL_HasNEON().
Ryan C. Gordon db97c3d3 2016-11-17T01:41:56 cpuinfo: silence compiler warnings on non-Intel CPU architectures.
Ryan C. Gordon 66a36d56 2016-11-17T01:34:18 cpuinfo: disable NEON detection on Android for now. Will fix this properly soon.
Ryan C. Gordon 5c6b2ebf 2016-11-17T01:26:56 cpuinfo: more robust ARM preprocessor checks.
Ryan C. Gordon 35430a73 2016-11-17T01:15:16 cpuinfo: first attempt at SDL_HasNEON() implementation.
Ryan C. Gordon 7592b40b 2016-11-16T22:49:04 cpuinfo: Removed code duplication, cached CPUID details.
Philipp Wiesemann 6fe15d63 2016-11-16T22:09:40 Wayland: Fixed memory leak if output retrieval failed. Found by Cppcheck.
Philipp Wiesemann 97aa5775 2016-11-16T22:08:51 Fixed empty parameter list in signatures of internal functions.
Sam Lantinga 818d1d3e 2016-11-15T01:30:08 Fixed bug 1646 - Warnings from clang with -Weverything
Sam Lantinga 0d24495b 2016-11-15T01:24:58 Removed unused constants Except for SDL_bmp.c where they are historically interesting and I've left them in.
Sam Lantinga 009a3f5a 2016-11-15T01:14:30 Fixed bug 3490 - Build failure with --enable-video-directfb felix Building SDL 2.0.5, or even the Mercurial snapshot (r10608) with GCC 6.2.1 and --enable-video-directfb generates a number of compiler diagnostics and fails.
Sam Lantinga ab8bd3d9 2016-11-15T01:12:27 Fixed bug 3359 - Software renderer does incorrect blending with SDL_RenderCopyEx Simon Hug The software renderer produces incorrect results when blending textures at an angle with certain blend modes. It seems that there were some edge cases that weren't considered when the SW_RenderCopyEx function was last changed. Or another bug possibly covered up the problem. (More on that in another bug report.) Most of the issues come from the fact that the rotating function sets a black colorkey. This is problematic because black is most likely appearing in the surface and the final blit will ignore these pixels. Unless a colorkey is already set (the software renderer currently never sets one), it's very hard to find a free color. Of course it could scan over the whole image until one is found, but that seems inefficient. The following blend modes have issues when drawn at an angle. NONE: The black pixels get ignored, making them essentially transparent. This breaks the 'dstRGBA = srcRGBA' definition of the NONE blend mode. MOD: Again, the black pixels get ignored. This also breaks the 'dstRGB = dstRGB * srcRGB' definition of the MOD blend mode, where black pixels would make the destination black as well. A white colorkey will work though, with some preparations. BLEND: There are some issues when blending a texture with a translucent RGBA target texture. I - uh - forgot what the problem here exactly is. This patch fixes the issues mentioned above. It mainly changes the code so it tries to do things without the colorkey and removes the automatic format conversion part from the SDLgfx_rotateSurface function. Getting the format right is something the caller has to do now and the required code has been added to the SW_RenderCopyEx function. There's a small change to the SW_CreateTexture function. RLE encoding a surface with an alpha mask can be a lossy process. Depending on how the user uses the RGBA channels, this may be undesired. The change that surfaces with an alpha mask don't get encoded makes the software renderer consistent with the other renderers. The SW_RenderCopyEx function now does these steps: Lock the source surface if necessary. Create a clone of the source by using the pixel buffer directly. Check the format and set a flag if a conversion is necessary. Check if scaling or cropping is necessary and set the flag for that as well. Check if color and alpha modulation has to be done before the rotate. Check if the source is an opaque surface. If not, it creates a mask surface that is necessary for the NONE blend mode. If any of the flags were set, a new surface is created and the source will be converted, scaled, cropped, and modulated. The rest of the function stays somewhat the same. The mask also needs to be rotated of course and then there is the NONE blend mode... It's surprisingly hard to get the pixel from a rotated surface to the destination buffer without affecting the pixel outside the rotated area. I found a way to do this with three blits which is pretty hard on the performance. Perhaps someone has an idea how to do this faster? As mentioned above, the SDLgfx_rotateSurface now only takes 8-bit paletted or 32-bit with alpha mask surfaces. It additionally sets the new surfaces up for the MOD blend mode. I shortly tested the 8-bit path of SDLgfx_rotateSurface and it seemed to work so far. This path is not used by the software renderer anyway.
Sam Lantinga c1e292fc 2016-11-13T23:09:42 Fixed build error with missing function prototype in the SDL_test_harness.h header
Sam Lantinga c2837ef6 2016-11-13T23:04:47 Fixed unresolved symbol on Visual Studio
Sam Lantinga 57d01d7d 2016-11-13T22:57:41 Patch from Sylvain to fix clang warnings
Thomas Perl acce8659 2016-11-13T10:39:04 [qtwayland] Set orientation and window flags via SDL hints
Sam Lantinga c13a077d 2016-11-13T00:09:02 Fixed bug 3488 - Random crashes (because Memory overlap in audio converters detected by Valgrind) Vitaly Novichkov Okay, when I researched code and algorithm, I tried to replace condition "while(dst >= target)" with "while(dst > target)" and crashes are gone. Seems on some moments it tries to write into the place before memory block begin, therefore phantom crashes appearing after some moments.
