src


Log

Author Commit Date CI Message
Pierre Wendling 5b9608e0 2022-10-11T23:35:33 Remove D3D9 workarounds for Watcom. The linked PRs have been merged since May.
Ryan C. Gordon 2d7816e3 2022-10-12T09:59:31 dynapi: Disable support for API call logging by default. We can manually enable it if necessary, but it bloats the library to leave it on just in case. Fixes #6381.
Sylvain f69e004d 2022-10-12T13:58:41 Android default to dynamic API disabled (see #6381)
Sylvain f6ff8778 2022-10-12T13:55:14 Android default to dynamic API disabled (see #6381)
Desour 6836273d 2022-10-12T00:17:50 Use XIWarpPointer if compiled with xinput2 Co-authored-by: Andrei E <andreien@proton.me>
Ethan Lee be2cb000 2022-10-11T11:16:52 wayland: Check for the input handle before checking the keyboard handle
Sam Lantinga df1bd07d 2022-10-11T07:25:27 d3d12: actually execute the pending commands before processing resize This makes sure all the resources are in the expected state Fix the D3D12 case in https://github.com/libsdl-org/SDL/issues/6376
Frank Praznik 0b88e609 2022-10-11T07:40:35 wayland: Raise wl_seat maximum version to 8 Version 8 is required for supporting axis_value120 high-resolution scroll events.
zhailiangliang 41c718ed 2022-10-11T10:07:32 Fix memory leak in PSP_CreateTexture
happyharryh 6f224e4d 2022-10-11T10:44:20 Made timestamp_us of sensor events increase monotonically for Nintendo controllers
Pierre Wendling 8117bfe5 2022-10-10T22:29:31 PS2: Ignore warnings from toolchain headers. The `gsInline.h` header creates `Wdeclaration-after-statement` warnings.
Pierre Wendling 5ddac7e0 2022-10-10T22:04:02 PSP: Fix type mismatch warnings.
Pierre Wendling c1317175 2022-10-10T22:02:17 PSP: Fix `Wformat` warnings.
Pierre Wendling 669532d5 2022-10-10T22:01:49 PSP: Remove dead code. Fixes unused variable warning.
Ryan C. Gordon 17322e2b 2022-10-10T13:07:52 dynapi: Optionally log every call into the SDL API. This will only log things going through dynapi, which means it won't do anything if dynapi is disabled for a given build, but also things that call the `*_REAL` version of an API won't log either (which is to say, if an internal piece of SDL calls a public API, it won't log it, but if an application calls that same entry point, it will). Since this just inserts a different function pointer, unless you explicitly request this at runtime, it won't add any overhead, and, of course, the entire thing can be turned off with a single #define so it doesn't even add extra unused code to the shared library if the kill switch is flipped.
Sam Lantinga 45070835 2022-10-10T09:39:55 Fixed build
Sam Lantinga 680d0f04 2022-10-10T09:26:49 Added support for undefined or centered position for shaped windows Fixes https://github.com/libsdl-org/SDL/issues/6359
Pierre Wendling efc93e68 2022-09-18T15:17:08 N3DS: Don't set `num_display` by hand. Doing so creates 2 empty displays at the beginning of the list.
Pierre Wendling 83ec6062 2022-09-18T13:46:09 N3DS: Move gfxInit and hidInit from main to video.
Pierre Wendling 266014fa 2022-09-18T13:38:26 N3DS: Use SDL_Touch instead of the Joystick touch.
Pierre Wendling f9785702 2022-09-18T13:22:07 N3DS: Deduce screen from window's display. This removes the need for a dedicated window creation flag.
Pierre Wendling 46a13ad9 2022-09-18T12:35:32 N3DS: NEON is likely not supported.
Pierre Wendling af2bc2ed 2022-09-18T10:52:35 N3DS: Use osSetSpeedupEnable instead of PTMSYSM.
Pierre Wendling 03bbbcd8 2022-09-18T09:06:36 N3DS: Use CreateJoystickGUIDForName.
