kc3-lang/SDL/src

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Log

Author Commit Date CI Message
8fbd7dc7 2013-10-03 00:54:58 Fixed bug 2130 - Two members of Windows WindowData not initialized norfanin SetupWindowData in SDL_windowswindow.c doesn't initialize two members of SDL_WindowData with NULL. This is an issue because other parts of the SDL code seem to make the assumption that this is the case. WIN_DestroyWindowFramebuffer for example uses data->mdc and data->hbm if they're not NULL.
ce45fa28 2013-10-02 22:18:04 SDLK_DELETE should probably be SDLK_BACKSPACE on iOS. The key on the software keyboard works like backspace, at least. Not sure what happens with a bluetooth keyboard here.
958640e5 2013-10-02 22:16:11 Get rid of glGetError() calls in GLES2 renderer. It's not usually useful, and it causes pipeline stalls.
57e09318 2013-10-01 08:47:06 Uses SDL_UDEV for Linux joystick hotplugging
69a4351e 2013-09-30 22:35:32 Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi
22a972a4 2013-09-30 22:16:14 Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes Lloyd Bryant SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render. This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
889b6bd7 2013-09-28 19:23:59 Removes unused property use_egl from internal structure gl_config
c691de00 2013-09-28 19:17:27 Fix: SDL_EVDEV_device_removed does not need UDEV
202528a4 2013-09-28 14:07:17 Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
25f607a3 2013-09-28 14:07:14 Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
cf5e5a83 2013-09-28 14:07:08 Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
803965bc 2013-09-28 14:07:05 Added platform specific call: SDL_RenderGetD3DDevice()
9f390e79 2013-09-28 14:06:59 Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
89c31bb4 2013-09-28 14:06:55 Implemented SDL_UpdateYUVTexture() for Direct3D
17c9ff85 2013-09-28 14:06:51 Added missing SDL_assert.h
57bd5147 2013-09-28 14:06:47 Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
d0a57ea2 2013-09-28 14:06:39 Rolled back my LoadLibrary change. The first failed call causes a dialog to pop up in Windows apps (but not console apps) and that's really bad. I'll have to deal with this in my app.
dfa53e7e 2013-09-28 14:06:31 SDL_LoadObject on Windows now calls LoadLibrary a second time in its EX form whenever the first load fails. This second call uses the "altered" search path for DLL dependencies, which includes searching the directory that the DLL itself lives in.
b6be1435 2013-09-28 14:06:20 Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support. Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly. CR: Jorgen
1ccbad96 2013-09-28 15:48:32 Do not use UDEV references in EVDEV if UDEV has not been detected
9ceed73d 2013-09-28 13:28:19 Raspberry Pi support (also unified UDEV and EVDEV support)
90afb94e 2013-09-28 12:48:26 Corrected name of SDL_Color field from unused to a.
8b6ad7ff 2013-09-27 23:47:57 Fixed bug 2101 - CWBackPixel causes weird window flickering on window resize aBothe I tried to experiment a bit with SDL2 and OpenGL today and noticed that something caused some weird flickering when resizing my nicely drawn SDL2/OpenGL window: Just after resizing, the background went black and I had to let my OpenGL code redraw the contents.. However, after some hours spent with googling I found out that in OpenGL examples where this CWBackPixel flag was not used when creating X windows, there was no flickering while resizing the window. See http://www.sbin.org/doc/Xlib/chapt_04.html @ "The Window Background" for more info.
b9567776 2013-09-27 23:35:17 # User Darren Salt <devspam@moreofthesa.me.uk> # Date 1379621782 -3600 # Thu Sep 19 21:16:22 2013 +0100 Work around a false-positive in the X11 mouse wheel code This false positive occurs when one particular button on my mouse is pressed. The kernel which I'm using is patched to cause a release event to be synthesised immediately when the mouse says that this button is pressed because the mouse doesn't signal release until the button is next pressed. (Also documents a false negative, observed with the horizontal scroll wheel on the same mouse.)
c95761e0 2013-09-27 23:29:05 Fixed bug 2100 - directfb fails to build
0103bc0b 2013-09-27 22:09:51 Default to OpenGL ES 2.0 instead of 1.0 when it's available.
869a7076 2013-09-20 13:43:00 add in High DPI support (aka Retina) - based on J?rgen's patch with a few bug fixes
d3d6f9ad 2013-09-14 11:25:52 Fixed syntax error in C style block comment.
bfe1b1d0 2013-09-14 01:30:57 Don't incorrectly report success for negative swap intervals on Mac OS X.
fae4190d 2013-09-13 17:42:46 Added SDL_Direct3D9GetAdapterIndex(), which returns the adapter index you would pass into CreateDevice to get your device on the right monitor in full screen mode. This fixes the default adapter in SDL_render_d3d.c, which means that tests will work fullscreen off the main monitor now. CR: Sam
49d64d52 2013-09-13 17:42:38 Fix X11_RestoreWindow() and X11_RaiseWindow() to properly do window activation. X11_RestoreWindow() had a call ordering problem that prevented activation, and X11_RaiseWindow() wasn't attempting activation. Windows and OS X both activate in these cases. CR: saml
67c02a28 2013-09-13 17:42:31 Mac: Translate Ctrl-Left click to right click.
e231d5b4 2013-09-13 17:41:17 Mac: Turn off momentum-based scrolling.
