|
714aa211
|
2016-08-28T18:24:44
|
|
Patched to compile on Haiku.
|
|
2da1ec83
|
2016-08-28T13:36:13
|
|
Merge audio capture work back into the mainline.
|
|
06dcdc7d
|
2016-08-28T11:56:11
|
|
Patched to compile.
|
|
850da32f
|
2016-08-28T08:50:26
|
|
alsa: Implemented hotplug support, cleaned up device names.
|
|
35e564a6
|
2016-08-26T15:46:29
|
|
ios: patched to compile.
|
|
ad1bfea5
|
2016-08-26T12:18:08
|
|
Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
|
|
c69bce67
|
2016-08-26T11:16:44
|
|
commit 1170112da3776fdb06425f62d57b63144c33dc51
Author: James Zipperer <james.zipperer@synapse.com>
Date: Sun Aug 21 01:19:19 2016 -0700
bugfix for controller / joystick add / remove being in the event queue at the same time
|
|
e79f0009
|
2016-08-25T22:31:44
|
|
Emscripten: Fixed crash if closing removed joystick (thanks, Sylvain!).
|
|
e41e185e
|
2016-08-25T22:31:33
|
|
Android: Fixed crash if closing removed joystick (thanks, Sylvain!).
Fixes fix for Bugzilla #3408.
|
|
5150eb36
|
2016-08-20T13:46:45
|
|
WinRT: fixed bug where Win10 GameBar, when shown + hidden, might not restore a cursor's hidden state
The repro steps were this:
1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher
2. hide the cursor, via a call to SDL_ShowCursor(0)
3. make the Win10 game bar appear, by pressing the Windows + G hotkey
4. observe that the mouse cursor appears, in order to interact with the
game bar (this is expected behavior)
5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey
again, or clicking somewhere in the app
EXPECTED RESULT: cursor disappears, as game bar disappears
ACTUAL RESULT: cursor didn't always disappear
|
|
f6f9350a
|
2016-08-17T21:05:00
|
|
Added link in header comment.
|
|
a1285525
|
2016-08-17T21:04:50
|
|
Emscripten: Fixed opening previously closed joystick.
|
|
c18ff8d2
|
2016-08-17T21:04:32
|
|
Android: Fixed opening previously closed joystick (thanks, Sylvain!).
Fixes Bugzilla #3408.
|
|
cfa95fe6
|
2016-08-15T10:09:41
|
|
alsa: don't enumerate virtual devices, just physical hardware.
|
|
b6daf1f6
|
2016-08-12T22:50:48
|
|
testaudiocapture: ask for way more output samples.
Fixes Emscripten builds on Chrome for Android.
|
|
d05ae194
|
2016-08-12T19:59:00
|
|
emscripten: send fake mouse events for touches, like other targets do.
(This really should be handled at the higher level and not in the individual
targets, but this fixes the immediate bug.)
|
|
3b88f5c6
|
2016-08-12T00:03:58
|
|
emscripten audio: check for an "undefined" object, remove some console.log().
|
|
e435659c
|
2016-08-11T22:26:58
|
|
audio: Cleaned up "extern AudioBootStrap" list.
|
|
6f4bcd24
|
2016-08-11T22:22:09
|
|
audio: Renamed some internal driver symbols in various targets.
|
|
8f0af773
|
2016-08-11T22:04:49
|
|
android: implement audio capture support.
|
|
b78ec974
|
2016-08-10T16:00:16
|
|
directsound: Implemented audio capture support.
|
|
21c7fe00
|
2016-08-10T15:34:24
|
|
windows: directsound should also map audio device GUIDs to proper names.
Moved this code from winmm into core so both can use it.
DirectSound (at least on Win10) also returns truncated device names, even
though it's handed in as a string pointer and not a static-sized buffer. :/
|
|
b879595a
|
2016-08-10T14:14:14
|
|
audio: Patched to compile on C89 compilers.
|
|
244d2dbc
|
2016-08-10T14:13:48
|
|
emscripten audio: fix timer on capture's silence callback.
|
|
7a8e4cb0
|
2016-08-09T19:35:46
|
|
directsound: recalculate audiospec size before creating secondary buffer.
