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078e817c
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2023-07-09T20:05:32
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Unaligned stacks on i686-w64-mingw32, may lead to crashes (#7607)
Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>(cherry picked from commit 8231278817faabdff4a232770f798684bd2e12df)
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3f1fd5ab
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2023-05-23T10:59:03
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Updated source to match SDL function prototype style
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17515f4a
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2023-02-04T15:51:37
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Backport simplify flags PR #7220
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0479df53
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2023-01-09T09:48:21
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Updated copyright for 2023
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b8d85c69
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2022-11-30T12:51:59
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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
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fb0ce375
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2022-11-27T17:38:43
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Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c66e53bd3cda4a25f0206b834392652 to reduce conflicts merging between SDL2 and SDL3)
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8fddf146
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2022-11-26T13:09:50
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Temporary hack to address performance issues in https://github.com/libsdl-org/SDL/issues/6581#issuecomment-1327987916 (thanks @icculus!)
(cherry picked from commit 9c8369e097b229997875c0aeb4dc9cfdcde0e2b2)
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389ffab7
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2022-11-16T12:53:48
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Code style fixes, etc.
Reference PR #6345.
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ec58a817
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2022-10-05T19:26:09
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Fixes made in response to running a static code analyzer under MS Windows.
Most of these are probably harmless, but the changes to SDL_immdevice.c and SDL_pixels.c appear to have fixed genuine bugs.
SDL_audiocvt.c: By separating the calculation of the divisor, I got rid of the suspicion that dividing a double by an integer led to loss of precision.
SDL_immdevice.c: Added a missing test, one that could have otherwise led to dereferencing a null pointer.
SDL_events.c, SDL_gamecontroller.c, SDL_joystick.c, SDL_malloc.c, SDL_video.c: Made it clear the return values weren't used.
SDL_hidapi_shield.c: The size is zero, so nothing bad would have happened, but the SDL_memset() was still being given an address outside of the array's range.
SDL_dinputjoystick.c: Initialize local data, just in case IDirectInputDevice8_GetProperty() isn't guaranteed to write to it.
SDL_render_sw.c: drawstate.viewport could be null (as seen on line 691).
SDL.c: SDL_MostSignificantBitIndex32() could return -1, though I don't know if you want to cope with that (what I did) or SDL_assert() that it can't happen.
SDL_hints.c: Replaced boolean tests on pointer values with comparisons to NULL.
SDL_pixels.c: Looks like the switch is genuinely missing a break!
SDL_rect_impl.h: The MacOS static checker pointed out issues with the X comparisons that were handled by assertions; I added assertions for the Y comparisons.
SDL_yuv.c, SDL_windowskeyboard.c, SDL_windowswindow.c: Checked error-result returns.
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27ee8c8e
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2022-10-28T22:35:16
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Fix mismatch between Init and Quit
Init says that audio implies events (line 195), Quit was missing the implication.
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65527537
|
2021-03-30T04:32:39
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N3DS port (squashed)
A dedicated renderer using Citro3D would likely allow for better
much better graphical performances.
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4e375996
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2022-09-26T17:06:18
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Added a hint to return the version in the old format
Workaround for https://github.com/libsdl-org/SDL/issues/6177 for games that can't be updated.
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eb25f6c9
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2022-09-21T14:22:38
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Fixed Xbox platform name, courtesy of @walbourn
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9f4baeea
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2022-09-08T20:08:20
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Clean up thread local storage when quitting SDL
SDL_Quit() should be the last SDL API that you call before exiting your application, and is intended to clean up all internal state.
If real-life applications are relying on thread-local storage after SDL_Quit() we could potentially add a hint to control this behavior.