Pierre Wendling 2b2693ae 2022-09-18T08:49:56 N3DS: Use asprintf instead of snprintf.
Pierre Wendling 65527537 2021-03-30T04:32:39 N3DS port (squashed) A dedicated renderer using Citro3D would likely allow for better much better graphical performances.
Pierre Wendling 43a2b0b1 2022-10-10T00:00:52 N3DS: Use macro to correct axis. Using `(value * SDL max) / 3DS max` allows for marginally better accuracy compared to `value * (SDL max / 3DS max)`.
Pierre Wendling 49c25b1d 2022-10-09T23:49:00 N3DS: Fix PrivateSensorUpdate call. A new timestamp parameter was added in 2c51874.
Pierre Wendling cb1972b3 2022-09-20T23:07:04 N3DS: ZL and ZR should be considered as triggers. Previously they were considered as clicking stick.
Pierre Wendling 86a8714f 2022-09-20T23:04:20 N3DS: Refactor joystick module to avoid globals.
Pierre Wendling 392f3882 2022-09-20T22:45:24 N3DS: Use SDL_Sensor instead of Joystick sensors.
Sam Lantinga 61b5360e 2022-10-10T08:27:42 Only check to see if the ICC profile changes when the display changes or we gain focus Fixes https://github.com/libsdl-org/SDL/issues/6366
Sam Lantinga f99fc326 2022-10-09T11:42:39 d3d12: fixed window resize handling Fixes https://github.com/libsdl-org/SDL/issues/6355
Sam Lantinga 490c20f9 2022-10-09T09:57:55 d3d12: reset the vertex buffer size when it is released
Sam Lantinga efdb390c 2022-10-09T09:11:33 Disable the HIDAPI Wii driver by default as it doesn't work with the dolphinbar
Frank Praznik 6391ad97 2022-10-09T11:11:55 wayland: Factor out common libdecor frame commit code The pattern of: libdecor_state_new() libdecor_frame_commit() libdecor_state_free() was used in several places. Factor it out into a common function.
Frank Praznik b0a9396b 2022-10-09T11:06:20 wayland: Remove XDG surface geometry calls These were needed to fix some buggy behavior regarding committing old buffer sizes when entering fullscreen that has since been corrected. Remove them.
Guldoman b91ddbc3 2022-10-09T06:15:18 wayland: null-terminate drop data
Anonymous Maarten 2105c7f6 2022-10-06T00:58:26 SDL_thread.c: fix unused function SDL_FreeErrBuf when building without thread support (emscripten)
Anonymous Maarten eb8eb621 2022-10-06T22:49:17 SDL_x11modes: fix -Wunused-variable
Anonymous Maarten 01498d3a 2022-10-06T03:19:28 SDL_render_psp.c: fix -Wshadow Emitted by PSP's gcc
Anonymous Maarten 4298e798 2022-10-06T02:55:30 SDL_offscreenframebuffer.c: fix format '%d' expecting int instead of Uint32 Emitted by Nintendo 3DS's gcc (fix is same as used by ngage)
Anonymous Maarten b51a88a9 2022-10-06T02:23:57 SDL_malloc.c: fix variable 'used' set but not used Emitted by clang-cl
Anonymous Maarten 5c150ddc 2022-10-06T02:21:49 SDL_mslibc.c: fix unknown pragma ignored [-Wunknown-pragmas] Emitted by clang-cl
Anonymous Maarten 85fd40fa 2022-10-06T02:04:24 Fix -Wunused-const-variable warning when using clang-cl
Sam Lantinga b18c361b 2022-10-08T13:18:00 Updated variable name for mouse coordinates in mouse wheel events
Sam Lantinga 4f318c90 2022-10-08T12:01:42 Add cursor position to mouse wheel event (thanks @meyraud705!) Fixes https://github.com/libsdl-org/SDL/pull/6351
Sam Lantinga 17b43b0f 2022-10-08T09:32:09 Don't try to create a semaphore for the mutex implementation if threads are disabled Fixes https://github.com/libsdl-org/SDL/issues/6344
Sam Lantinga 33050fea 2022-10-07T11:29:49 Only open HID devices that might have a HIDAPI driver available This prevents an OS prompt for every connected device when running on Android
Nicolas Cian 484d5fd6 2022-10-05T13:19:38 audio open: ensure 2 devices don't get the same id
Sam Lantinga fc720321 2022-10-06T18:23:07 Fix rare deadlock when opening a HID controller on Android Fixes https://github.com/libsdl-org/SDL/issues/6347
Sam Lantinga 689409fd 2022-10-06T17:34:24 Fixed the start button on the Nimbus+ controller on tvOS Also updated mappings for Nintendo Switch controllers on tvOS, to reflect the lack of guide/menu button availability
Frank Praznik 914a65e0 2022-10-06T12:39:36 wayland: Don't unset min/max values when entering fullscreen via a compositor event If the compositor is entering fullscreen and hasn't removed any constraints itself, it's already too late at this point. Remove the unnecessary call. Restoring the limits when exiting fullscreen is still required, though, as they may have been removed when entering fullscreen via an SDL request.
