|
8796f35e
|
2021-09-01T00:19:54
|
|
wikiheaders.pl: Make sure all wiki API pages reference CategoryAPI.
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|
e260c804
|
2021-08-30T23:46:54
|
|
Fix the wiki/headers bridge.
I'm tweaking this manually to remove some whitespace that confused it, but
if this happens again I'll make improvements to wikiheaders.pl instead.
|
|
a1ffeda0
|
2021-08-28T22:52:13
|
|
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.
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|
9fae8f70
|
2021-08-29T15:33:58
|
|
Treat empty SDL_VIDEODRIVER var to check all video drivers.
|
|
7d90df0e
|
2021-08-29T15:24:23
|
|
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.
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|
b9bf7ffe
|
2021-08-28T18:17:05
|
|
Sync wiki -> header
|
|
8b1f8b6e
|
2021-08-27T11:14:09
|
|
Use the high speed alternate setting on new Microsoft Xbox controllers
|
|
1fe9ad04
|
2021-08-27T14:09:47
|
|
SDL_ConvertSurface: add an intermediate variable to remove static analysis false positive (see bug #4600)
|
|
be6bee0b
|
2021-08-27T07:47:28
|
|
SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
|
|
54ca1d19
|
2021-08-27T07:44:03
|
|
SW_RenderGeometry: add a redundant check to clear static analysis (see bug #4600)
|
|
b17aa5d0
|
2021-08-27T07:16:40
|
|
SW_RenderGeometry: remove a few static analysis false positives (see bug #4600)
|
|
a47f59bb
|
2021-08-27T01:03:14
|
|
codechecker-buildbot.sh: Don't fail if a static analysis issue is reported.
|
|
a6b45fa7
|
2021-08-27T00:56:18
|
|
codechecker-buildbot.sh: mark script as executable.
|
|
f7ee06f3
|
2021-08-27T00:50:43
|
|
build-scripts: Add a buildbot script for CodeChecker static analysis.
|
|
3261f7f6
|
2021-08-26T16:15:30
|
|
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
|
2021-08-25T14:41:58
|
|
Don't modify the Nintendo Switch home LED state by default
|
|
b1e492d1
|
2021-08-25T19:31:47
|
|
Search for an appropiate plane instead of simply using the first one.
|
|
23ffa3d9
|
2021-08-25T21:31:07
|
|
Update SDL's copy of the EGL headers from Khronos
|
|
524964f9
|
2021-08-14T12:09:13
|
|
Add SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY
|
|
5113fedf
|
2021-08-02T23:01:12
|
|
video/wayland: use EGL_EXT_present_opaque when available
|
|
130b6beb
|
2021-08-24T17:01:34
|
|
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
|
2021-08-24T17:01:06
|
|
Use SDL_GetHint() instead of SDL_getenv() for Linux joystick hints
|
|
0ae2a9f8
|
2021-08-22T17:44:08
|
|
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
|
2021-08-24T14:18:47
|
|
x11: Log a warning if we decide to use XVidMode.
Reference issue #1782.
|
|
76d50d28
|
2021-08-22T14:40:54
|
|
Force color diagnostics when applicable
Although GCC and Clang automatically generate color diagnostics on
terminal output, they do not do so when the compiler output is piped
through another process, like in the case for ninja-build and ccache.
Similarly, it would also be nice to be able to see the color diagnostics
on the CI build log in the web interface provided by the CI providers.
|
|
79c7a171
|
2021-08-24T12:41:41
|
|
testvulkan: reformatted to more-closely match SDL coding conventions.
|
|
b073d275
|
2021-08-17T16:52:49
|
|
test/vulkan: fix/workaround validation errors
|
|
374b0b9a
|
2021-08-23T23:58:54
|
|
cmake: Don't support Vulkan if LOADSO is disabled.
Fixes #4373.
|
|
fff421f4
|
2021-08-23T23:59:54
|
|
cmake: fix a bunch of things to properly link without LOADSO enabled.
The wrong logic, copy/pasted to a bunch of places, would correctly disable
the dynamic loading but fail to specify the libraries that SDL would now need
to explicitly link against.
|
|
abba1811
|
2021-08-23T20:18:57
|
|
testvulkan: support multiple windows.
Fixes #4363.
|
|
13ec5459
|
2021-08-23T00:54:13
|
|
configure: Disable Vulkan support if loadso subsystem is disabled.
