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fb283a73
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2021-03-24T22:42:47
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Squashed commit of the following:
commit 6b8f933589aa3925978a23e77a305a7e89c6ae4a
Author: Xing Ji <jixingcn@gmail.com>
Date: Wed Mar 24 22:31:29 2021 +0800
update the dynapi by `gendynapi.pl`
commit ebd1790c19983b652713f40ab1e139e485e1a2b7
Author: Xing Ji <jixingcn@gmail.com>
Date: Wed Mar 24 22:17:48 2021 +0800
revert the change in src/dynapi
commit 734b5f85c1613070081e39238e84198128971b53
Merge: 5a56e5a8 5ac6bd54
Author: Xing Ji <jixingcn@gmail.com>
Date: Wed Mar 24 22:14:40 2021 +0800
Merge remote-tracking branch 'libsdl/main' into jixingcn
commit 5a56e5a8227d9cff6b497b681c618a76bec1cae1
Author: Xing Ji <jixingcn@gmail.com>
Date: Mon Mar 22 23:55:10 2021 +0800
Fix #3596, can call the `SDL_TLSCleanup` to cleanup the TLS data when closing the application
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40b0509e
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2021-03-26T14:34:58
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Fixed header documentation errors
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c486959e
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2021-03-24T10:47:03
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headers: Fix up bullet lists, now that wikiheaders.pl can handle them.
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7c08b049
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2021-03-23T15:36:12
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headers: a few minor documentation corrections.
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3f40396d
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2021-03-21T14:18:39
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First shot at merging the wiki documentation into the headers.
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8ba735c2
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2021-03-10T11:40:34
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Include arm_neon.h in mingw targeting ARM Windows.
The llvm-mingw project includes cross-compilers targeting ARM: https://github.com/mstorsjo/llvm-mingw/releases
Currently, compilation fails with this configuration, because neon features are used as long as __ARM_NEON is defined, but arm_neon.h was not included.
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abcfb22b
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2021-02-28T13:49:01
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Add support for Vita file API in SDL_rwops
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ff5f98b8
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2020-12-23T19:00:16
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Fix platform
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8e4271fa
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2020-12-23T16:54:18
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Fix timers
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e928b92f
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2020-12-18T16:42:57
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CMake support
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ca5e5d61
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2020-12-18T16:34:24
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VITASDK compatibility
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e812ca52
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2020-12-09T21:03:27
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Enable ARM SIMD/NEON optimized blitters
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6c3bf565
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2020-11-23T12:44:54
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Unified build with both renderers
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a1adc8a9
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2020-11-22T01:02:00
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Add sensor support
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bd14aa63
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2020-11-21T23:09:30
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Autobuild
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6ba84975
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2020-11-21T23:04:27
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Remove vita2d render, add raw gxm render
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ef0bbfd6
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2020-11-16T20:40:22
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Include anf fix vita2d renderer
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dbb730d3
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2020-11-14T23:37:26
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Separate vita piglet renderer. Add proper render initialization and window re-creation.
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41d6c80b
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2020-11-02T19:01:25
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Filesystem module
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2d64e37e
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2020-11-02T18:09:43
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Initial rebase of xerpi's port
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091288ac
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2021-03-08T18:41:20
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Vita port builds with cmake
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a7938107
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2021-03-06T11:28:04
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fix SDLK_DELETE after commit 2f5beac190d
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2f5beac1
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2021-03-05T13:15:52
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Change octal char literals to hex char literals
This should not change anything at all within the compiled library, but it does make the header file easier to read for non-C programmers who don't expect an octal value.
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67e8522d
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2021-02-27T17:37:25
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Add SDL_GetAudioDeviceSpec.
This API is supported by pipewire, pulseaudio, coreaudio, wasapi, and disk.
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e228d152
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2021-03-04T18:27:37
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SDL_config_windows.h: added clang to list of toolchains having stdint.h
from a patchset by Vladislav Dmitrievich Turbanov:
https://github.com/libsdl-org/SDL/pull/4062
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0a683221
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2021-03-01T15:11:50
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add missing PIPEWIRE defines to SDL_config.h.in
also specify 'audio' in Pipepire configuration enable messages.
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2f0b99a7
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2021-02-13T11:56:05
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audio: Add Pipewire playback/capture sink
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dfa64ead
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2021-02-25T19:22:31
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KMSDRM: Add hint to enable the backend without DRM master
In some cases, it can be useful to have the KMSDRM backend even if it cannot
be used for rendering. An app may want to use SDL for input processing while
using another rendering API (such as an MMAL overlay on Raspberry Pi) or
using its own code to render to DRM overlays that SDL doesn't support.