Fixes https://github.com/libsdl-org/SDL/issues/6200
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f317d619
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2022-07-01T13:59:14
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Xbox GDKX support (#5869)
* Xbox GDK support (14 squashed commits)
* Added basic keyboard testing
* Update readme
* Code review fixes
* Fixed issue where controller add/removal wasn't working (since the device notification events don't work on Xbox, have to use the joystick thread to poll XInput)
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3b191580
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2022-06-27T17:19:39
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Windows GDK Support (#5830)
* Added GDK
* Simplfied checks in SDL_config_wingdk.h
* Added testgdk sample
* Added GDK readme
* Fixed error in merge of SDL_windows.h
* Additional GDK fixes
* OpenWatcom should not export _SDL_GDKGetTaskQueue
* Formatting fixes
* Moved initialization code into SDL_GDKRunApp
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f0a05ed4
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2022-06-06T00:04:56
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Add some PS2 flags
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fff97c95
|
2022-05-04T16:40:11
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build: Mechanically generate ABI versions from version number
If we're strict about applying something resembling semantic versioning
to the "marketing" version number, then we can mechanically generate
the ABI version from it.
This limits the range of valid micro versions (patchlevels) to 0-99.
Signed-off-by: Simon McVittie <smcv@collabora.com>
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63814ec7
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2022-05-03T14:39:00
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Add static assertions that the version number is consistent
Signed-off-by: Simon McVittie <smcv@collabora.com>
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d4b82bfa
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2022-05-03T13:17:59
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Add static assertions for version numbers' limits
Signed-off-by: Simon McVittie <smcv@collabora.com>
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fbd230bb
|
2022-05-03T17:51:49
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Add support for the Nokia N-Gage (#5597)
* Add initial support for the Nokia N-Gage
* N-Gage: disable clipping for the time being, issue needs to be resolved later
* Move va_copy definition to SDL_internal.h
* Move stdlib.h include to SDL_config_ngage.h, much cleaner this way
* Remove redundant include, add HAVE_STDLIB_H
* Revert "N-Gage: disable clipping for the time being, issue needs to be resolved later"
This reverts commit 4f5f0fc36cc7f34fad05e45671dfa7b8dc32fd51.
* N-Gage: fix clipping issue by providing proper math functions
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a0cdc1fc
|
2022-04-28T15:01:34
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Added declaration of SDL_LogInit() and SDL_LogQuit()
Fixes compile warning on Android
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c4141bc1
|
2022-04-27T09:39:24
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log: Wrap the call to the logging implementation in a mutex.
Fixes #2463.
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4fe7b2cb
|
2022-03-24T11:00:43
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static analysis: Fixed several complaints from codechecker.
There are still some pending Objective-C specific issues.
Reference issue #4600.
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60deadba
|
2022-01-17T17:22:30
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re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
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eb80f2c6
|
2022-01-11T10:45:41
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sync handling of subsystems II.
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120c76c8
|
2022-01-03T09:40:00
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|
Updated copyright for 2022
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c31a4024
|
2021-12-17T19:04:39
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|
Fix audio memory leaks due to invalid init (thanks Janiszewski!)
SDL_Init(SDL_INIT_AUDIO) did not take into account that functions like
SDL_AddAudioDevice do register events, which will need final cleanup
and only gets fired when events were actually initialised.
Sample call stack of a malloc missing its free (Linux + PA):
SDL_malloc_REAL (SDL_malloc.c:5328)
SDL_AddEvent (SDL_events.c:445)
SDL_PeepEvents_REAL (SDL_events.c:531)
SDL_PushEvent_REAL (SDL_events.c:762)
SDL_AddAudioDevice (SDL_audio.c:443)
SourceInfoCallback (SDL_pulseaudio.c:681)
context_get_source_info_callback (introspect.c:534)
run_action (pdispatch.c:288)
pa_pdispatch_run (pdispatch.c:341)
pstream_packet_callback (context.c:349)
do_read (pstream.c:1012)
Fixes https://github.com/libsdl-org/SDL/issues/3005
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504e7aa5
|
2021-11-20T21:51:10
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minor tidy-up for ifdefs & co.
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0e294e90
|
2021-10-12T18:55:31
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Ensure that SDL_InitSubSystem quits subsystems after an error. (#4834)
* Ensure that SDL_InitSubSystem quits subsystems after an error.
