kc3-lang/SDL/src

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Log

Author Commit Date CI Message
79b0aae8 2021-09-22 11:42:10 The return value of SDL_snprintf is the number of characters that would have been written. Fixes https://github.com/libsdl-org/SDL/issues/4762
9b74623b 2021-09-22 13:52:36 wayland: Woops, forgot to assign cursor theme size...
8e54698a 2021-09-22 13:26:44 wayland: Add support for high-DPI cursors
432ee7d8 2021-09-22 09:29:21 Fixed building SDL_dynapi.c without stdio support
345c161f 2021-09-22 09:06:45 Fixed some accidental uses of external C runtime functions
5d455cab 2021-09-21 18:15:11 Don't process raw input when the window is being dragged or clicked on.
0fd54f91 2021-09-21 18:15:11 Fixed using a tablet with raw input relative motion Tested with a Wacom Cintiq Pro 16"
eb3bf80f 2021-09-21 18:15:09 Fixed compiler warnings using Visual Studio 2019
8fee82d1 2021-09-21 18:15:09 Improve relative motion handling over RDP CR and research: @danielj
ce11caa8 2021-09-21 16:41:29 alsa: Map 7.1 audio channels to match what Windows and macOS expect. This matches what we did a long time ago for 5.1 audio. Fixes #55. (FIFTY FIVE. Bug reported 15 years, 3 months, and 11 days ago! lol)
9886d897 2021-09-21 16:23:48 Fix AltiVec detection on FreeBSD The previous code was not correct, because there's no PPC_FEATURE_HAS_ALTIVEC MIB. Instead, elf vector check should be done.
c45facf2 2021-09-21 11:13:46 alsa: clean up macro salsa a little.
3b2fbb1c 2021-09-20 23:44:22 End current scene before destroying the texture on Vita
fc4296c1 2021-09-20 23:02:43 Use aligned stride in sceGxmColorSurfaceInit
7080bc2a 2021-09-20 23:02:01 Fallback to SCE_KERNEL_MEMBLOCK_TYPE_USER_RW_UNCACHE if CDRAM texture allocation fails
512355d7 2021-09-20 20:21:05 Vita: fix thread detach. Remove leftover KillThread
ddcd847c 2021-09-20 14:08:01 Vita: fix thread priority Add support for thread name and stack size
478f9eed 2021-09-20 10:20:04 x11: Don't include X11/extensions/extutil.h We don't use it, it was a leftover from 1.2, I think, and it doesn't exist on Solaris, so this should hopefully fix the build there. This also means we don't need the configure/cmake checks for SDL_VIDEO_DRIVER_X11_CONST_PARAM_XEXTADDDISPLAY, so that was removed also. Fixes #1666.
ca9a3217 2021-09-19 15:47:24 render: GL/GLES now draw lines almost perfectly matching software renderer. One place known to differ in a significant way is a single line segment that starts and ends on the same point; the GL renderers will light up a single pixel here, whereas the software renderer will not. My current belief is this is a bug in the software renderer, based on the wording of the docs: "SDL_RenderDrawLine() draws the line to include both end points." You can see an example program that triggers that difference in Bug #2006. As it stands, the GL renderers might _also_ render diagonal lines differently, as the the Bresenham step might vary between implementations (one does three pixels and then two, the other does two and then three, etc). But this patch causes those lines to start and end on the correct pixel, and that's the best we can do, and all anyone really needs here. Not closing any bugs with this patch (yet!), but here are several that it appears to fix. If no other corner cases pop up, we'll call this done. Reference Bug #2006. Reference Bug #1626. Reference Bug #4001. ...and probably others...
857cc7c0 2021-09-19 00:05:21 render: constified some local variables in SDL_AllocateRenderVertices.
5faea84c 2021-09-18 11:54:25 render: Mark viewport/cliprect dirty when window is resized. Fixes #4751.
