|
7d5147ba
|
2015-04-17T21:25:19
|
|
resync'd overscan patch with SDL mainline.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
c4035654
|
2015-04-09T19:28:00
|
|
Added framebuffer and colorbuffer members to the uikit portion of the SDL_SysWMinfo struct, removed SDL_iOSGetViewRenderbuffer and SDL_iOSGetViewFramebuffer.
|
|
fcd0f06a
|
2015-04-08T15:59:29
|
|
Renamed SDL_iPhoneGetViewFramebuffer/Renderbuffer to SDL_iOSGetViewFramebuffer/Renderbuffer. Added #defines for SDL_iOSSetAnimationCallback and SDL_iOSSetEventPump, which point to SDL_iPhoneSetAnimationCallback and SDL_iPhoneSetEventPump.
|
|
26c28114
|
2015-04-08T15:35:07
|
|
Merged default into iOS-improvements
|
|
1339ce71
|
2015-04-08T01:42:47
|
|
Make SDL_stdinc.h work when compiling with -Wundef (thanks, Ben!).
Fixes Bugzilla #2664.
|
|
6a126a48
|
2015-04-07T23:40:01
|
|
Do the "fix" for asserts with MSVC's /W4 warnings only on MSVC.
Naturally, this way generates a warning on GCC and Clang instead. :)
|
|
3e9c2e75
|
2015-04-07T00:39:16
|
|
Another attempt to make MSVC's /W4 warning level cooperate with SDL_assert.
Fixes Bugzilla #2733.
|
|
df98b11c
|
2015-04-06T15:26:37
|
|
Merged default into iOS-improvements
|
|
a0e878aa
|
2015-03-28T00:48:03
|
|
Minor input grab clarifications.
Clarify that grabbing the mouse only works with one window at a time; this was
always true at the system level, though SDL could previously get confused
by multiple simultaneous grabs, so now we explicitly break any existing
grab before starting a new one and document it as such.
Also track the window that is currently grabbed, and provide an API to query
for that window. This makes it easy to automate mouse ungrabbing at
breakpoints with gdb7's scripting, since the scripts can now know which window
to ungrab.
In 2.1, we should probably change this API to SDL_GrabInput(win) and
SDL_UngrabInput(void), or something.
|
|
387fa5dc
|
2015-03-24T20:45:29
|
|
* Improve mouse support in Android. These changes require Android API v12 to compile
|
|
672ccb4f
|
2015-03-24T14:36:36
|
|
Make the signal handler hint more generic.
|
|
a91a5604
|
2015-03-24T14:29:25
|
|
Added a hint to prevent SDL from installing signal handlers.
Fixes Bugzilla #2431.
|
|
331a434f
|
2015-03-23T19:47:08
|
|
Windows: Report window HDC in SDL_SysWMinfo.
Fixes Bugzilla #2668.
|
|
49f33b41
|
2015-03-21T22:42:53
|
|
Added missing SDL_DOLLARRECORD event type documentation in header.
|
|
716ef0d5
|
2015-03-21T08:01:43
|
|
Fixed confusing audio and touch events because of shared enumeration values.
|
|
c1091f32
|
2015-03-20T10:35:42
|
|
CMake project files no longer force you to link against Wayland or Mir libs.
|
|
0e02ce08
|
2015-03-16T02:11:39
|
|
Initial work on audio device hotplug support.
This fills in the core pieces and fully implements it for Mac OS X.
Most other platforms, at the moment, will report a disconnected device if
it fails to write audio, but don't notice if the system's device list changed
at all.
|
|
f5d96416
|
2015-03-06T16:03:40
|
|
Allow setting of GL_CONTEXT_RELEASE_BEHAVIOR when creating the GL context when GLX_ARB_context_flush_control is available.
This extension allows the user to specify whether a full flush is performed when making a context not current.
The only way to set this currently is at context creation, so this patch provides that functionality.
Defualt behaviour is set at FLUSH, as per the spec.
This patch does not contain the changes to WGL, appleGL or other platforms as I do not have access to GL 4.5 hardware on those platforms.