Frank Praznik 69cf5fb0 2022-10-04T13:09:35 wayland: Remove surface type helpers These were remnants of a time before the surface type was explicitly stored, so they can be removed per the TODO note.
Frank Praznik c2b0c41c 2022-10-04T12:59:26 wayland: Set/unset the opaque regions on surfaces when transparency is toggled Caches the SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY hint at init time and registers a callback, which is fired when the hint is changed during runtime and toggles the opaque region for existing surfaces.
Frank Praznik ea595800 2022-10-03T18:31:15 wayland: Set the damage buffer size when supported The preferred method for setting the damage region on compositor protocol versions 4 and above is to use wl_surface.damage_buffer. Use this when available and only fall back to wl_surface.damage on older versions. Bumps the highest supported version of wl_compositor to version 4.
Frank Praznik a8cb7bbe 2022-10-01T11:31:26 wayland: Add dedupe logic to window geometry configuration Adds deduplication logic to ConfigureWindowGeometry() to avoid setting redundant backbuffer, viewport and surface opaque region dimensions. State is now only set when the window and/or backbuffer dimensions change. This repurposes the viewport rect to always hold the actual size of the window, which can differ from the SDL size if things are being scaled. The SDL_Rect was removed in favor of two ints, as the x/y members of the struct were never used, so they just wasted space. Since the internal variables always have the true window size, the width/height getter functions are no longer required and can be removed.
slime d2160c29 2022-10-05T21:42:26 iOS: implement SDL_GetWindowSizeInPixels.
Sam Lantinga ddc3de60 2022-10-05T16:24:05 Added mapping for PS5 controller over Bluetooth on Android 12 Tested on Pixel 3a
Sam Lantinga 81afb3e3 2022-10-05T16:18:09 Need to swap endianness when extracting the CRC from game controller mappings
Andrey Filipenkov 92c71ae3 2022-10-05T21:59:08 [iOS] respect initial status bar configuration when displaying the launch storyboard
Andrey Filipenkov 5b131364 2022-08-06T10:48:53 [UIKit] handle app lifecycle events in a custom object instead of AppDelegate removes the need to call SDL counterparts manually when custom AppDelegate is used
daniel e41942e8 2022-10-05T13:36:25 fix compilation error SDL_coreaudio mixing declarations and code
Sylvain fdef96e2 2022-10-04T12:08:09 Android: remove "nativeSetComposingText" since it's not used anymore (and it may fail registering at init if code is cleaned with proguard)
Sylvain eac3d6d3 2022-10-04T10:46:42 SDL_video.c: fix variable 'i' may be uninitialized when used here "_this->name = bootstrap[i]->name;"
David Gow ad29875e 2022-04-18T17:03:05 Wayland: Emulate mouse warp using relative mouse mode Several games (including Source and GoldSrc games, and Bioshock Infinite) attempt to "fake" relative mouse mode by repeatedly warping the cursor to the centre of the screen. Since mouse warping is not supported under Wayland, the viewport ends up "stuck" in a rectangular area. Detect this case (mouse warp while the cursor is not visible), and enable relative mouse mode, which tracks the cursor position independently, and so can Warp successfully. This is behind the SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP hint, which is enabled by default, unless the application enables relative mouse mode itself using SDL_SetRelativeMouseMode(SDL_TRUE). Note that there is a behavoural difference, in that relative mouse mode typically doesn't take mouse accelleration into account, but the repeated-warping technique does, so mouse movement can seem very slow with this (unless the game has its own mouse accelleration option, such as in Portal 2).