I think this was a bug before? Maybe I'm misunderstanding this, but it looks
like it was working because we allocate room for 8 chunks...
|
|
358a168c
|
2016-08-09T16:58:32
|
|
emscripten audio: Added audio capture support.
|
|
5de11a5f
|
2016-08-09T16:58:06
|
|
Added a FIXME.
|
|
3139e5d1
|
2016-08-09T16:57:49
|
|
testaudiocapture: open capture device to same spec as output device.
...since our resampler is still terrible (sorry!).
|
|
a05bde21
|
2016-08-09T00:44:59
|
|
audio: Only allocate fake_stream if we're using the standard audio threads.
|
|
be8d7a46
|
2016-08-09T00:44:05
|
|
audio: simplifed check for internal callback.
Easier to check when it's NULL instead of a list of known internal functions.
|
|
8097f272
|
2016-08-08T12:17:53
|
|
[ OSX ] enables Xbox One S Guide (System Main Menu) button detection. the one possible impact is that since button identifiers on OSX are just their sequence in the HID report descriptor we might change the button order, and any existing/saved mappings may get their order changed.
|
|
df4985e2
|
2016-08-07T02:43:20
|
|
dsp: Implemented audio capture support.
|
|
a0ff2554
|
2016-08-07T01:48:38
|
|
winmm: Try to get full device names from the Windows Registry.
|
|
ff7df7e6
|
2016-08-06T23:05:02
|
|
winmm: Added a FIXME for truncated device names.
|
|
51d15233
|
2016-08-06T19:34:32
|
|
winmm: Implemented audio capture support.
|
|
a21e6af5
|
2016-08-06T15:09:20
|
|
Add Xbox One controller GUIDs to the XInput filter in the DirectInput joystick driver.
The Windows 10 Anniversary Update (1607) breaks the method uses that SDL uses to
detect XInput devices. That is, on Windows 10 Anniversary Update, it is no longer
possible to query RAWINPUT for HID devices, and check for "IG_" in the device name.
Presumably, this will be fixed in the future.
This patch works around the issue by adding the Xbox One controller series to the
well-known device list.
This skips the more expensive RAWINPUT check for those devices, and causes them to
be detected as XInput devices once again.
|
|
4499e5bc
|
2016-08-06T03:45:45
|
|
disk audio: Make default i/o delay match what device is meant to be running at.
|
|
978df1ad
|
2016-08-06T03:39:15
|
|
disk audio: Implemented "capture" support, cleaned up some things.
|
|
a15b9740
|
2016-08-06T02:48:00
|
|
testaudiocapture: use capture device buffer queueing, for better test coverage.
|
|
73153901
|
2016-08-06T02:47:27
|
|
audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
|
|
7bfe494c
|
2016-08-06T02:45:51
|
|
testaudiocapture: don't use fullscreen for the window.
|
|
e7347a40
|
2016-08-06T02:27:55
|
|
audio: SDL_ClearQueuedAudio() should free everything but two packets.
Otherwise, if you had a massive, one-time queue buildup, the memory from that
remains allocated until you close the device. Also, if you are just using a
reasonable amount of space, this would previously cause you to reallocate it
over and over instead of keeping a little bit of memory around.
|
|
9a331544
|
2016-08-05T04:23:32
|
|
nas: initial shot at audio capture support. Compiles, but not tested.
|
|
9b2a59ef
|
2016-08-05T02:04:48
|
|
audio: Changed OnlyHasDefaultInputDevice to OnlyHasDefaultCaptureDevice.
|
|
761a7978
|
2016-08-05T01:59:06
|
|
audio: changed some SDL_memset() calls to SDL_zero(), other minor corrections.
|
|
9b647727
|
2016-08-05T01:44:41
|
|
audio: Clean up some CloseDevice() interface details.
- It's now always called if device->hidden isn't NULL, even if OpenDevice()
failed halfway through. This lets implementation code not have to clean up
itself on every possible failure point; just return an error and SDL will
handle it for you.
- Implementations can assume this->hidden != NULL and not check for it.
- implementations don't have to set this->hidden = NULL when done, because
the caller is always about to free(this).
- Don't reset other fields that are in a block of memory about to be free()'d.