Full details on the use of KHR_context_flush_control can be found here:
https://www.opengl.org/registry/specs/KHR/context_flush_control.txt
|
|
483ea8b7
|
2015-03-02T21:36:45
|
|
Fixed SDL_PRI?64 for 64-bit Linux.
64-bit Linux uses a "long" instead of "long long" for 64-bit ints.
Added a special-case this so SDL_PRI?64 doesn't trigger compiler warnings
when used with SDL's 64-bit datatypes on 64-bit Linux.
|
|
e4be934f
|
2015-02-21T00:33:25
|
|
Fixed naming conventions in some SDL_assert types, added compat #defines.
Fixes Bugzilla #1997.
|
|
80ba8547
|
2015-02-18T16:25:15
|
|
Corrected documentation about triggers values in SDL_GameControllerGetAxis().
Fixes Bugzilla #2319.
|
|
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
|
|
0781b5f9
|
2015-01-30T23:20:15
|
|
Fix typos in header file documentation comments.
|
|
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.
|
|
ea5d1a8a
|
2015-01-15T01:15:24
|
|
Merged default into iOS-improvements
|
|
01bfc215
|
2015-01-15T01:06:14
|
|
Several improvements to the iOS backend:
- Added new custom launch screen code. It uses the launch screen nib when available on iOS 8+, the launch images dictionary if the launch screen nib isn't available, and the old standard image names if the launch image dictionary isn't in the plist.
The launch screen is now hidden during the first call to SDL_PumpEvents rather than SDL_CreateWindow so apps can have the launch screen still visible if they do time-consuming loading after creating their window. It also fades out in roughly the same way as the system launch screen behavior.
It can be disabled by setting the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h to 0.
- A blank UIView is now created and displayed when the window is first created. The old behavior was to defer creating any view until SDL_GL_CreateContext, which prevented rotation, touch events, and other windowing-related things from working until then. This also makes it easier to use SDL_GetWindowWMInfo after creating a window.
- Moved the keyboard and animation callback code from SDL's UIView subclasses to its UIViewController subclass, which lets them work properly in all cases when a SDL window is valid, even before SDL_GL_CreateContext is called and after SDL_GL_DeleteContext is called.
- SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext are more robust.
- Fixed some edge cases where SDL windows weren't rotating properly or their reported sizes were out of sync with their actual sizes.
- Removed all calls to [UIApplication setStatusBarOrientation:]. It doesn't seem to work as expected in all cases in recent iOS versions.
- Some code style cleanup.
|
|
775a5aa5
|
2015-01-12T23:20:52
|
|
Added and fixed doxygen markup in header file.
|
|
a823982e
|
2015-01-05T01:41:42
|
|
Clang static analysis builds should use C runtime directly.
This is a little macro magic to use malloc() directly instead of SDL_malloc(),
etc, so static analysis tests that know about the C runtime can function
properly, and understand that we are dealing with heap allocations, etc.
This changed our static analysis report from 5 outstanding bugs to 30.
5x as many bugs were hidden by SDL_malloc() not being recognized as malloc()
by the static analyzer!
|
|
3cfe0abe
|
2014-12-28T22:10:24
|
|
Fixed copyright date.
|
|
80d19b7e
|
2014-12-25T22:05:48
|
|
Fixed typo in header file documentation comment.
|
|
bbaaa777
|
2014-12-24T11:33:42
|
|
WinRT: hiding SDL_WinRTRunApp's XAML functionality, until it's ready for use
SDL_WinRTRunApp() is used on WinRT to launch a main(int, char **)-style
function. It has optional, and experimental support for launching content
inside a XAML control, backed by a main() function running on a separate thread.
This is provided via it's 2nd parameter, which can be a pointer to a XAML
control. (If NULL, XAML support will not be used.)