Sam Lantinga 9e3c4b9f 2022-10-03T17:50:01 Use the correct platform defines
Sam Lantinga 5291e5cb 2022-10-03T17:36:17 Added version checking to SDLActivity.java Make sure the SDL java and C code match when updating SDL in a game. Right now we're assuming that we only have to make sure release versions match. We can extend the version string with an interface version if we need more fine grained sanity checking. Fixes https://github.com/libsdl-org/SDL/issues/1540
Sam Lantinga 3607f831 2022-10-03T11:00:50 Find out if a controller is wireless using WGI (thanks @DJm00n!) Confirmed using an Xbox Series X controller over USB and Bluetooth Fixes https://github.com/libsdl-org/SDL/issues/6322
Ryan C. Gordon 321ca109 2022-10-03T12:00:38 opengles2: Texture names are GLuint, not GLenum.
Ryan C. Gordon 01c5554f 2022-10-03T11:57:10 opengles2: SDL_GL_BindTexture() should bind all YUV textures. This matches what the non-GLES OpenGL renderer does. Fixes #6070.
slime f8f562da 2022-10-02T22:55:49 iOS: remove dead pre-iOS 8 codepaths. SDL hasn't supported those older iOS versions for a little while now.
slime bbeacd72 2022-10-02T22:57:03 Fix some credit comments.
Sam Lantinga cf331ef3 2022-10-02T17:25:36 Fixed build
Sam Lantinga 64ea6cef 2022-10-02T17:17:31 SDL_ResetHint() no longer clears the callbacks associated with a hint Also added SDL_ResetHints() to reset all callbacks, and clarified that SDL_ClearHints() is just used for cleanup at shutdown. Fixes https://github.com/libsdl-org/SDL/issues/6313
Sam Lantinga bd6afc23 2022-10-02T10:15:39 Fixed sensor axes in vertical mode
Sam Lantinga b4c25f57 2022-10-02T09:51:05 Remapped the side button and trigger as paddles for the mini-gamepad mode of the Joy-Cons This is the only case where the mapping differs between right and left Joy-Cons in mini-gamepad mode. The left Joy-Con will have the left paddles and the right Joy-Con will have the right paddles. This facilitates co-op gameplay with individual actions while still using the normal mini-gamepad mode. The paddles are used for this because conceptually they are more awkward to hit than the normal controls and they are in roughly the correct hand position.
Sam Lantinga f58a6506 2022-10-02T09:50:27 Added paddle mapping for combined Joy-Cons
Sam Lantinga 37dfa262 2022-10-02T09:36:50 Added paddle mapping for combined Joy-Cons
Happy Harry 6c8bf3af 2022-10-03T00:19:34 Add vertical mode for Nintendo Joy-Con (#6303) * Added support for vertical mode for Joy-Con controllers * Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS for switching to this mode * Added support for SL/SR buttons in combined/vertical mode and L/ZL/R/ZR buttons in mini-gamepad mode
Sam Lantinga 0672dc8d 2022-10-02T08:48:38 Fixed combined Joy-Cons after https://github.com/libsdl-org/SDL/commit/aa2e2f4843567cfe4e6f2f4ffa3f0b74dd98f1ba (thanks @happyharryh!)