Fixes #4373.
|
|
9504bb12
|
2021-08-23T00:47:25
|
|
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.
|
|
7e8d054b
|
2021-08-21T11:50:04
|
|
updated config.sub from mainstream.
|
|
e426bb80
|
2021-08-20T07:50:30
|
|
Fixed bug #4671 - D3D_QueueGeometry: use "count / 3" (Thanks alittlesail!)
|
|
70c23b25
|
2021-08-18T13:18:11
|
|
audio: pipewire: Reset hotplug atomic variables on deinit.
|
|
ae5336a3
|
2021-08-19T14:03:10
|
|
Fixed bug #4669: D3D_QueueGeometry: -0.5f offset position of vertexs
This similar to D3D_QueueCopy positions
|
|
8270172e
|
2021-08-19T12:11:10
|
|
fix -Wshorten-64-to-32 warnings in android builds.
see: https://github.com/libsdl-org/SDL/pull/4195#issuecomment-901506386
|
|
ccb06296
|
2021-08-19T03:15:02
|
|
SDL_windowsevents.c: fix build against older SDKs.
|
|
f5c0cdea
|
2021-08-19T01:28:10
|
|
testgeometry.c: fix build in c89 mode
|
|
ca39f6d6
|
2021-08-18T22:13:05
|
|
Sync wiki -> header
|
|
f73c1eff
|
2021-03-17T09:58:49
|
|
Use normalized texture coordinates
|
|
5828cc41
|
2021-03-16T21:54:27
|
|
Update METAL backend: fix a typo in drawline
|
|
9eab5195
|
2021-03-16T16:59:18
|
|
Update dynapi files
|
|
9a8a8e65
|
2021-03-16T16:04:33
|
|
Update SDL_render_d3d11.c
Fix D3D11 compilation
|
|
a2cd4255
|
2021-03-16T15:49:00
|
|
Update VisualC projects
|
|
55277c67
|
2021-03-16T15:47:51
|
|
Update Makefiles OS2 and PSP
|
|
121114d0
|
2021-03-16T15:44:49
|
|
Update METAL compiled shaders
|
|
2d01573b
|
2021-03-16T15:44:33
|
|
Add METAL shaders
|
|
1e77dae7
|
2021-03-16T15:44:04
|
|
Add METAL implementation
|
|
1ebef073
|
2021-03-16T15:15:43
|
|
Add D3D11 implementation (not yet tested)
|
|
3ee511d7
|
2021-03-16T15:14:58
|
|
Add software renderer implementation
|
|
37f78fc1
|
2021-03-16T15:13:15
|
|
Add OpenGL implementation
|
|
faded41a
|
2021-03-16T15:11:13
|
|
Add OpenGLES2 implementation
|
|
6e26d320
|
2021-03-16T15:09:34
|
|
Add sysrender interface
|
|
f22fc4ca
|
2021-03-16T15:07:44
|
|
Add API: SDL_Vertex type and SDL_RenderGeometry
|
|
53a2608b
|
2021-03-14T22:32:17
|
|
Renderer opengles2: turn color Uniform into Attribute.
all attributes are copied interleaved (based on rmg-nik initial patch+
+ minor clean up of data structure
+ add check for colorswap
|
|
154384a7
|
2021-08-18T23:59:27
|
|
Add (uintptr_t) casts
|
|
08d6a465
|
2021-08-18T23:57:32
|
|
Fix dynapi prototypes
|
|
93fb5a22
|
2021-08-18T23:54:37
|
|
Remove '\brief' markup in header 'SDL_render.h'
|
|
1670104a
|
2021-04-23T12:27:35
|
|
Change 'size_indice' to 'size_indices'
|
|
a8f89a01
|
2021-04-23T12:00:14
|
|
Change 'size_indice' to 'size_indices'
|
|
bc2173ba
|
2021-04-06T21:49:23
|
|
Add testgeometry to draw a non uniform triangle
--use-texture: an option to load icon.bmp as a texture
handle mouse motion: rotate the triangle
|
|
53bcb3e0
|
2021-04-06T21:38:24
|
|
Add an option to 'testsprite2' to render slicing into triangles.
[--use-rendergeometry mode1|mode2]
mode1: Draw sprite2 as triangles that can be recombined as rect by software renderer
mode2: Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
Use an 'indices' array
|
|
47db47c1
|
2021-04-06T21:32:02
|
|
Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
|
|
b9bd9da7
|
2021-04-04T22:34:17
|
|
OpenGLES2: transfert color as 4 bytes, instead of 4 floats
|
|
c6ceaaeb
|
2021-04-04T21:32:40
|
|
METAL: use Uchar4Normalized format to transfert color as 4 bytes, instead of 4 floats
|
|
fd236af8
|
2021-04-02T09:37:25
|
|
Update Xcode project to add SDL_triangle.{c,h}
|
|
eff840bb
|
2021-04-01T23:30:59
|
|
Add OpenGLES implementation
|
|
32e79101
|
2021-04-01T20:27:22
|
|
Fix warnings
|
|
6e47f538
|
2021-04-01T20:18:05
|
|
Fix warnings
|
|
4869a3d2
|
2021-04-01T14:36:31
|
|
Add Direct3D9 implementation (not tested)
|
|
4ba37638
|
2021-04-01T12:43:39
|
|
Save and restore SDL renderer state after transforming triangles to rect
|
|
cd0663e0
|
2021-04-01T11:47:45
|
|
Fix declaration-after-statement and remove tabs
|
|
cd4663df
|
2021-04-01T11:11:12
|
|
Update D3D11 for SDL_RenderGeometryRaw
|
|
9f591707
|
2021-04-01T10:37:45
|
|
Update METAL backend for SDL_RenderGeometryRaw
|
|
61d9e916
|
2021-04-01T10:16:27
|
|
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
|
2021-04-01T09:55:00
|
|
Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
|
|
e4812611
|
2021-04-01T09:49:16
|
|
Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
|
|
111c70e1
|
2021-03-26T09:09:08
|
|
Use 64 bits precision to prevent overflow when interpolating color / texture with wide triangles
|
|
bfa15931
|
2021-08-18T12:04:38
|
|
audio: pipewire: Set PW_KEY_NODE_RATE to suggest a rate.