This change renames the experimental feature's parameter (to SDL_WinRTRunApp())
as "reserved", until such time as the functionality is ready for use. It will
likely be renamed again in the future, when running SDL on top of a XAML control
via a separate thread, becomes reasonably usable.
|
|
fe40a172
|
2014-12-18T00:19:52
|
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
|
|
623b9d6d
|
2014-12-03T12:47:39
|
|
ugh.. stray character
|
|
06d357fb
|
2014-12-03T12:45:04
|
|
fix SDL_PRIs64 on windows compilers.. (should end in d)
|
|
73daadb7
|
2014-12-03T12:23:17
|
|
switch to use SDL_PRI* macros for long long formatting everywhere.
|
|
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!
|
|
31388117
|
2014-12-03T04:41:26
|
|
Adds support to control the scaling policy/mode of SDL_RenderSetLogicalSize for both letterbox (current behavior) and a new overscan mode (expand to fill the entire screen, even if some parts draw off the screen).
The expected use case is for games that are designed with multiple aspect ratios already in mind and leave optional margins on the edges of the game which won't hurt if they are cut off.
An example use case is a game is designed for wide-screen/16:9, but then wants to deploy on an iPad which is 4:3. Normally, SDL will letterbox, which will shrink things and result in wasted space. But the designer already thought about 4:3 and designed the edges of the game so they could be cut off without any functional loss. So rather than wasting space with letterboxing, "overscan" mode will zoom the rendering to fill up the entire screen. Parts on the edges will be drawn offscreen, but since the game was already designed with this in mind, it is fine. The end result is the iPad (4:3) experience is much better since it feels like a game designed for that screen aspect ratio.
This patch introduces a new SDL_hint: SDL_HINT_RENDER_LOGICAL_SIZE_MODE.
Valid values are "letterbox" or "0" for letterboxing and "overscan" or "1" for overscan.
The default mode is letterbox to preserve existing behavior.
// Example usage:
SDL_SetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE, "overscan");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
5fee84f2
|
2014-12-02T21:18:50
|
|
WinRT: removed SDL_HINT_WINRT_PREF_PATH_ROOT (introduced post-2.0.3 & pre-2.0.4)
A WinRT app's Roaming folder-path can still be retrieved via calls to
SDL_WinRTGetFSPathUTF8() or SDL_WinRTGetFSPathUNICODE(), if need be.
|
|
cc0631a0
|
2014-12-02T02:52:45
|
|
Merged default into iOS-improvements
|
|
52760dcd
|
2014-11-30T20:55:27
|
|
Fix assert format strings/parameters in testautomation modules; improve output of SDL_CompareSurfaces to aid debugging; update platform_testSetErrorInvalidInput for SDL changes
|
|
a5ce9c11
|
2014-11-29T11:49:58
|
|
Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft
"Horizontal" is not very precise, use "Positive phase" instead.
"Positive" because it's actually waveform(2*pi*t + phase) instead of waveform(2*pi*t - phase).
|
|
ef8c3d89
|
2014-11-29T11:48:43
|
|
Fixed bug 2766 - Haptic coding bugs and fixes for Linux FF: periodic.phase handled as time instead of angle; + direction clarification
Elias Vanderstuyft
It's not obvious from the general "haptic direction" description what the SDL direction actually means in terms of force magnitude sign,
currently its meaning is only reflected by the example.
|
|
48481c8e
|
2014-11-29T11:18:49
|
|
Improved the pitch variable description
|
|
ce64b4ad
|
2014-11-29T10:09:30
|
|
WinRT: bug and data-integrity fixes for SDL_GetPrefPath()
This change does a few things, all with regards to the WinRT implementation of
SDL_GetPrefPath():
1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it
returned. On other SDL platforms, SDL_GetPrefPath() will create separate
directories for its 'org' and 'app' folders. Without this, attempts to create
files in the pref-path would fail, unless those directories were first created
by the app, or by some other library the app used. This change makes sure
that these directories get created, before SDL_GetPrefPath() returns to its
caller(s).
2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder
on all platforms. Previously, for Windows Store apps, it would have used a
different, 'Roaming' folder. Files in Roaming folders can be automatically,
and synchronized across multiple devices by Windows. This synchronization can
happen while the app runs, with new files being copied into a running app's
pref-path. Unless an app is specifically designed to handle this scenario,
there is a chance that save-data could be overwritten in unwanted or
unexpected ways.