This also moves the check for DRM master to an earlier point where we can fail
initialization of the backend, rather than allowing the backend to initialize
then failing the creation of a window later.
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55a385a3
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2021-02-24T20:03:50
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removed a useless restriction from Watcom version of SDL_Swap32()
also did a little whitespace tidy-up.
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b8d21852
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2021-02-23T17:37:20
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added Watcom i386 inline asm for SDL_Swap64()
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b3498a5d
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2021-02-22T15:50:02
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make SDL_syswm.h work with apple's older gcc versions
c.f. https://bugzilla.libsdl.org/show_bug.cgi?id=2694
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360740ac
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2021-02-19T18:07:53
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correct dynapi
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5696582e
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2021-02-19T14:22:31
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add SDL_AndroidShowToast for https://developer.android.com/reference/android/widget/Toast
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1a924bc0
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2021-02-19T12:54:57
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add SDL_AndroidShowToast for https://developer.android.com/reference/android/widget/Toast
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a2fbc452
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2021-02-15T03:02:32
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replace i386 checks with __i386__
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dfe219ec
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2021-02-13T11:21:19
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Add all missing "is characteristic" stdlib functions
SDL has been missing a bunch of these 'isX' functions for some time,
where X is some characteristic of a given character.
This commit adds the rest of them to the SDL stdlib, so now we have:
- SDL_isalpha()
- SDL_isalnum()
- SDL_isblank()
- SDL_iscntrl()
- SDL_isxdigit()
- SDL_ispunct()
- SDL_isprint()
- SDL_isgraph()
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4ff51d29
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2021-02-12T14:15:29
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Deprecate SDL_GetRevisionNumber and update things for git instead of hg.
Fixes #4063
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ee25a1e6
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2021-02-12T08:54:08
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The revision defaults to the empty string
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f443a6fc
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2021-02-11T02:05:02
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Fix format string warnings for width-based integers
The DJGPP compiler emits many warnings for conflicts between print
format specifiers and argument types. To fix the warnings, I added
`SDL_PRIx32` macros for use with `Sint32` and `Uint32` types. The macros
alias those found in <inttypes.h> or fallback to a reasonable default.
As an alternative, print arguments could be cast to plain old integers.
I opted slightly for the current solution as it felt more technically correct,
despite making the format strings more verbose.
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ef52560a
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2021-02-09T15:10:06
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Fixed bug 5539 - Clang 11 fails to compile a CMake build with conflicting types for _m_prefetchw
vladius
In SDL_cpuinfo.h it seems like <intrin.h> is not included when __clang__ is defined, as the comment in the file explicitly reads:
"Many of the intrinsics SDL uses are not implemented by clang with Visual Studio"
However, the SDL_endian.h header does include <intrin.h> without any precautions like:
>#ifdef _MSC_VER
>#include <intrin.h>
>#endif
Maybe it should be changed to something like:
>#ifdef _MSC_VER
>#ifndef __clang__
>#include <intrin.h>
>#endif
>#endif
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bb9e049d
|
2021-02-07T00:37:00
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minor updates to libc function checks
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2426949a
|
2021-02-01T21:56:56
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Removed support for clock_gettime_nsec_np()
SDL_GetTicks() was broken and it's not adding any real value here.
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2c764331
|
2021-01-31T04:04:26
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[KMS/DRM] Merge patch for bug 5522#: Implement KMSDRM_GetWindowWMInfo().
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79cd8cab
|
2021-01-27T20:41:36
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Add default handler for Alt+Tab while keyboard grab is enabled
By default, we will minimize the window when we receive Alt+Tab with a
full-screen keyboard grabbed window to allow the user to escape the
full-screen application.
Some applications like remote desktop clients may want to handle Alt+Tab
themselves, so provide an opt-out via SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED=0.
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431b79cf
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2021-01-29T00:55:00
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SDL_config_os2.h: remove some duplicated lines.
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6b057c67
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2021-01-26T19:16:17
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Expose separate keyboard and mouse grab support
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b
To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
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ac72a2ba
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2021-01-25T20:38:50
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Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened
jibb
New hint to let the user opt out of having Switch controllers' Home button lit when opened.
This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it.
I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
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aa4a6b0b
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2021-01-25T04:11:40
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better check for clock_gettime_nsec_np() -- cf. bug #5467.
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1981d23f
|
2021-01-23T11:06:35
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Fixed bug 5466 - Add haptic support for Stadia Controller
Dimitriy Ryazantcev
Consider adding support for Stadia Controller haptics.
Here is example code how to deal with it:
https://github.com/chromium/chromium/blob/99314be8152e688bafbbf9a615536bdbb289ea87/device/gamepad/hid_haptic_gamepad.cc#L45
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96cfb812
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2021-01-23T09:50:43
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Fixed bug 5467 - SDL sys timer Mac OS update proposal
David Carlier
Change of api from 2016 which reduce code complexity a bit.