5dccffd7 2021-08-23 21:16:58 Allow usage of the new Condition Variable code with Critical Sections Vista and later provide the SleepConditionVariableCS() function for this. Since SDL_syscond_srw.c doesn't require SRW locks anymore, rename it to SDL_syscond_cv.c which better reflects the implementation of condition variables rather than the implementation of mutexes. Fixes #4051.
ebdfd0e1 2021-09-17 00:45:07 atomic: detect clang separately
8d1e0ca3 2021-09-16 12:48:39 Vita: add support for disabling 'screensaver' (screen dimming and suspend)
79ec8986 2021-09-16 12:47:45 Vita: refactor gxm texture render and add SDL_RenderGeometry support
2a8938f2 2021-09-15 12:40:22 Fixed: Whitespace being striped from the end of IME strings incorrectly + Regression with SDL_SetTextInputRect (#4752) * Fixed: Whitespace being striped from the end of IME strings incorrectly * Fixed: Google IME Candidate Window not placing correctly * Why are PostBuild events stored in the vcxproj and not a user file? * Revert SDL.vcxproj properly... * Remove whitespace as per code review * Fix Werror=declaration-after-statement error in code
ce177049 2021-09-12 09:34:41 Vita: Allow completely skipping pvr init to override apphint from app
4a994733 2021-09-14 15:51:17 `SDL_RenderSetVSync()`: Restrict `vsync` to 0 or 1 In the future, we might want to support special swap intervals. To prevent applications from expecting nonzero values of vsync to be the same as "on", fail with SDL_Unsupported() if the value passed is neither 0 nor 1.
4549769d 2021-03-07 15:20:45 Add `SDL_RenderSetVSync()` Currently, if an application wants to toggle VSync, they'd have to tear down the renderer and recreate it. This patch fixes that by letting applications call SDL_RenderSetVSync(). This is the same as the patch in #3673, except it applies to all renderers (including PSP, even thought it seems that the VSync flag is disabled for that renderer). Furthermore, the renderer flags also change as well, which #3673 didn't do. It is also an API instead of using hint callbacks (which could be potentially dangerous). Closes #3673.
b2504b5d 2021-09-11 20:08:03 Fix typos
e4556594 2021-09-10 21:13:51 Simplify Backspace and Enter
f162d9ee 2021-09-10 21:02:22 Fix Indentation
058c4d36 2021-09-10 20:55:49 Add envvar to disable touchpads independently
4435543d 2021-09-10 20:01:40 Add PVR On Screen Keyboard Support
10d3df44 2021-09-09 12:46:28 Vita: fix copyright dates
2a836860 2021-09-09 12:36:40 Fix default path
134dd468 2021-08-16 19:08:12 Add pvr gles/gles2 context support
ff85d4fb 2021-09-08 17:51:47 Fixed Xbox Series X controller being detected by both IOKit and GCController on macOS
9f855258 2021-09-08 17:50:17 Added mapping for Xbox One S controller with newer firmware on macOS
bf97c5a2 2021-09-08 14:47:40 Make sure SDL file descriptors don't leak into child processes
d49d955d 2021-09-08 11:44:17 render: SDL_RenderGeometry should still render when hidden, in most cases. (otherwise render targets may fail, etc...the check is a legacy helper for iOS apps that crash if you try to use OpenGL while in the background.)
7d66fa20 2021-09-07 17:38:26 Fixed double-copy of the report in BlueZ >= 5.56
7ed7644a 2021-09-07 17:37:47 Fixed compiling HIDAPI Steam Controller support with C89 compiler
27a48b14 2021-09-07 15:50:21 Check the pathname first, as that's a faster check for XInput devices
6f972052 2021-08-30 12:21:05 Added: Support for showing the IME Candidate Window on Windows
183eb067 2021-09-01 15:46:32 Fixed bug #4711: prevent opengl SDL_renderer from crashing if GL_ARB_multitexture isn't supported
515b7e93 2021-08-27 17:02:07 Fix horizontal wheel scroll direction of X11.