The default is now to use a Local folder, which does not get synchronized, and
which is arguably a bit safer to use. Apps that wish to use Roaming folders
can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it
is recommended that one first read Microsoft's documentation for Roaming
files, a link to which is provided in README-winrt.md.
To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as
many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path
in Windows Store apps, and a Local path in Windows Phone, set
SDL_HINT_WINRT_PREF_PATH_ROOT to "old".
Please note that Roaming paths are not supported on Windows Phone 8.0, due to
limitations in the OS itself. Attempts to use this will fail.
(Windows Phone 8.1 does not have this limitation, however.)
3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when
SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than
silently defaulting to a Local path (then switching to a Roaming path if and
when the user upgraded to Windows Phone 8.1).
|
|
ecc01474
|
2014-11-27T09:55:34
|
|
WinRT: added SDL_HINT_WINRT_PREF_PATH_ROOT
SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that
SDL_GetPrefPath() returns. Setting it to "local" uses the app's
OS-defined Local folder, setting it to "roaming" uses the app's OS-defined
Roaming folder.
Roaming folder support is not available in Windows Phone 8.0. Attempts to
make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored.
Various bits of documentation on this were added to SDL_hints.h, and to
README-winrt.md
|
|
5bdc9913
|
2014-11-25T22:37:12
|
|
Corrected header file guard comments.
|
|
5b5823ee
|
2014-11-23T21:09:54
|
|
add in support for passing down the "natural" (or flipped) scrolling direction in the MouseWheelEvent event
|
|
43e5c9ee
|
2014-11-23T20:46:34
|
|
Fixed doxygen tags in header file documentation comments.
|
|
c0165972
|
2014-11-23T20:40:48
|
|
Fixed typos in header file documentation comments.
|
|
a690944e
|
2014-11-23T11:26:46
|
|
Fixed typo in header file documentation comment.
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
0b02de75
|
2014-11-15T22:59:16
|
|
Merged default into iOS-improvements
|
|
bbe1df0d
|
2014-11-02T10:32:25
|
|
WinRT: enabled OpenGL ES 2 support on Windows Phone
The "future-dev" branch of MSOpenTech's ANGLE/WinRT repository (at
https://github.com/msopentech/angle) includes support for Windows Phone 8.1.
This change allows it to be used in conjunction with SDL's OpenGL functions.
|
|
fb6d185a
|
2014-10-28T18:36:29
|
|
Merged default into iOS-improvements
|
|
3d2ca92e
|
2014-10-27T12:53:47
|
|
Fixed two typos in header file comment.
|
|
251ca855
|
2014-10-15T09:18:17
|
|
Expanded the iMX6 video driver into a general Vivante video driver that works across multiple SoCs
|
|
411e0f9d
|
2014-10-04T14:59:41
|
|
WinRT: expanded the documentation on SDL_HINT_WINRT_HANDLE_BACK_BUTTON
|
|
498690ff
|
2014-09-30T11:20:50
|
|
Mac: Fix build with clang from Xcode 6.
|
|
5f9ea7ed
|
2014-09-17T14:49:36
|
|
Haptic: Deal with negative periodic magnitudes (thanks, Elias!).
A negative periodic magnitude doesn't exist in Windows' and MacOS' FF APIs
The periodic magnitude parameter of the SDL Haptic API is based on the Linux
FF API, so it means they are not directly compatible:
'dwMagnitude' is a 'DWORD', which is unsigned.
Fixes Bugzilla #2701.
|
|
266c0023
|
2014-09-17T14:47:42
|
|
Fixed haptic documentation typos (thanks, Elias!).