* Fix unnecessary change.
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dbdbae44
|
2021-04-02T14:35:11
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linux: (de)initialize d-bus at init and quit.
Previously we had different subsystems quitting it, in conflict, and risked
multiple threads racing to init it at the same time.
Fixes #3643.
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2d64e37e
|
2020-11-02T18:09:43
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|
Initial rebase of xerpi's port
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4ff51d29
|
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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9130f7c3
|
2021-01-02T10:25:38
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|
Updated copyright for 2021
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d2723875
|
2020-10-14T23:01:06
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|
os2: integrate the port into main tree.
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a8780c6a
|
2020-01-16T20:49:25
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|
Updated copyright date for 2020
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200d37da
|
2019-11-20T02:47:40
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SDL.c (SDL_ExitProcess): unconstify its param to match its declaration.
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3d100df3
|
2019-10-30T15:43:49
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Readability: remove const-qualifation from function declaration
const-qualification of parameters only has an effect in function definitions
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336a7549
|
2019-10-19T09:23:40
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|
remove warning prototype SDL_ExitProcess()
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9c14c789
|
2019-10-18T23:10:00
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|
updated includes for _exit()
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097b9c30
|
2019-10-17T17:51:49
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|
Better fix for iOS build
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a1349d46
|
2019-10-17T17:51:36
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Build fix for the build fix
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8984d25b
|
2019-10-17T17:47:27
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|
Fixed build on iOS
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6be83e61
|
2019-10-16T13:54:35
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|
emscripten: Patched to compile (thanks, Caleb!).
Fixes Bugzilla #4827.
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ec04110d
|
2019-10-14T12:41:06
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|
dynapi: Deal with failure cases better, other fixes.
Fixes Bugzilla #4803.
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911bf624
|
2019-03-15T14:08:30
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|
events: Make debug logging of the event queue a hint instead of an #ifdef.
This makes it easy to toggle it on when debugging a new platform (or just
getting more visibility into an app) without having to rebuild SDL.
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5e13087b
|
2019-01-04T22:01:14
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|
Updated copyright for 2019
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|
b73703b9
|
2018-11-19T21:17:00
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|
Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds
Daniel Gibson
Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
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5febdfce
|
2018-09-24T11:49:25
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|
Fixed whitespace
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|
6f758ad2
|
2018-08-21T20:03:54
|
|
Moved SDL_IsTablet() to a cross-platform API function
|
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7c3040e0
|
2018-08-21T12:11:34
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|
First pass on the new SDL sensor API
|
|
a0687a9c
|
2018-02-21T09:40:47
|
|
Fixed bug 4034 - Don't include _DllMainCRTStartup() if SDL_STATIC_LIB is defined.
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58f9be12
|
2018-02-18T09:09:56
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|
Actually, this is needed for building with Visual Studio with both /MT and /MD.
With the previous change, I get:
1> Creating library C:\projects\SDL\VisualC\Win32\Debug\SDL2.lib and object C:\projects\SDL\VisualC\Win32\Debug\SDL2.exp
1>LINK : error LNK2001: unresolved external symbol __DllMainCRTStartup@12
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3c9d3336
|
2018-02-18T08:57:01
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|
Fixed bug 4034 - Do we really need _DllMainCRTStartup() in every Windows build?
Andreas Falkenhahn
In src/SDL.c there is this code:
_DllMainCRTStartup(HANDLE hModule,
...
The comment says that this is needed on Watcom C for some reason but why is it included then when building with Visual C as well? Shouldn't it be only included when compiling on Watcom C then?
I'm asking because this code caused me a lot of headaches because I'm building a DLL that contains SDL and I link using /MT and the _DllMainCRTStartup() symbol obviously led to lots of trouble but it wasn't clear to me where the problem was because all I got from the linker was:
LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup
So I had to got through each and every object to see what the culprit was. See here for the full story:
https://stackoverflow.com/questions/25067151/lnk2019-unresolved-external-symbol-main-referenced-in-function-tmaincrtstar/48177067#48177067
So if it isn't necessary on Visual C, please just leave that symbol out on Visual C so that it no longer leads to any trouble. Thanks.