a1ffeda0 2021-08-28 22:52:13 Add SDL_HINT_APP_NAME and DBUS inhibition hint See SDL bug #4703. This implements two new hints: - SDL_APP_NAME - SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME The former is the successor to SDL_HINT_AUDIO_DEVICE_APP_NAME, and acts as a generic "application name" used both by audio drivers and DBUS screensaver inhibition. If SDL_AUDIO_DEVICE_APP_NAME is set, it will still take priority over SDL_APP_NAME. The second allows the "activity name" used by org.freedesktop.ScreenSavver's Inhibit method, which are often shown in the UI as the reason the screensaver (and/or suspend/other power-managment features) are disabled.
9fae8f70 2021-08-29 15:33:58 Treat empty SDL_VIDEODRIVER var to check all video drivers.
7d90df0e 2021-08-29 15:24:23 Restore previous behavior of empty SDL_AUDIODRIVER trying all drivers. The recent change to make SDL_AUDIODRIVER support comma-separated lists broke the previous behavior where an SDL_AUDIODRIVER that was empty behaved the same as if it was not set at all. This old behavior was necessary to paper over differences in platforms where SDL_setenv may or may not actually delete the env var if an empty string is specified. This patch just adds a simple check to ensure SDL_AUDIODRIVER is not empty before using it, restoring the old interpretation of the empty var.
8b1f8b6e 2021-08-27 11:14:09 Use the high speed alternate setting on new Microsoft Xbox controllers
1fe9ad04 2021-08-27 14:09:47 SDL_ConvertSurface: add an intermediate variable to remove static analysis false positive (see bug #4600)
be6bee0b 2021-08-27 07:47:28 SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
54ca1d19 2021-08-27 07:44:03 SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
b17aa5d0 2021-08-27 07:16:40 SW_RenderGeometry: remove a few static analysis false positives (see bug #4600)
3261f7f6 2021-08-26 16:15:30 audio: Support "pulse" as an alias for "pulseaudio" Originally, SDL 1.2 used "pulse" as the name for its PulseAudio driver. While it now supports "pulseaudio" as well for compatibility with SDL 2.0 [1], there are still scripts and distro packages which set SDL_AUDIODRIVER=pulse [2]. While it's possible to remove this in most circumstances or replace it with "pulseaudio" or a comma-separated list, this may still conflict if the environment variable is set globally and old binary builds of SDL 1.2 (e.g. packaged with older games) are being used. To fix this on SDL 2.0, add a hardcoded check for "pulse" as an audio driver name, and replace it with "pulseaudio". This mimics what SDL 1.2 does (but in reverse). Note that setting driver_attempt{,_len} is safe here as they're reset correctly based on driver_attempt_end on the next loop. [1] https://github.com/libsdl-org/SDL-1.2/commit/d9514097846381cd30fe08df65dbdd48de92a058 [2] https://bugzilla.opensuse.org/show_bug.cgi?id=1189778
503ea8e8 2021-08-25 14:41:58 Don't modify the Nintendo Switch home LED state by default
b1e492d1 2021-08-25 19:31:47 Search for an appropiate plane instead of simply using the first one.
23ffa3d9 2021-08-25 21:31:07 Update SDL's copy of the EGL headers from Khronos
524964f9 2021-08-14 12:09:13 Add SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY
5113fedf 2021-08-02 23:01:12 video/wayland: use EGL_EXT_present_opaque when available
130b6beb 2021-08-24 17:01:34 Manually scan for Linux joysticks before udev scan runs This allows us to have joysticks sorted by insert time at startup, fixing https://github.com/libsdl-org/SDL/issues/4688
cbccf5bb 2021-08-24 17:01:06 Use SDL_GetHint() instead of SDL_getenv() for Linux joystick hints
0ae2a9f8 2021-08-22 17:44:08 Fixed the Atari gamecontroller mappings and added Atari Xbox 360 This change corrects the mappings for the Atari gamecontroller and adds support for the Atari Xbox 360 compatible gamecontroller. The Atari game controller can switch between Atari and Xbox 360 mappings.
d5fe9c30 2021-08-24 14:18:47 x11: Log a warning if we decide to use XVidMode. Reference issue #1782.