Partially fixes Bugzilla #2701.
|
|
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
|
|
3071128d
|
2014-09-10T18:10:37
|
|
Merged default into iOS-improvements
|
|
50cc4efe
|
2014-09-10T08:54:01
|
|
Freescale i.MX6 video driver
---
CMakeLists.txt | 2 +
cmake/sdlchecks.cmake | 20 +++
configure | 51 +++++++
configure.in | 28 ++++
include/SDL_config.h.cmake | 1 +
include/SDL_config.h.in | 1 +
src/video/SDL_sysvideo.h | 3 +
src/video/SDL_video.c | 3 +
src/video/mx6/SDL_mx6events.c | 45 ++++++
src/video/mx6/SDL_mx6events_c.h | 31 +++++
src/video/mx6/SDL_mx6opengles.c | 211 ++++++++++++++++++++++++++++
src/video/mx6/SDL_mx6opengles.h | 68 +++++++++
src/video/mx6/SDL_mx6video.c | 301 ++++++++++++++++++++++++++++++++++++++++
src/video/mx6/SDL_mx6video.h | 78 +++++++++++
14 files changed, 843 insertions(+)
create mode 100644 src/video/mx6/SDL_mx6events.c
create mode 100644 src/video/mx6/SDL_mx6events_c.h
create mode 100644 src/video/mx6/SDL_mx6opengles.c
create mode 100644 src/video/mx6/SDL_mx6opengles.h
create mode 100644 src/video/mx6/SDL_mx6video.c
create mode 100644 src/video/mx6/SDL_mx6video.h
|
|
0b98d0cb
|
2014-09-06T23:20:14
|
|
Fixed example in header file.
Did not compile because of typo in function name and missing argument.
|
|
7242e814
|
2014-09-02T06:55:47
|
|
Updated version to 2.0.4
|
|
7e515963
|
2014-08-27T23:27:42
|
|
Corrected hint documentation.
|
|
b1a0bd10
|
2014-08-20T17:20:22
|
|
Merged default into iOS-improvements
|
|
2d2f9020
|
2014-08-19T22:04:54
|
|
Better check for __has_feature
|
|
38b49c30
|
2014-08-19T21:59:56
|
|
Changed the name of the IME hint to match the naming convention in SDL
|
|
eba65c66
|
2014-08-19T21:17:21
|
|
Fixed bug 2694 - configure bug __has_feature macro not detected
skaller
using gcc 4.2 (the default) on Mac OSX 10.6.8
CC build/SDL_dynapi.lo
In file included from /Users/johnskaller/SDL/src/dynapi/SDL_dynapi.c:31:
include/SDL_syswm.h:211:39: error: missing binary operator before token "("
The fault appears to be here:
#if defined(__OBJC__) && __has_feature(objc_arc)
that the __has_feature macro is not supported by gcc 4.2.
The code works fine with my clang 3.3svn.
|
|
90bc642f
|
2014-08-19T23:31:50
|
|
Add a SDL_IM_INTERNAL_EDITING event to make IMs like iBus render editing text in its own UI instead of sending TEXTEDITING events.
This is useful for applications that handle TEXTINPUT events but not TEXTEDITING events.
|
|
5a752c3a
|
2014-08-18T18:44:08
|
|
Better Mac OS X build fix - actually match the SDK OpenGL headers.
|
|
4b8f7538
|
2014-08-18T18:17:03
|
|
Fixed Mac OS X build
|
|
f4d3303c
|
2014-08-18T14:05:02
|
|
Don't use the system OpenGL headers, ever.
(the replacement header is from Mesa, under what the MIT license.)
|
|
1ea86978
|
2014-08-17T13:11:55
|
|
Removed SDL_round() because the license wasn't compatible with zlib
|
|
984d0fc4
|
2014-08-16T23:28:40
|
|
Fixed bug 2683 - Raspberry PI support using CMake
Tobias Himmer
this patch adds a check to the CMake build script to detect whether the VideoCore API is available.
If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers.
Seems to work fine on Raspbian.
|
|
4e7db78e
|
2014-08-16T23:23:15
|
|
Added SDL_round(), contributed by Benoit Pierre - thanks!
|
|
57db2790
|
2014-08-16T16:47:42
|
|
Haptic: Fix the saturation and deadband parameters' available range.