- Implementations all now free things like internal mix buffers last, after
closing devices and such, to guarantee they definitely aren't in use anymore
at the point of deallocation.
|
|
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.
|
|
30a9139b
|
2016-08-04T11:51:17
|
|
arts: backed out audio capture support.
Turns out that libartsc isn't thread-safe, so if we run a capture and playback
device at the same time, it often crashes in arts's internal event loop.
We could throw mutexes around the read/write calls, but these are meant to
block, so one device could cause serious latency and stutter in the other.
Since this audio target isn't in high-demand (Ubuntu hasn't offered a libartsc
package for years), I'm just backing out the capture support. If someone needs
it, they can pull it out of the revision history.
|
|
20cd5e44
|
2016-08-03T16:54:10
|
|
dummy audio: Patched to compile.
|
|
24bc00a8
|
2016-08-03T22:39:44
|
|
Fixed two old identifiers in header comments.
|
|
82c94a3f
|
2016-08-03T22:32:20
|
|
PSP: Fixed memory leak if video init failed.
|
|
9f97ee8a
|
2016-08-03T22:32:02
|
|
WinRT: Removed not needed SDL_zerop() after SDL_calloc().
SDL_calloc() already sets memory to zero.
|
|
a4abda0b
|
2016-08-03T22:30:31
|
|
Added brackets to function names in header comments so that doxygen links them.
|
|
17246ba9
|
2016-08-03T02:18:47
|
|
dummy audio: Implemented dummy audio capture support. :)
|
|
9dd8477a
|
2016-08-03T01:57:41
|
|
bsdaudio: first shot at audio capture support!
(untested, uncompiled...for now.)
|
|
d30a2f5a
|
2016-08-03T01:56:58
|
|
bsdaudio: this appears to be using the wrong variable...?
(We probably never noticed because this is meant to block until it fully
writes a buffer, and would only trigger an issue if we had a short write
that wasn't otherwise an error condition.)
|
|
ecbd625c
|
2016-08-03T01:53:59
|
|
arts: Patched to (maybe) compile.
|
|
a7dddacd
|
2016-08-03T01:01:44
|
|
arts: implemented audio capture support.
(completely untested! Not even compiled!!).
|
|
38f4b68c
|
2016-08-03T01:00:30
|
|
alsa: capture devices don't need a mixbuf allocated.
|
|
3ed9b0f5
|
2016-08-03T00:31:08
|
|
testaudiocapture: made test app interactive.
(hold down mouse/finger to record, then it plays back what it heard. Repeat.)
|
|
a9ef240c
|
2016-08-03T00:30:12
|
|
coreaudio: Implemented audio capture for iOS.
|
|
f758483a
|
2016-08-02T19:17:51
|
|
testaudiocapture: Make a simple green/red window when recording/playing.
|
|
41e8f9ed
|
2016-08-02T15:06:40
|
|
alsa: Implemented audio capture support!
|
|
754efd43
|
2016-08-02T15:06:05
|
|
alsa: Cleaned up the 5.1 swizzle mess a little.
Shouldn't this be something ALSA handles for us with channel maps, so we can
just delete this code?
|
|
6bd1ec6b
|
2016-08-02T15:04:33
|
|
audio: a little more robustness in the capture device's thread.
|
|
d662bc04
|
2016-08-02T13:50:58
|
|
pulseaudio: Implemented audio capture support!
|
|
0d0f7080
|
2016-08-02T13:50:21
|
|
audio: implemented higher level infrastructure for running capture devices.
|
|
6d5c9c1e
|
2016-08-02T13:48:52
|
|
audio: Made some SDL_AudioDevice fields atomic.
This makes sure they're properly communicated to the audio threads.
|
|
b35b9f95
|
2016-08-02T13:38:56
|
|
testaudiocapture: Let specific devices be opened.
|
|
ca57b9ee
|
2016-08-01T13:36:43
|
|
BUGS.txt: Bugzilla supports SSL; changed link to https:// ...
|
|
67f2538c
|
2016-08-01T13:32:27
|
|
audio: changed some internal ints to be SDL_bools.
|
|
a94376c7
|
2016-08-01T11:47:02
|
|
nacl: unlock audio thread mutex when done with it.
|
|
c754662d
|
2016-08-01T11:45:45
|
|
audio: Make SDL_AudioDevice::shutdown an atomic value.
