|
9b8a1768
|
2014-11-23T23:23:47
|
|
Cleaned up the iOS text input code, fixed the orientation of the view offset when the onscreen keyboard is shown in iOS 8+, and changed UIKit_SetTextInputRect to update the view offset if the keyboard is currently visible.
|
|
6d85f522
|
2014-11-21T10:03:02
|
|
The iOS OpenGL ES context's color Renderbuffer Object is no longer completely destroyed and recreated in layoutSubviews. Its storage is now only reallocated when the actual size of the layer changes. The framebuffer object and renderbuffer object binding states are no longer clobbered by the storage reallocation code in layoutSubviews.
|
|
38c6e9d1
|
2014-11-21T03:29:57
|
|
Added debug labels for the OpenGL ES objects created with SDL_GL_CreateContext on iOS.
More misc. code cleanup.
|
|
feb2ab1e
|
2014-11-20T18:45:04
|
|
Minor objective-c code style improvements
|
|
650ace88
|
2014-11-20T17:19:26
|
|
Fixed mismatching orientations for the window width and height on iOS when the window is created or the app is brought to the foreground, when SDL_HINT_ORIENTATIONS or SDL_WINDOW_FULLSCREEN is used.
|
|
0b02de75
|
2014-11-15T22:59:16
|
|
Merged default into iOS-improvements
|
|
646025b6
|
2014-11-15T10:19:39
|
|
WinRT: made SDL_GetPlatform() return "WinRT" and not 'Unknown'
Thanks to Eric Wing for the heads-up on this!
|
|
e6cca5e9
|
2014-11-15T10:12:36
|
|
WinRT: build fix for Visual C++ 2013 Update 4
Visual C++ 2013 Update 4 re-introduced the Sleep() function to WinRT apps (for
code that targets Windows 8.1 and Windows Phone 8.1). This led to a build
error, as SDL was defining it's own Sleep() function (to make up for the lack
of a public Sleep() function). The fix makes sure that SDL's custom Sleep()
function is only used when Windows' Sleep() is not available.
Many thanks go out to Sergiu Marian Gaina for the fix!
|
|
49c9b48e
|
2014-11-09T14:20:53
|
|
WinRT: fixed multi-touch bug whereby 2nd, 3rd, etc. fingers weren't moving
Only the first-pressed finger wpuld get reported as having moved (via SDL's
touch APIs). Subsequently pressed fingers wouldn't report as being moved, even
though the OS was reporting (to SDL) that they had moved.
|
|
577ef5e0
|
2014-11-02T10:38:29
|
|
WinRT: fixed crash when trying, and failing, to load the opengles2 renderer
The crash would occur when a WinRT app explicitly tried to create an
SDL_Renderer using the "opengles2" renderer (via SDL_HINT_RENDER_DRIVER), but
OpenGL ES 2 / ANGLE .dlls weren't packaged in the app.
|
|
18ecc34d
|
2014-11-02T09:02:01
|
|
WinRT: updated an OpenGL-related code-comment
|
|
0bcc254e
|
2014-11-02T08:47:05
|
|
WinRT: expanded OpenGL ES 2 support to enable recent updates to ANGLE/WinRT
ANGLE for WinRT has at least two versions:
- an older version, which supports Windows 8.0 and 8.1. This is currently
the "winrt" branch in MSOpenTech's ANGLE repository (at
https://github.com/msopentech/angle)
- a newer version, which drops support for Windows 8.0, but is under more
active development (via MSOpenTech's "future-dev" branch), and which was
recently merged into the ANGLE project's official "master" branch
(at https://chromium.googlesource.com/angle/angle)
Both versions are setup using slightly different APIs. SDL/WinRT will now
attempt to detect which version is being used, and configure it appropriately.
|
|
43ad9670
|
2014-10-30T13:44:31
|
|
Patched to compile on pre-C99 compilers.
|
|
3a916c6d
|
2014-10-29T22:55:40
|
|
X11: Fixed SDL_GetGlobalMouseState() to work better with multimonitor configs.
Fixes Bugzilla #2770.
Thanks to Epic Games for contributing this fix.
|
|
37720dd5
|
2014-10-29T22:44:35
|
|
Fixed gamecontroller database sorting script not sorting the whole database.
The script was originally written for an SDL_gamecontrollerdb.h which had groups
of mappings separated by single lines starting with a "#". This was changed some
time ago to #endif/#if pairs. Because the script assumed only a single #endif in
the whole file it no longer worked correctly and only processed the first group.
|
|
0c60f023
|
2014-10-29T22:41:01
|
|
Removed unnecessary NULL check.
|
|
2bdc5c9d
|
2014-10-29T20:35:21
|
|
Updated gamecontroller database sorting script to work with Python 3.
|
|
032b14e7
|
2014-10-29T20:29:32
|
|
Fixed SDL_AddHintCallback() crashing if no more memory available.