Aaron Barany 5e654a4b 2022-10-01T16:10:46 Fixed Mac compile errors when OpenGL is disabled.
Sam Lantinga 28572702 2022-09-30T17:25:57 Properly backspace over text that was entered when autocorrect updates text with the iPhone on-screen keyboard
Ryan C. Gordon e6640ef2 2022-09-30T14:53:07 coreaudio: Possibly fixed another shutdown race condition. Reference Issue #6159.
Sam Clegg cfab203f 2022-09-29T07:36:14 emscripten: Remove use of EM_ASM from SDL_timer code. Instead use the native emscripten timer API. See https://github.com/emscripten-core/emscripten/issues/17941
Jarod Hillman 40893821 2022-09-29T10:33:07 coreaudio: Add support for SDL_GetDefaultAudioInfo (#6277) Co-authored-by: Ethan Lee <flibitijibibo@gmail.com> Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
zll 69bbe4ce 2022-09-29T15:50:50 Fix memory leak in VITA_GXM_CreateRenderer
Frank Praznik e17f0c28 2022-09-27T10:59:28 wayland: Call the Wayland hide/show functions directly when changing decoration modes Calling SDL_HideWindow() to destroy the window is a NOP if the SDL_WINDOW_SHOWN flag was never set. Bypass it and call the Wayland-specific function directly to ensure that the window is always destroyed before switching from server-side to client-side decorations, even if it hasn't been shown yet. Likewise, call Wayland_ShowWindow() directly when the window isn't explicitly hidden to ensure that it is always recreated since the SDL_WINDOW_SHOWN flag won't be cleared, which, when set, renders SDL_ShowWindow() a NOP.
Ozkan Sezer 8bcbdc70 2022-09-28T17:40:10 hidapi, libusb: backport read_thread indefinite loop fix from mainstream Mainstream commit: https://github.com/libusb/hidapi/commit/5ce9051e2f2e65013485bc4c83897610df82f3c9
Ludovico de Nittis 379d4780 2022-09-28T10:25:24 dbus: guard against uninitialized D-Bus Before calling any D-Bus related methods we should first ensure that they were correctly loaded. In the event where `LoadDBUSLibrary()` was not able to load the D-Bus library, we should just return early, signalling with SDL_FALSE that we were unable to inhibit the Screensaver. Helps: https://github.com/ValveSoftware/steam-for-linux/issues/8815 Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
Eric Curtin 57b5c910 2022-09-28T12:38:32 kmsdrm: only negative devindex's are not allowed ad874536 removed an unnecessary limit as we *can* have a devindex greater than 99, this error message does not reflect the support for values greater than 99.
Ryan C. Gordon f6565c32 2022-09-28T09:27:45 coreaudio: Remove redundant variable.
Ryan C. Gordon 411582c7 2022-09-28T09:22:17 coreaudio: Don't crash on shutdown in a race condition. Fixed #6159.
Sam Lantinga bb74af1e 2022-09-28T00:01:54 Allow including SDL_uikit_main.c in Apple multi-platform builds This file just won't do anything on macOS
Ryan C. Gordon a2c57573 2022-09-01T10:47:24 video: check for "software" with SDL_HINT_FRAMEBUFFER_ACCELERATION. We check for this value elsewhere but not in SDL_CreateWindowFramebuffer.
Sam Lantinga 7becbd7d 2022-09-27T12:58:16 Add joystick locking for controller notifications on iOS/tvOS Fixes https://github.com/libsdl-org/SDL/issues/6288
Sam Lantinga 18eb319a 2022-09-27T12:34:03 Added sensor timestamp for Nintendo Switch controllers
Sam Lantinga 5e3a4030 2022-09-27T11:36:01 Added sensor timestamp for Steam Controllers
Ryan C. Gordon 57b20e7b 2022-09-27T14:23:42 cocoa: Fix new windows setting SDL_WINDOW_BORDERLESS flag incorrectly. Fixes #6172.
Ozkan Sezer 77c7836c 2022-09-27T20:21:24 fix vita build failure after commit 2c518747b