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e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
c57fe6d7
|
2017-04-01T00:46:42
|
|
Backing out broken change from previous commit.
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ed7f16e2
|
2017-04-01T00:46:15
|
|
Intentionally breaking buildbot to test email server change.
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|
d526b8a1
|
2017-03-02T13:33:04
|
|
Some patches to make SDL compile with armcc (ARM's C compiler).
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|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
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|
57d01d7d
|
2016-11-13T22:57:41
|
|
Patch from Sylvain to fix clang warnings
|
|
0eb5c976
|
2016-10-17T21:44:32
|
|
Fixed bug 3456 - SDL_GameControllerOpen fails if the joystick subsystem isn't initialized
Philipp Wiesemann
Maybe the fault is in the SDL_VIDEO_DRIVER_WINDOWS section in SDL_InitSubSystem() of "src/SDL.c". Because there only SDL_INIT_JOYSTICK is checked. The flags are adapted for SDL_INIT_GAMECONTROLLER afterwards.
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f0505766
|
2016-09-13T22:18:06
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|
Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.
A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
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42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
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().
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baea64e6
|
2015-05-26T21:19:23
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|
Stack hint should look for 0, not -1, and not care about environment variables.
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a8fa7bd1
|
2015-05-26T21:13:27
|
|
Added a hint to specify new thread stack size (thanks, Gabriel!).
Fixes Bugzilla #2019.
(we'll do a better fix when we break the API in SDL 2.1.)
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2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
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|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
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fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
2bb73d17
|
2015-02-14T00:08:48
|
|
Emscripten: Fixed SDL_GetPlatform() returning "Unknown" instead of "Emscripten".
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b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
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70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
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|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
646025b6
|
2014-11-15T10:19:39
|
|
WinRT: made SDL_GetPlatform() return "WinRT" and not 'Unknown'
Thanks to Eric Wing for the heads-up on this!
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
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|
80e401ab
|
2014-06-21T11:48:12
|
|
Added NaCl to SDL_GetPlatform()
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
e663b4eb
|
2014-03-01T09:50:52
|
|
Fixed bug 2423 - timeBeginPeriod & timeEndPeriod mismatch
Coriiander
In src\timer\windows\SDL_systimer.c there is an error with regards to timeBeginPeriod and timeEndPeriod. These functions typically get called when no high resolution timer is available, and GetTickCount is not used.
According to MSDN (link: http://msdn.microsoft.com/en-us/library/windows/desktop/dd757624(v=vs.85).aspx), for every call to timeBeginPeriod a subsequent call to timeEndPeriod is required. While SDL is currently doing this, it fails to call timeEndPeriod when cleaning up/shutting down SDL. Please note that these functions affect things on a system level. Failing to call timeEndPeriod, disables applications for using WINMM-timers after usage&shutdown of SDL, as effectively they the mechanism is now broken.
Solution:
Ensure this code gets called when shutting down the timer subsystem:
#ifndef USE_GETTICKCOUNT
if (!hires_timer_available)
{
timeSetPeriod(0);
}
#endif
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58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
|
|
00003e8c
|
2013-11-14T11:51:24
|
|
Renamed things named after BeOS to be named after Haiku instead.
|
|
3523b409
|
2013-11-08T14:05:15
|
|
Made helper window creation depend on initializing the Haptics or Joystick subsystems.
|
|
ade13fd7
|
2013-10-20T10:39:26
|
|
It's okay to quit things more than once.
|
|
12ca3ce3
|
2013-10-17T23:02:29
|
|
Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
|
|
a7b2db05
|
2013-10-13T19:48:45
|
|
Added an assert to catch init/quit call mismatch that might bite people.
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
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|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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