Sam Lantinga 37696150 2016-11-11T13:47:40 Fixed build on various platforms
Sam Lantinga 77000ff8 2016-11-11T13:38:39 Fixed bug 1822 - Inconsistent renderer behaviour on rotation Sylvain 2016-11-07 08:49:34 UTC when rotated +90 or -90, some transparent lines appears, though there is no Alpha or ColorKey. if you set a dummy colorkey, it will remove the line ... if you set a some alpha mod, the +90/-90 get transparent but not the 0/180 ...
Sam Lantinga 23c01c18 2016-11-11T13:29:23 Fixed bug 3079 - Allow non destructive SDL_GameControllerAddMappingsFromFile x414e54 It is a bit of a pain to update the library or rely on whatever version the user has on their computer for default mappings. So providing an easily updatable text file via SDL_GameControllerAddMappingsFromFile is still currently the most viable way. However using this replaces all mappings provided by the SDL_HINT_GAMECONTROLLERCONFIG environment variable which may have come from the user's custom Steam mapping. There should be an easy way for games to supply extra game controller mappings to fill in the differences between SDL versions without it clobbering the SDL_HINT_GAMECONTROLLERCONFIG environment variable. Internally the mappings could use a priority system and if the priority is lower then it will not overwrite the mappings. For now it just assumes SDL_HINT_GAMECONTROLLERCONFIG is the highest priority, the default hardcoded are the lowest and anything set via the API is medium.
Sam Lantinga 74e1dd4c 2016-11-11T13:14:00 Define _GNU_SOURCE when building SDL
Sam Lantinga 302a6e62 2016-11-11T12:41:06 Fixed bug 3484 - DSP driver does not detect /dev/dsp0 Tobias Kortkamp using SDL 2.0.5 (and a repository checkout) on FreeBSD 11.0 I get this output from testaudioinfo with SDL_AUDIODRIVER=dsp: INFO: Found 8 output devices: INFO: 0: /dev/dsp INFO: 1: /dev/dsp1 INFO: 2: /dev/dsp2 INFO: 3: /dev/dsp3 INFO: 4: /dev/dsp4 INFO: 5: /dev/dsp5 INFO: 6: /dev/dsp6 INFO: 7: /dev/dsp7 INFO: INFO: Found 3 capture devices: INFO: 0: /dev/dsp INFO: 1: /dev/dsp4 INFO: 2: /dev/dsp5 INFO: This is /dev/sndstat: Installed devices: pcm0: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play) pcm1: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play) pcm2: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play) pcm3: <NVIDIA (0x0040) (HDMI/DP 8ch)> (play) pcm4: <Realtek ALC887 (Rear Analog 7.1/2.0)> (play/rec) pcm5: <Realtek ALC887 (Front Analog)> (play/rec) default pcm6: <Realtek ALC887 (Rear Digital)> (play) pcm7: <Realtek ALC887 (Onboard Digital)> (play) No devices installed from userspace. I'd expect to find /dev/dsp0 in the output device list. It's not detected because of a a small logic error in SDL_audiodev.c (see attached patch). With the patch applied I get this which is what I'd expect: INFO: Found 9 output devices: INFO: 0: /dev/dsp INFO: 1: /dev/dsp0 INFO: 2: /dev/dsp1 INFO: 3: /dev/dsp2 INFO: 4: /dev/dsp3 INFO: 5: /dev/dsp4 INFO: 6: /dev/dsp5 INFO: 7: /dev/dsp6 INFO: 8: /dev/dsp7
Sam Lantinga 160e7194 2016-11-11T04:35:06 Fixed whitespace and added code to support older game controller GUIDs
Sam Lantinga b6542ab2 2016-11-11T04:30:09 Fixed whitespace
Sam Lantinga 47418f2d 2016-11-11T03:35:37 Updated Windows game controller support
Sam Lantinga 79f6ba5a 2016-11-11T03:18:16 Fixed signed/unsigned comparison warnings in Visual Studio
Sam Lantinga 801a9eaf 2016-11-11T04:06:00 Updated Mac OS X game controller support
Sam Lantinga c406f649 2016-11-10T18:53:50 Added USB VID/PID information to the SDL test programs
Sam Lantinga 0cc6207c 2016-11-10T18:53:29 Added Linux entries for the Logitech Dual Action game controller
Sam Lantinga ac74e16c 2016-11-10T17:19:34 Standardized the format of the SDL joystick GUID and added functions to retrieve the USB VID/PID from a joystick and game controller.
Ryan C. Gordon 2898ada3 2016-11-10T12:07:34 wayland: fixed compiler warning about pipe2().
Ryan C. Gordon 0a294a7b 2016-11-10T11:26:44 nacl: pepper_49 SDK apparently has problems, move buildbot back to pepper_47. (this is still a big leap forward from the previous buildbot target of pepper_35!)
Ryan C. Gordon 920bc237 2016-11-08T01:12:54 Upgraded buildbot to NaCL SDK pepper_49 (the current stable release).