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3bf7994f
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2021-09-27T14:38:12
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Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.
So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).
Clang before Clang 10 and GCC before GCC 7 have problems with using
__attribute__ as a sole statement and warn about a "declaration not
declaring anything", so fall back to using the /* fallthrough */ comment
if we are using those older compiler versions.
Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).
All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
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abc12a83
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2021-11-11T15:58:44
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Revert "Add and use `SDL_FALLTHROUGH` for fallthroughs"
This reverts commit 66a08aa3914a98667f212e79b4f0b9453203d656.
This causes problems with older compilers:
https://github.com/libsdl-org/SDL/pull/4791#issuecomment-966630997
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fe09a493
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2021-11-11T15:53:11
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joystick: Add APIs to query rumble support
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66a08aa3
|
2021-09-27T14:38:12
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Add and use `SDL_FALLTHROUGH` for fallthroughs
Case fallthrough warnings can be suppressed using the __fallthrough__
compiler attribute. Unfortunately, not all compilers have this
attribute, or even have __has_attribute to check if they have the
__fallthrough__ attribute. [[fallthrough]] is also available in C++17
and the next C2x, but not everyone uses C++17 or C2x.
So define the SDL_FALLTHROUGH macro to deal with those problems - if we
are using C++17 or C2x, it expands to [[fallthrough]]; else if the
compiler has __has_attribute and has the __fallthrough__ attribute, then
it expands to __attribute__((__fallthrough__)); else it expands to an
empty statement, with a /* fallthrough */ comment (it's a do {} while
(0) statement, because users of this macro need to use a semicolon,
because [[fallthrough]] and __attribute__((__fallthrough__)) require a
semicolon).
Applications using SDL are also free to use this macro (because it is
defined in begin_code.h).
All existing /* fallthrough */ comments have been replaced with this
macro. Some of them were unnecessary because they were the last case in
a switch; using SDL_FALLTHROUGH in those cases would result in a compile
error on compilers that support __fallthrough__, for having a
__attribute__((__fallthrough__)) statement that didn't immediately
precede a case label.
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646ddfb7
|
2021-05-15T00:22:50
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|
minor watcom build fixes.
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9130f7c3
|
2021-01-02T10:25:38
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|
Updated copyright for 2021
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0e98040d
|
2020-06-28T16:23:05
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|
joystick: Linux joysticks now recover better from dropped events.
Fixes Bugzilla #4830.
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aba27928
|
2020-04-18T21:41:37
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Added a Windows Gaming Input joystick driver
This driver supports the Razer Atrox Arcade Stick
Some of the quirks of this driver, inherent in Windows Gaming Input:
* There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers.
* You can't read the state of the guide button
* You can't get controller events in the background
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a8780c6a
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2020-01-16T20:49:25
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|
Updated copyright date for 2020
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32bb8b4b
|
2019-09-10T10:03:20
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test: replace some exit()s with returns.
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|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
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d2042e1e
|
2018-08-09T16:00:17
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|
Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
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e3cc5b2c
|
2018-01-03T10:03:25
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|
Updated copyright for 2018
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|
6717a3d3
|
2017-01-31T12:23:29
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|
Added support for the HOTAS Warthog throttle
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|
a156b0d9
|
2017-01-31T10:20:09
|
|
Added the HOTAS Warthog as a flight stick
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45b774e3
|
2017-01-01T18:33:28
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|
Updated copyright for 2017
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|
b515b34d
|
2016-12-16T22:58:32
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|
Fixed hotplug with more than one device in testjoystick program.
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|
c406f649
|
2016-11-10T18:53:50
|
|
Added USB VID/PID information to the SDL test programs
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|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
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11d98995
|
2015-11-25T21:39:28
|
|
Replaced tabs with spaces in test programs.
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|
e6ad29ae
|
2015-11-14T12:35:45
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|
Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
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2bf6f1bc
|
2015-09-20T23:08:36
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|
Added initial support for MFi game controllers on iOS.
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|
0e45984f
|
2015-06-21T17:33:46
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|
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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2c4a6ea0
|
2015-05-26T06:27:46
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|
Updated the copyright year to 2015
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|
2c4ad51d
|
2015-05-18T21:21:14
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|
Added missing loop cancel for Emscripten in test programs.
|
|
b72938c8
|
2015-04-20T12:22:44
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|
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
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|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
162ef5ea
|
2015-03-24T13:52:01
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|
Cleanups in the joystick code.
Removed some redundant state and other confusions.
Fixes Bugzilla #2738.
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d1932834
|
2015-02-12T21:40:53
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|
Fixed test programs for joystick not exiting on events after first disconnect.
Exit was broken since the main loop extraction needed for Emscripten support
because the former local but now global variables were not reset correctly.
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b88ca1b4
|
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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39c41bb9
|
2015-02-10T20:40:03
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|
Fixed bug 2873 - Joystick test won't reload after reattach
lectem
-plug in the joystick
-start testjoystick 0
-unplug
-replug
The joystick is detected but doesn't enter the loop anymore since done==SDL_TRUE
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b48e54aa
|
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
|
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
|
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.
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|
24c86b55
|
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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f565d81a
|
2014-05-10T15:57:09
|
|
A few more ANDROID for __ANDROID__ replacements
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|
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.
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|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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|
65f0142f
|
2013-12-25T00:11:28
|
|
Fixed access of command line arguments on Android in two test programs.
|
|
18125f76
|
2013-12-24T19:55:41
|
|
Fixed missing return warning in test program source.
|
|
77d2d55e
|
2013-12-05T10:51:38
|
|
[Android] Handle native thread finishing when not commanded from the Java side
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
65728477
|
2013-08-14T23:30:10
|
|
Fix bug 2034: replace printf by SDL_Log in tests; update loopwave VS solution: copy missing dependency
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|
dad42067
|
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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