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0f57864c
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2021-01-18T19:57:29
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Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller.
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23764588
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2021-01-23T17:24:28
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renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H
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02e61a88
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2021-01-23T17:18:09
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added SDL_JOYSTICK_OS2 to SDL_config.h.in and SDL_config.h.cmake
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4a776557
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2021-01-22T20:10:02
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old os2 analogue joystick code ported from SDL-1.2. disabled by default,
build-tested only.
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6e97170e
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2021-01-08T21:16:06
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Use PS4 rumble hint as the default for the PS5 rumble hint
Existing SDL applications may not know about the need to set a specific
hint to enable rumble on PS5 controllers, even though they may already
set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4
controller rumble support.
Rather than requiring those developers update their apps, let's use the
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior
they are expected for all PlayStation controllers.
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69bd7ebb
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2021-01-15T00:02:33
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Fixed build
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6a342954
|
2021-01-14T14:42:53
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Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer)
sashikknox
In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo**
```C++
struct SDL_SysWMinfo wmInfo;
SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo)
#if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11)
nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window;
nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display;
#endif
```
than i can create EGLSurface
```
eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES);
```
in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData**
Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland):
link to SDL2 commit and changed string for patch:
- https://github.com/savegame/lp-public/commit/6858a618cd179b766fe3cab36055f07cb03ad0ea
- https://github.com/savegame/lp-public/blob/b1e29e87b9d15780e47f04918b329ac15554fc69/SDL2/src/video/wayland/SDL_waylandwindow.c#L463
link to use in Quake2 port:
1. here i get pointer to EGLNativeWindowType: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L319
2. then use it for create EGLSurface: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L391
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b2aaab3d
|
2021-01-14T14:34:24
|
|
Fixed bug 5462 - debug trap update/fix of assembly for Apple devices
David Carlier
updating preprocessor constant and proposing 32 bits variant.
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82aafa9a
|
2021-01-14T14:32:11
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|
Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD
wahil1976
This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available.
For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
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be4cfd51
|
2021-01-05T11:56:22
|
|
Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
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0f094670
|
2021-01-04T19:51:56
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|
Use Clang/GCC builtins for SDL byteswapping functions
__builtin_bswap32/64 were introduced in GCC 4.3. __builtin_bswap16 was
not available on x86 until GCC 4.8 due to a bug.
__builtin_bswap32/64 were introduced in Clang 2.6. __builtin_bswap16
was introduced in Clang 3.2.
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f414a436
|
2021-01-04T03:00:10
|
|
simplify Watcom implementation of SDL_MostSignificantBitIndex32()
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91a831e2
|
2021-01-03T14:02:55
|
|
Implement SDL_MostSignificantBitIndex32 using MSVC intrinsics
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393c8c1f
|
2021-01-03T10:32:55
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|
Fixed bug 5440 - MacCatalyst build failures
C.W. Betts
I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:
* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst
Attaching a patch that will make SDL2 build for Mac Catalyst.
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6f9e18da
|
2021-01-03T10:18:39
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|
Fixed bug 5441 - Add support for endianness check on FreeBSD: Fixes endianness checking on at least powerpc64le, maybe also other architectures
VVD
Patch based on patch from FreeBSD port devel/sdl20:
https://svnweb.freebsd.org/ports/head/devel/sdl20/files/patch-include_SDL__endian.h?view=log
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6cbd4417
|
2021-01-02T14:45:15
|
|
Add a hint for D3D9Ex to avoid having to choose at compile-time
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115d66e7
|
2021-01-02T12:50:01
|
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Use MSVC _byteswap intrinsics for SDL byteswapping functions
This generates bswap on x86/x64 and rev on ARM
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9130f7c3
|
2021-01-02T10:25:38
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|
Updated copyright for 2021
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223af86c
|
2021-01-01T11:12:30
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Added SDL_RenderGetD3D11Device() to get access to the device associated with the D3D11 renderer
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5b2e011e
|
2020-12-30T23:55:02
|
|
SDL_endian.h: minor fixes from SDL-1.2 branch
( forward-port of changesets 3909:6832b00d3594 and 5657:529d23724144 )
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92edee23
|
2020-12-30T01:28:02
|
|
SDL_config_android.h: update SIZEOF_VOIDP define to respect __LP64__
|
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7c105f12
|
2020-12-30T01:21:10
|
|
updates to SDL_config_os2.h
|
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1cdc1d48
|
2020-12-30T01:00:24
|
|
SDL_config.h.cmake, SDL_config.h.in: update for SIZEOF_VOIDP define
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9fc139df
|
2020-12-30T01:00:24
|
|
SDL_config_windows.h: add missing HAVE_STRTOULL along side HAVE_STRTOLL
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b76b81b0
|
2020-12-30T01:00:24
|
|
SDL_config.h.cmake, SDL_config.h.in: add os/2 driver defines
in case autofoo or cmake is used for it some day..