This can be used by recent pipewire to avoid resampling.
|
|
bfbab536
|
2021-08-16T23:07:30
|
|
remove warnings from Wundef in SDL_config.h.cmake
|
|
966728db
|
2021-08-16T06:43:37
|
|
include/SDL_video.h: Remove a comma at end of enumerator list
|
|
83bb1366
|
2021-08-15T12:41:27
|
|
Restore KMOD_RESERVED for backward compatibility
Some applications check for KMOD_RESERVED but it was replaced with
KMOD_SCROLL in https://github.com/libsdl-org/SDL/commit/cb1e20b058f1de55b98f32b7d16cff1f896f88dd.
|
|
b161c9ba
|
2021-08-14T16:30:37
|
|
CI: Add Emscripten build
|
|
402b86f2
|
2021-08-15T14:41:56
|
|
waylandevents: prevent segfault if xkb compose table is not found
this can happen e.g. on pure wayland system where there is no X11
locales for xkbcommon to find.
|
|
72f41d1f
|
2021-08-14T21:11:17
|
|
Added missing parenthesis around SDL_clamp
|
|
454943cf
|
2021-04-11T16:44:48
|
|
emscripten: Don't flag window fullscreen on external requests
Also, the condition was always true.
|
|
55af8dca
|
2019-02-27T14:16:37
|
|
emscripten: use emscripten_set_window_title api
|
|
d8baad7e
|
2019-02-27T14:15:40
|
|
emscripten: use emscripten_get_screen_size api
|
|
abc04270
|
2020-04-15T15:22:39
|
|
emscripten: Fix framebuffer array creation optimisation
|
|
b4f11a36
|
2020-04-15T14:48:52
|
|
emscripten: Drop commented out code from the dummy driver
|
|
0a870756
|
2021-07-08T12:47:57
|
|
Update SDL_config_emscripten.h for upstream
|
|
d4488962
|
2021-05-19T08:24:33
|
|
Add SDL_config_emscripten.h
Currently we maintain a config file in the emscripten
repo, but this seems like what other embedded/cross
platforms do.
|
|
fbc36490
|
2021-08-14T22:29:05
|
|
Use the new SDL_clamp() macro where sensible
There were a few places throughout the SDL code where values were
clamped using SDL_min() and SDL_max(). Now that we have an SDL_clamp()
macro, use this instead.
|
|
35c1bbfa
|
2021-08-13T21:43:00
|
|
SDL_stdinc.h: Add an SDL_clamp() function
Add a function to clamp a value to a range.
SDL_clamp(x, a, b) is equivalent to SDL_min(a, SDL_max(x, b)): it
ensures that x is not smaller than a, nor larger than b.
While, as best I can tell, this isn't actually standardised anywhere,
it's a very useful function/macro to have.
|
|
07a2d71e
|
2021-03-30T11:56:38
|
|
emscripten: Feed silence to device when paused
|
|
dcc5eef0
|
2021-08-14T00:31:46
|
|
Clarify that one of the PIDs of the Xbox Elite Series 2 controller is used in Bluetooth mode
|
|
91a55a02
|
2021-08-13T23:59:39
|
|
Relative mouse motion is delivered to the window with keyboard focus
This was the original intent (note SDL_UpdateWindowGrab() in SDL_OnWindowFocusGained() and SDL_OnWindowFocusLost()) and fixes a bug where relative motion unexpectedly stops if the task bar is covering the bottom of the game window and the mouse happens to move over it while relative mode is enabled.
Another alternative would be to confine the mouse when relative mode is enabled, but that generates mouse motion which would need to be ignored, and it's possible for the user moving the mouse to combine with the mouse moving into the confined area so you can't easily tell whether to ignore the mouse motion. See https://github.com/libsdl-org/SDL/issues/4165 for a case where this is problematic.
|
|
69477151
|
2021-08-13T23:45:01
|
|
Get the window size for the window receiving the mouse motion
This is the mouse focus except in the case where relative motion is enabled and the mouse is over a window floating on top of the application window (e.g. the taskbar)
|
|
6a1e1ed9
|
2021-08-13T23:36:13
|
|
Relative mouse mode grab is based on the window with the input focus
This fixes restoring the cursor clip rectangle after the mouse has moved off of the window.
Also try to better synchronize cursor visibility with mouse position changes when changing relative mode. This doesn't work perfectly, but it seems to improve things on Windows.
|