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df25258a
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2017-01-06T20:43:53
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Added configure and cmake support for libsamplerate
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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36156335
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2016-11-20T21:34:54
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Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
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35430a73
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2016-11-17T01:15:16
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cpuinfo: first attempt at SDL_HasNEON() implementation.
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9a8642bd
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2016-11-01T10:30:46
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Fixed bug 3478 - Patch Haiku to use dlopen instead of load_add_on
Kai Sterker
SDL2 on Haiku so far uses Haiku-specific APIs for loading dynamic objects as add-ons, instead of using dlopen to load them as libraries. This, for example, leads to SDL_mixer not being able to load its audio backends, when compiled with standard settings.
As discussed at https://www.freelists.org/post/haikuports/SDL2-mixer-ogg-music-not-playing-and-other-stuff,2 , the best way to deal with this would be using dlopen instead of load_add_on. The following patch implements this change by dropping the Haiku-specific bits and using dlopen instead.
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f3502c3c
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2016-10-14T01:04:21
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Fixed building with cmake when fcitx isn't installed
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bb24662c
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2016-10-01T12:48:08
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Fixed bug 3301 - IBus support on Linux with CMake
joe.gsoc16
I recently looked into Unicode support in SDL2 and realized that
SDL_TEXTEDITING doesn't get triggered at all (Japanese IME).
According to others on IRC it works fine on Windows/Mac but not
for me on (arch)Linux.
When compiling SDL with autotools, IBus support is enabled by
default but not so with CMake.
I never used CMake before but got it working and also included
that pkg-config determines flags for dbus (FIXME in CMakeLists).
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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61518bce
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2015-12-29T00:57:24
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CMake: Changes to get CMake project to work with Android (thanks, Martin!).
Fixes Bugzilla #3194.
(but note that Bugzilla #3200 still needs to be resolved to get this really
going on Android, at a minimum.)
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2bf6f1bc
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2015-09-20T23:08:36
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Added initial support for MFi game controllers on iOS.
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0e45984f
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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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