9504bb12 2021-08-23 00:47:25 pulseaudio: Fix some function signatures that expect const pointers. This might have changed at some point in the Pulse API, or this might have always been wrong, but we didn't notice because the dynamic loading code hides it by casting things to void *. The static path, where it assigns the function pointer directly, puts out a clear compiler warning, though.
e426bb80 2021-08-20 07:50:30 Fixed bug #4671 - D3D_QueueGeometry: use "count / 3" (Thanks alittlesail!)
70c23b25 2021-08-18 13:18:11 audio: pipewire: Reset hotplug atomic variables on deinit.
ae5336a3 2021-08-19 14:03:10 Fixed bug #4669: D3D_QueueGeometry: -0.5f offset position of vertexs This similar to D3D_QueueCopy positions
8270172e 2021-08-19 12:11:10 fix -Wshorten-64-to-32 warnings in android builds. see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
ccb06296 2021-08-19 03:15:02 SDL_windowsevents.c: fix build against older SDKs.
154384a7 2021-08-18 23:59:27 Add (uintptr_t) casts
08d6a465 2021-08-18 23:57:32 Fix dynapi prototypes
1670104a 2021-04-23 12:27:35 Change 'size_indice' to 'size_indices'
a8f89a01 2021-04-23 12:00:14 Change 'size_indice' to 'size_indices'
47db47c1 2021-04-06 21:32:02 Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
b9bd9da7 2021-04-04 22:34:17 OpenGLES2: transfert color as 4 bytes, instead of 4 floats
c6ceaaeb 2021-04-04 21:32:40 METAL: use Uchar4Normalized format to transfert color as 4 bytes, instead of 4 floats
eff840bb 2021-04-01 23:30:59 Add OpenGLES implementation
32e79101 2021-04-01 20:27:22 Fix warnings
6e47f538 2021-04-01 20:18:05 Fix warnings
4869a3d2 2021-04-01 14:36:31 Add Direct3D9 implementation (not tested)
4ba37638 2021-04-01 12:43:39 Save and restore SDL renderer state after transforming triangles to rect
cd0663e0 2021-04-01 11:47:45 Fix declaration-after-statement and remove tabs
cd4663df 2021-04-01 11:11:12 Update D3D11 for SDL_RenderGeometryRaw
9f591707 2021-04-01 10:37:45 Update METAL backend for SDL_RenderGeometryRaw
61d9e916 2021-04-01 10:16:27 For the software renderer, try to reinterpret triangles as SDL_Rect With Dear ImGui + software renderer, it draws: - by default at 250 fps - drops to 70 fps if you show the color picker - drops to 10 fps if put the color picker fullscreen
cc37c38e 2021-04-01 09:55:00 Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
e4812611 2021-04-01 09:49:16 Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
111c70e1 2021-03-26 09:09:08 Use 64 bits precision to prevent overflow when interpolating color / texture with wide triangles
f73c1eff 2021-03-17 09:58:49 Use normalized texture coordinates
5828cc41 2021-03-16 21:54:27 Update METAL backend: fix a typo in drawline
9eab5195 2021-03-16 16:59:18 Update dynapi files
9a8a8e65 2021-03-16 16:04:33 Update SDL_render_d3d11.c Fix D3D11 compilation
121114d0 2021-03-16 15:44:49 Update METAL compiled shaders
2d01573b 2021-03-16 15:44:33 Add METAL shaders
1e77dae7 2021-03-16 15:44:04 Add METAL implementation
1ebef073 2021-03-16 15:15:43 Add D3D11 implementation (not yet tested)
3ee511d7 2021-03-16 15:14:58 Add software renderer implementation
37f78fc1 2021-03-16 15:13:15 Add OpenGL implementation