37509cf3 2013-09-13 17:40:41 Mac: Fix cast warning.
a9166450 2013-09-10 18:25:13 [SDL] X11+GL: Allow Visual override for GL windows. SDL provides an SDL_VIDEO_X11_VISUALID environment variable that lets you override window visuals, but it wasn't being checked for OpenGL windows. CR: Sam.
83383c65 2013-09-07 13:47:14 Disable thread naming on Win64 for now. We can't use _try/_except without the C runtime, and we can't use inline asm with the Win64 compiler. We'll need to move this to an .asm file or something later.
dc9ddf1f 2013-09-06 20:54:14 Fixed bug 2090 - Some joystick inputs are delayed on FreeBSD kikuchan Some joysticks with high sampling rate need to be read() more fast, otherwise it delay user inputs due to internal queue. Especially, an app that issues SDL_PollEvent() not so frequent
10ffa28a 2013-09-06 20:45:08 Fixed time comparison and explicitly delay 1 ms instead of an arbitrary scheduled time.
f06eeb01 2013-09-05 15:49:57 Fix to buffer overrun in SDL_JoystickGetGUIDString().
4b942c5a 2013-09-05 07:15:26 Fixed bug 2076 - OpenGL doesn't work with --disable-threads stepik-777 Thread local storage is used to store current window and current opengl context. OpenGL worked before this changeset: 7596 (45e5c263c096)
cefffd61 2013-09-05 06:59:34 Fixed bug 2082 - SDL stdlib implementation does not force upper case for %X format specifier norfanin When SDL_vsnprintf handles the %x format specifier, a boolean is set to signal forced lower case. It also should be able to signal forced upper case for the %X specifier. A boolean is not sufficient anymore. The attached patch adds an enum for the three cases: lower, upper and no change.
48aca0b2 2013-09-05 06:43:34 Fixed bug 2084 - SDL_log xxx on Android outputs to Logcat with incorrect priority. Pallav Nawani This effects all SDL_Logxxx functions. On android, the debug output has a priority that is 1 higher than intended, ie, if you try SDL_LogInfo, the log has the priority of Warn instead.
b63d11ce 2013-09-04 23:40:11 The SDL_PixelFormat* passed to SDL_ConvertSurface() should be const.
2bafbeda 2013-08-31 01:36:38 Enabled thread naming on Windows. This is now done without compiler or C runtime support for __try/__except. (Granted, it uses Visual Studio-style inline asm, but still...)
ace1e98a 2013-08-29 15:02:32 Fixes bug #2040, prepare SDL_GL_CONTEXT_EGL for deprecation on v2.1 SDL_GL_CONTEXT_EGL = 1 is now internally treated as profile_mask = SDL_GL_CONTEXT_PROFILE_ES
eec4710c 2013-08-29 14:03:44 Fixes bug #2074 - Thanks Sylvain! SDL_syssem.c:159 comparison of unsigned expression >= 0 is always true Solved by comparing unsigneds directly SDL_systimer.c:164: warning: control may reach end of Compile Solved by returning the default value if all else fails. SDL_androidgl.c:41:1: warning: type specifier missing, defaults to 'int' SDL_androidgl.c:47:1: warning: control reaches end of non-void function Solved by adding void return type to the function implementation
e07d7e64 2013-08-29 08:30:21 Christoph Mallon: Replace strlen(x) == 0 (O(n)) by x[0] == '\0' (O(1)).
3e2930de 2013-08-29 08:29:51 Christoph Mallon: Remove pointless if (x) before SDL_FreeSurface(x)
f79fc33a 2013-08-29 08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
1d2c7796 2013-08-29 08:27:25 Christoph Mallon: Correct indendation.
7267ea8f 2013-08-29 08:26:55 Christoph Mallon: Use SDL_arraysize()
9e23d178 2013-08-29 08:26:24 Christoph Mallon: Simplify assignment.
67c10169 2013-08-29 08:25:54 Christoph Mallon: Report an error, if creating the directories in SDL_GetPrefPath() failed.
db7c92b4 2013-08-29 08:25:24 Christoph Mallon: Remove lone /* if */ comment.
321aa4ae 2013-08-29 08:24:43 Christoph Mallon: Simplify avoidance of duplicate / in SDL_GetPrefPath()
257cef30 2013-08-28 22:09:17 Change order we enumerate Windows joysticks. Make it so XInput devices are listed before DirectInput devices, and that the XInput devices are sorted by userid in ascending numeric order (so device 0 comes first).
ea4350d8 2013-08-28 22:07:54 Don't corrupt XInput device state during SDL_SYS_JoystickClose().