The return value of SDL_malloc() was not checked and NULL therefore not handled.
Also added setting of error message for the other SDL_malloc() in this function.
|
|
2a46a9df
|
2014-10-29T20:20:47
|
|
Fixed bug 2647 - Memory leak in SDL_AddHintCallback function - SDL_hints.c
Nitz
Variable entry going out of scope leaks the storage it points to, at:
/* Need to add a hint entry for this watcher */
hint = (SDL_Hint *)SDL_malloc(sizeof(*hint));
if (!hint) {
return;
}
Patch is attached.
|
|
fb6d185a
|
2014-10-28T18:36:29
|
|
Merged default into iOS-improvements
|
|
28fe9f0c
|
2014-10-28T01:34:40
|
|
Switched to the core versions of OpenGL ES framebuffer object and renderbuffer functions.
Both the extension (OES) and the core versions work, but the core versions are more correct for GLES2+ and they're less verbose.
|
|
7268eabb
|
2014-10-26T23:28:45
|
|
Added handling of NULL as input for SDL_GameControllerAddMapping().
|
|
33a2b58c
|
2014-10-26T23:22:53
|
|
Fixed SDL_GameControllerMappingForGUID() crashing if no more memory available.
The return value of SDL_malloc() was not checked and NULL therefore not handled.
NULL returned by SDL_GameControllerMapping()/SDL_GameControllerMappingForGUID()
now either means "no mapping" (as before) or "no memory" (just crashed before).
|
|
30d6cec1
|
2014-10-26T17:53:16
|
|
Added handling of NULL as input for SDL_GameControllerMapping().
For consistency with the similar functions getting SDL_GameController as input.
Also NULL is no SDL_GameController and therefore can not have a mapping anyway.
|
|
90387daf
|
2014-10-26T17:46:11
|
|
Removed two wrong documentation comments from gamecontroller source.
No replacement because correct documentation is already in SDL_gamecontroller.h.
|
|
0a053ed6
|
2014-10-26T17:44:00
|
|
Fixed wording in SDL_GameControllerAddMappingsFromRW() error message.
|
|
01f3498c
|
2014-10-26T12:33:10
|
|
WinRT: more keyboard code cleanups
- made keycode listings a bit easier to read
- listed VK_ keycode names, where appropriate
- removed a few pieces of dead + commented-out code
- applied a common 'WINRT_' prefix to internal function names
|
|
e057c7dd
|
2014-10-25T08:54:23
|
|
WinRT: Fixed bug whereby key-detection code could call SDL_Log
|
|
ed2fff6b
|
2014-10-25T08:50:41
|
|
WinRT: fallback to scancode key detection, if VirtualKey/VK detection fails
|
|
20b19aac
|
2014-10-25T08:43:51
|
|
WinRT: more keyboard code cleanups
- use SDL_arraysize where appropriate
- made long lines of debug-logging code span multiple lines, for easier reading
|
|
a1bac50d
|
2014-10-24T22:09:47
|
|
WinRT: Fixed bug whereby a right-shift key might get reported as left-shift
|
|
e9c79620
|
2014-10-24T21:25:21
|
|
WinRT: minor keyboard code cleanup
An internally-used hash table was replaced with a plain switch statement.
|
|
d5d3721b
|
2014-10-24T19:50:29
|
|
Added new key codes from Android 4.4 (API 20) and 5.0 (API 21).
|
|
a1dcebb2
|
2014-10-24T06:52:54
|
|
Remove unused variable.
|
|
04dbc492
|
2014-10-24T06:50:09
|
|
Merge patch for bug 2750. Thanks Sylvain!
|
|
d89620a8
|
2014-10-24T04:06:45
|
|
Removed the codepath that gets compiled if IPHONE_TOUCH_EFFICIENT_DANGEROUS is not defined.
The "dangerous" codepath relies on the fact that UITouch objects are persistent for the entire touch sequence, which is always guaranteed by Apple.
|
|
a0481bb1
|
2014-10-24T03:56:34
|
|
Completely removed custom splash screen code. iOS 8 introduced yet another official way to do launch images (via a Storyboard), and the custom splash screen code was broken on newer devices and caused bugs for all devices anyway.
|
|
5f193f0c
|
2014-10-20T22:19:09
|
|
Fixed setting of screen saver state crashing on some version of Android.