There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
1db581b4
|
2014-08-16T16:41:25
|
|
Haptic: DInput's POLAR direction actually matches Linux's direction.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
cfaa99bb
|
2014-08-12T23:28:45
|
|
Fixed doxygen warnings and markdown formatting.
|
|
05d87800
|
2014-08-11T17:25:53
|
|
Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath()
|
|
b33d2b73
|
2014-08-11T22:53:03
|
|
Updated README name in header.
|
|
deceab25
|
2014-08-08T15:14:09
|
|
Added iOS-specific functions to get the window view's current OpenGL Renderbuffer and Framebuffer objects, so they can be more easily rebound when necessary.
|
|
6fef39d6
|
2014-08-06T11:34:54
|
|
Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
|
|
292eedff
|
2014-08-06T03:32:59
|
|
Merged default into iOS-improvements
|
|
f5543f93
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2014-08-06T03:24:16
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Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
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2eb7563e
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2014-08-05T21:03:02
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Haptics aren't available on iOS, but use the dummy implementation instead of failing init if it's requested.
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bde54b7f
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2014-07-31T03:14:10
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Merged 'default' into branch 'iOS-improvements'
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5b780063
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2014-07-30T14:14:19
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Make SDL_SysWMinfo usable on Mac/iOS with ARC enabled (thanks, Alex!).
Fixes Bugzilla #2641.
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f982d087
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2014-07-29T09:20:12
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Rearrange documentation
1) Moves all READMEs to docs/
2) Renames them to *.md, adds some Markdown with the idea to add a lot more
3) Moves the doxyfile config to doc/ and makes it parse the headers at ../include as well as the md files in docs.
4) Skips SDL_opengl*.h headers from the docs
5) Minor fixes to doxyfile
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31257842
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2014-07-29T00:05:48
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Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8.
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0c09ce2b
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2014-07-28T10:54:25
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Changed local var names in SDL assert macro.
Otherwise, if someone added an assert to a function that has a variable
named "state", the compiler might warn about shadowing a local.
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f30e120a
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2014-07-22T21:41:49
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Added audio device buffer queueing API.
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1506b3b8
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2014-07-15T02:01:43
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iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
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734b5233
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2014-07-14T16:50:25
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Misc. iOS code improvements.
- Use @autoreleasepool instead of NSAutoReleasePool.
- Code style fixups.
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eb1c6044
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2014-07-11T22:02:50
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Fixed bug in AVX detection and added AVX2 detection
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f1ca7bd1
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2014-07-09T01:34:40
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Clarified the documentation for SDL_FlushEvents() so people know it only affects currently queued events.
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0e9c0855
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2014-07-08T16:17:06
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Comment update: SDL_INIT_NOPARACHUTE doesn't do anything as of 2.0.0.
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8077bf3d
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2014-07-07T21:27:42
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Fixed bug 2618 - incomplete pthread-based lock support should be removed
binarycrusader
Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock).
Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf:
6585 # 218
6586 if (!tls_errbuf && !tls_being_created) {
6587 SDL_AtomicLock_REAL ( & tls_lock );
6588 if (!tls_errbuf) {
6589 SDL_TLSID slot;
6590 tls_being_created = SDL_TRUE;
6591 slot = SDL_TLSCreate_REAL ( );
6592 tls_being_created = SDL_FALSE;
6593 { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; };
^^^ loops forever above
6594 tls_errbuf = slot;
6595 }
6596 SDL_AtomicUnlock_REAL ( & tls_lock );
6597 }
Running: testthread
(process id 28926)
^Cdbx: warning: Interrupt ignored but forwarded to child.
signal INT (Interrupt) in __nanosleep at 0xfe52a875
0xfe52a875: __nanosleep+0x0015: jae __nanosleep+0x23 [ 0xfe52a883, .+0xe ]
Current function is SDL_Delay_REAL
204 was_error = nanosleep(&tv, &elapsed);
(dbx) where
[1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875
[2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b
=>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c"
[4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c"
[5] SDL_GetErrBuf(), line 225 in "SDL_thread.c"
[6] SDL_ClearError_REAL(), line 216 in "SDL_error.c"
[7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c"
[8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c"
[9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h"
[10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c"
As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious.
Different Solaris Studio compiler versions seem to make no difference.
I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation.
This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
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