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8a32ee24
|
2020-12-30T01:00:24
|
|
removed MSVC strtok_s use from SDL_strtokr().
no other ??_s are used elsewhere in SDL_stdinc. besides, C11 has a
strtok_s with a different signature.
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0684572c
|
2020-12-29T12:13:10
|
|
Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
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8fc0baad
|
2020-12-28T11:43:11
|
|
Add SDL_cond implementation using Windows Condition Variables
Is automatically used when the SRW SDL_mutex implementation is active.
Otherwise falls back to the generic implementation.
v2: - Rebase onto master fa3ea1051a4b
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2443e51e
|
2020-12-28T11:42:49
|
|
Add optional suffix `_generic` to generic SDL_cond impl
Allows for runtime selectable implementation
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9e22f62e
|
2020-12-28T11:50:02
|
|
arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
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|
2355dea4
|
2020-12-28T08:00:50
|
|
revert 'arm64 implementations of SDL_Swap16/32' for now (bug #5419)
|
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2f99bc07
|
2020-12-28T07:20:20
|
|
arm64 implementations of SDL_Swap16/32 (bug #5419.)
patch from David Carlier.
|
|
93ccdee8
|
2020-12-23T13:47:49
|
|
Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
Cameron Cawley
stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
The default implementation is based on the one used in the Windows RT video driver.
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|
d0b8295c
|
2020-12-23T13:36:46
|
|
Add SDL_sem implementation using Atomics and WaitOnAddress API.
Keep Semaphore Kernel Object impl for Windows 7 and older - choose at runtime
v2: - Fix mixed int/LONG types
- Reorder definitions
- Add missing include
v3: - Use `GetModuleHandle()` to load the API Set
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|
548cb908
|
2020-12-23T13:33:36
|
|
Add SDL_mutex implementation using Windows Slim Reader/Writer Locks Keep Critical Section impl for Windows XP/Vista - choose at runtime
v2: - Add SRW definitions as suggested by Ozkan Sezer
Allows building against older platform headers.
- Rename "hidden" function parameter `mutex_` to `_mutex`
v3: - Use GetModuleHandle instead of LoadLibrary
- Fix typo in comment
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|
ae8a270f
|
2020-12-23T21:37:40
|
|
Add SDL_SoftStretchLowerLinear() (Bug 5313)
|
|
4ec776c3
|
2020-12-22T13:29:23
|
|
Don't switch the PS5 controller out of DirectInput mode by default
|
|
350f1b0d
|
2020-12-22T10:36:15
|
|
Updated SDL to version 2.0.15 for development
|
|
5f7cd1fa
|
2020-12-18T10:08:59
|
|
Added hints to control whether SDL updates joystick and sensor state in the main event loop
|
|
6bd4c717
|
2020-12-17T21:41:23
|
|
Fixed bug 5402 - ARM support little update proposal
David Carlier
No fix but mostly an update for ARM architecture.
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|
b6e63625
|
2020-12-13T15:32:24
|
|
fix bug #5395: handle old systems where inotify_init1 is not available
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|
ce7c751c
|
2020-12-12T23:54:40
|
|
Document that the joystick deadzone hint defaults off
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|
13a4caf1
|
2020-12-12T22:08:02
|
|
Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
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bca9decb
|
2020-12-12T23:28:10
|
|
fix bug #5394 - define _DARWIN_C_SOURCE only if not already defined
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|
7fa5e95b
|
2020-12-09T07:23:47
|
|
Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
Vincent Hamm
Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
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250a0557
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2020-12-09T12:01:10
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fix bug #5384 -- define DLL_EXPORT in DLL builds and adjust begin_code.h
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a2098a47
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2020-12-08T18:56:06
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Updated SDL to 2.0.14 in preparation for release candidate
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7f1c6e82
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2020-12-08T09:13:08
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Accepted patch https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/enable-winrt-cmake.patch
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7854f43b
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2020-12-01T14:43:15
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Disable SDL_JOYSTICK_HIDAPI on iOS and tvOS by default
It's only needed for Steam Controller support, and introduces a Bluetooth framework dependency which requires additional permissions on the App Store.
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a0c5bfa3
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2020-11-27T13:08:40
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Moved raw input event processing from the main thread to the joystick thread
This allows fast joystick event delivery regardless of what the main thread is doing.
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