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fe6c797c
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
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2015-02-10T16:28:56
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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
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2015-01-26T22:00:29
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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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fe40a172
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2014-12-18T00:19:52
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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!)
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70438be2
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2014-12-03T10:55:23
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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
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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7268eabb
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2014-10-26T23:28:45
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Added handling of NULL as input for SDL_GameControllerAddMapping().
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33a2b58c
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2014-10-26T23:22:53
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Fixed SDL_GameControllerMappingForGUID() crashing if no more memory available.
The return value of SDL_malloc() was not checked and NULL therefore not handled.
NULL returned by SDL_GameControllerMapping()/SDL_GameControllerMappingForGUID()
now either means "no mapping" (as before) or "no memory" (just crashed before).
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30d6cec1
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2014-10-26T17:53:16
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Added handling of NULL as input for SDL_GameControllerMapping().
For consistency with the similar functions getting SDL_GameController as input.
Also NULL is no SDL_GameController and therefore can not have a mapping anyway.
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90387daf
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2014-10-26T17:46:11
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Removed two wrong documentation comments from gamecontroller source.
No replacement because correct documentation is already in SDL_gamecontroller.h.
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0a053ed6
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2014-10-26T17:44:00
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Fixed wording in SDL_GameControllerAddMappingsFromRW() error message.
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24c86b55
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2014-09-11T19:24:42
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[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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1ee96bb9
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2014-07-07T10:26:28
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Fixed mingw64 build and warnings
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b79e7f32
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2014-07-03T15:39:55
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Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
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52ec151f
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2014-06-24T13:31:25
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Fixed bug 2553 - Add support to all XInput devices
This adds support for all XInput devices, exposed through the SDL joystick API.
The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms.
The game controller xinput mapping has been updated so this change is seamless.
There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
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67350973
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2014-05-13T11:32:36
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Updated coding style to match the rest of SDL
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3dcb451f
|
2014-04-09T21:29:19
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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.
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1367bf87
|
2014-03-09T11:36:47
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Integrated David Ludwig's support for Windows RT
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05c23063
|
2014-03-09T11:06:11
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Fixed line endings on WinRT source code
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ab9345a8
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2014-02-28T16:24:41
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Null termnate the pUserMappings variable to prevent memory corruption.
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2ed47d83
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2014-02-24T10:00:10
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Fixes #2417, memory leak in SDL_gamecontroller.c (thanks Leonardo!)
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58edac3e
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2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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54a1f61a
|
2013-12-25T17:02:15
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Changed return -1 after SDL_SetError() to return SDL_SetError().
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03aece54
|
2013-12-23T15:10:03
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Generate SDL_CONTROLLERDEVICEADDED events for controllers connected at startup
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4ab350d4
|
2013-12-06T09:13:31
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Fixed detecting the wired XBox 360 controller on Linux
Also added some more debug output to detect issues
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c78476da
|
2013-12-06T08:24:00
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Fixed compiler warning on Visual Studio
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5ac18134
|
2013-12-03T12:01:28
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Adds SDL_GameControllerAddMappingsFromRW, updates controllermap
SDL_GameControllerAddMappingsFromFile is now a convenience macro.
controllermap can now skip bindings by pressing space or clicking/touching the
screen.
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45ae148a
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2013-12-02T19:34:08
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Adds SDL_GameControllerAddMappingsFromFile
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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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46740a5a
|
2013-11-28T22:09:21
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WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
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7e1289af
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2013-11-24T23:56:17
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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.
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3cba7997
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2013-11-18T23:43:15
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Fixed unreachable return statement warning in gamecontroller source.
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69c5d21d
|
2013-10-27T21:26:46
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WinRT: merged with SDL 2.0.1 codebase
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b8b9bfbe
|
2013-10-21T01:16:16
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Fixed some warnings building for 64-bit Windows
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4b255c63
|
2013-08-28T16:43:47
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Reworked XInput and DirectInput joystick code.
Now multiple XInput controllers map correctly to device indexes instead of grabbing
the first available userid, and are completely separated out from DirectInput.
Also, the hardcoded limitation on number of DirectInput devices is gone. I don't
expect there to really ever be more than eight joysticks plugged into a machine, but
it was a leftover limitation for a static array we didn't actually use anymore.
Fixes Bugzilla #1984. (etc?)
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9faefccd
|
2013-08-21T10:32:04
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SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)
CR: SamL
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695344d1
|
2013-08-21T09:43:09
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OCD fixes: Adds a space before */
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f7049b93
|
2013-08-12T22:29:55
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WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
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dad42067
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2013-08-12T11:13:50
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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
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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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