Just to make sure this get communicated to the audio thread properly.
|
|
015dd8dd
|
2016-08-01T00:20:47
|
|
audio: Implemented capture support for Mac OS X CoreAudio.
I don't know what iOS wants yet, so this code might work there, too...?
|
|
ee099750
|
2016-08-01T00:18:56
|
|
audio: Initial bits to enable audio capture support.
|
|
45690115
|
2016-07-27T20:47:31
|
|
Fixed information in touch README and changed identifiers so doxygen links them.
|
|
3853f7cd
|
2016-07-27T20:47:08
|
|
Android: Updated a comment.
|
|
242c3480
|
2016-07-27T20:46:18
|
|
Android: Replaced deprecated AbsoluteLayout with RelativeLayout.
Fixes Bugzilla #2211.
|
|
4743b55c
|
2016-07-20T21:01:14
|
|
Linux: Fixed memory leak in haptic implementation (thanks, Martin!).
Fixes Bugzilla #3238.
|
|
8d6cbdd2
|
2016-07-20T21:00:52
|
|
Pandora: Fixed memory leak in video implementation.
|
|
53ac5712
|
2016-07-20T21:00:36
|
|
Pandora: Fixed compile warnings in video implementation (thanks, Bombo!).
Fixes Bugzilla #2734.
|
|
427472fe
|
2016-07-19T21:02:44
|
|
ALSA: Fixed adding wrong status to error message (thanks, romain145!).
Fixes Bugzilla #3364.
|
|
562926cd
|
2016-07-19T21:02:09
|
|
Pandora: Fixed SDL version in debug output.
|
|
38ad328a
|
2016-07-19T21:01:30
|
|
Pandora: Updated SDL version in Makefile.
|
|
f945e2e7
|
2016-07-19T21:01:13
|
|
Pandora: Fixed referring to no more existing atomic source file in Makefile.
|
|
d478f26e
|
2016-07-18T22:03:47
|
|
Updated comments in video implementations.
|
|
c8cd5c55
|
2016-07-18T22:02:17
|
|
Pandora: Fixed compile error in video implementation (thanks, Bombo!).
Partially fixes Bugzilla #2734.
|
|
e7a9095f
|
2016-07-18T22:01:01
|
|
Android: Fixed androidbuild.sh not working on OS X (thanks, Steffen!).
Fixes Bugzilla #2429.
|
|
58b323f1
|
2016-07-17T21:43:12
|
|
Android: Fixed missing export of a JNI function (thanks, Andrii!).
Fixes Bugzilla #3393.
|
|
6b1d5f44
|
2016-07-17T21:42:53
|
|
Android: Fixed compile warning about a missing prototype (thanks, Sylvain!).
Fixes Bugzilla #3351.
|
|
de5daaad
|
2016-07-17T20:32:44
|
|
Fixed compile warnings about evaluating undefined identifiers.
Partially fixes Bugzilla #3351.
|
|
578edca4
|
2016-07-13T09:41:43
|
|
Tests: Would be wise to compile this
|
|
bebb6dee
|
2016-07-13T07:39:01
|
|
Tests: Somehow tabs leaked in...
|
|
f2413850
|
2016-07-13T07:34:06
|
|
Tests: Add a manual test for a custom cursor (Taken from the API docs)
|
|
d8866e84
|
2016-07-13T07:07:46
|
|
Tests: Mir needs the window to swap at lease 1 frame for the cursor to show. So render in testwm2
|
|
eadb30cd
|
2016-07-13T07:07:08
|
|
MIR: Fix system cursors. Been broken since custom cursor support was added!
|
|
495057b0
|
2016-07-09T22:06:00
|
|
Android: Added new key codes from API 24.
|
|
d0bd0e48
|
2016-07-02T13:38:31
|
|
iOS: Fix an OpenGL ES error when rotating the device if MSAA is used (thanks Cole Campbell!)
Fixes bug #3378.
|
|
b5246571
|
2016-06-28T21:15:16
|
|
Fixed three source comments in tests.
|
|
b5aa5b04
|
2016-06-28T21:14:11
|
|
Added a simple test case for SDL_sscanf() to tests.
It fails on platforms where SDL's custom implementation is used.
Relates to Bugzilla #3341.
|