2538d311 2013-08-28 22:05:16 Fix endlines for logging via OutputDebugString().
aa652114 2013-08-28 17:17:21 Make XInput joystick names match the numbers on the device. (And how the Haptic code already names them.)
79499898 2013-08-28 17:12:07 Fixed comment typo.
4b255c63 2013-08-28 16:43:47 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?)
c89e0469 2013-08-28 16:35:32 Better XInput detection code for DirectInput device enumeration. This code is way faster than the Wbem code, and less ugly.
ad20c801 2013-08-26 14:23:18 Fixes typo in EGL code (thanks jmcfarlane!)
2abe45e8 2013-08-25 21:28:03 Removed obvious comment to trigger buildbot.
833fd30e 2013-08-25 11:24:01 reworked GetBasePath on OS X to use Contents/Resource by default if bundled, or exedir if not bundled. - also adds OS X specific magic for bundled apps adding an Info.plist property of name SDL_FILESYSTEM_BASE_DIR_TYPE to the following values will change the bahaviour. * bundle -- use the bundle directory e.g. "/Applications/MyGame/Blah.app/" * parent -- use the bundle parent directory e.g. "/Applications/MyGame/" * resource -- use the bundle resource directory (default) e.g. "/Applications/MyGame/Blah.app/Contents/Resources/"
64e6eeac 2013-08-25 11:48:49 Fixes "error: conflicting types for 'GLintptr'"
c9c6852f 2013-08-24 21:15:10 Minor FreeBSD code cleanup.
e5b65e4e 2013-08-24 09:05:18 Fix #2062 Be more diligent about validating trailing "/" existence in HOME and XDG_DATA_HOME env vars
58a558e3 2013-08-23 23:34:23 Patched to compile on Solaris.
88cd94a0 2013-08-23 21:48:40 Patched to compile on FreeBSD.
97948aef 2013-08-23 21:38:54 Add support for some BSDs and Solaris to SDL_GetBasePath().
f60bcf8b 2013-08-22 17:26:22 Fix warning in GL ES2 renderer
faf760d2 2013-08-22 13:32:27 XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
cd27a1ef 2013-08-21 12:12:04 Fixed compiling on old versions of the DirectX SDK
9faefccd 2013-08-21 10:32:04 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
05d8c2dc 2013-08-21 10:31:44 Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized. This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.
3d217ed7 2013-08-21 10:07:48 Fixed crash if the IC isn't set up for some reason (bad X11 locale?)
6107705a 2013-08-21 10:34:32 Fix a couple of warnings
5f8de2b9 2013-08-21 10:27:39 Patched to compile on Darwin
29dfdd1e 2013-08-21 10:13:12 More fixes for -Wdeclaration-after-statement
2490166d 2013-08-21 10:12:16 Fixes for -Wdeclaration-after-statement
1e49b1ed 2013-08-21 09:47:10 OCD fixes: Adds a space after /* (glory to regular expressions!)
695344d1 2013-08-21 09:43:09 OCD fixes: Adds a space before */
3984c7d8 2013-08-20 23:20:32 Actually, this should be a memcpy(). We already know the exact length we just allocated, and we plan to append our own null terminator to the end of the copy, so this makes more sense.
9ff379ba 2013-08-20 21:21:57 Patched to compile on iOS.
fb7a0291 2013-08-20 20:39:22 More Haiku fixes.
24006be2 2013-08-20 20:31:57 Fixed compiler warning.
ad8aa33b 2013-08-20 20:29:30 More Windows fixes for filesystem code.
c9152adc 2013-08-20 20:15:15 Patched new filesystem code to compile.
2dd7091e 2013-08-20 19:57:11 Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
552b04c5 2013-08-20 20:34:40 More non C89 compliant comments
63fe3a77 2013-08-20 19:49:24 Fixes a few non C89 compliant comments
e43ff8fb 2013-08-20 12:43:06 Added some FIXMEs for later.
0eeb76d8 2013-08-19 16:29:46 Fixes bug #2037, common EGL code for Android and X11
b4426769 2013-08-19 11:02:44 Fixed leaking of pixel shader object in D3D renderer (thanks, Peter!). Fixes Bugzilla #2047.
c2a29aed 2013-08-18 22:05:53 Fixed Haiku build (thanks Alexander!)
7e3b7dbc 2013-08-17 20:46:34 Patched to compile with Visual Studio.
1455a947 2013-08-17 17:14:15 Fixed Windows build
d7817f42 2013-08-17 17:04:14 Fixed for consistency with the other platforms
e187810e 2013-08-17 18:07:29 auto init the ticks if the GetTicks and the like methods are called before SDL_Init().. This prevents annoying game bugs such as caching SDL_GetPerformanceFrequency in a static initializer