Setting Window flags seems to affect Views and must be handled on UI thread.
|
|
79035b39
|
2014-10-20T10:10:39
|
|
Bug 2739 - [Android] No support for SDL_DisableScreenSaver by Martin Gerhardy
|
|
ec4dfdfc
|
2014-10-17T23:36:45
|
|
Fixed bug 2476 - Allow custom main() arguments
rettichschnidi
I would like to pass custom arguments from my Java code (subclass of SDLActivity) to the native SDL2 binary.
|
|
7cabaebe
|
2014-10-17T23:26:02
|
|
Fixed typo in source comment.
|
|
38f94e21
|
2014-10-16T09:54:13
|
|
Added a platform cleanup function for the Vivante video driver
|
|
5df970a6
|
2014-10-16T09:41:42
|
|
[udev] Fixes #2654, ID_INPUT_KEY devices are ignored.
Also added some references to udev code where these flags are set.
|
|
29eb6e9b
|
2014-10-15T18:33:43
|
|
[X11] Obey DISPLAY environment variable when selecting screen (Steaphan Greene)
Discussed in bug #2192, tested with Xvfb in dual head configuration.
|
|
1b341f58
|
2014-10-15T15:50:35
|
|
WinRT build fix
|
|
251ca855
|
2014-10-15T09:18:17
|
|
Expanded the iMX6 video driver into a general Vivante video driver that works across multiple SoCs
|
|
f7abb7c4
|
2014-10-15T09:14:09
|
|
Better error reporting for video drivers with less than full functionality.
|
|
3b70f65d
|
2014-10-15T09:13:36
|
|
Fixed bug where EGL function pointers wouldn't get saved in optimized gcc builds
|
|
348cf3ee
|
2014-10-15T09:11:15
|
|
Fixed spurious SDL error on shutdown if mouse capture isn't supported
|
|
89127c2d
|
2014-10-15T09:10:50
|
|
Fixed input device detection on systems that aren't running the udev daemon
|
|
639b39c4
|
2014-10-15T09:09:57
|
|
Fixed crash if the event subsystem didn't initialize properly
|
|
20a6c623
|
2014-10-14T09:53:46
|
|
WinRT: fixed bug whereby offscreen-rendered content could get improperly rotated
Attributes on the host device's rotation were getting applied to offscreen
textures in an invalid manner. This was causing some apps to look different,
depending on how the device was rotated.
|
|
72f703e3
|
2014-10-13T14:10:41
|
|
Fixed log typo
|
|
557d43e6
|
2014-10-13T10:46:27
|
|
Minor cleanups
|
|
47658057
|
2014-09-18T11:03:34
|
|
[Android] Better fix for #2480, pause/resume audio
|
|
5f9ea7ed
|
2014-09-17T14:49:36
|
|
Haptic: Deal with negative periodic magnitudes (thanks, Elias!).
A negative periodic magnitude doesn't exist in Windows' and MacOS' FF APIs
The periodic magnitude parameter of the SDL Haptic API is based on the Linux
FF API, so it means they are not directly compatible:
'dwMagnitude' is a 'DWORD', which is unsigned.
Fixes Bugzilla #2701.
|
|
4544343b
|
2014-09-17T11:41:12
|
|
[Android] Fixes #2480, music does not pause when process backgrounded
This modifies SDL_PauseAudio behavior to pause all audio devices instead of
just the default one (required on Android, at least for testmultiaudio on my
Nexus 4 which reported 2 audio devices).
It also changes SDL_PauseAudioDevice to retain the device lock from pause until
resume in order to save battery in mobile devices.
|
|
ba565622
|
2014-09-14T17:04:54
|
|
Enabling highdpi mode on an iPhone 6 Plus should now create a 1080x1920 OpenGL view, rather than 1242x2208 (414x736@3x.)
|
|
5f39ea89
|
2014-09-13T02:15:18
|
|
Fixed bug 2415 - Message Boxes aren't implemented on Android
Philipp Wiesemann
I attached a patch for an incomplete implementation of the messagebox parts.
It was not tested on lots of devices yet and features a very fragile workaround to block the calling SDL thread while the dialog is handled on Android's UI thread. Although it works for testmessage.c I assume there are lot of situations were it may fail (standby, device rotation and other changes). Also not all flags and colors are implemented.
On the other hand most uses of the messagebox are to show an error on start and fragility (or working at all) may not matter there.
|
|
2bfb3c3e
|
2014-09-12T15:09:33
|
|
Fixed using uninitialized display data in iMX6 initialization
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[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
|
|
3071128d
|
2014-09-10T18:10:37
|
|
Merged default into iOS-improvements
|
|
bf8ac8e7
|
2014-09-10T14:05:27
|
|
DSCAPS_GL was added for DirectFB 1.6
|
|
0e65e623
|
2014-09-10T08:59:19
|
|
Report the correct desktop video mode on the iMX6
|
|
50cc4efe
|
2014-09-10T08:54:01
|
|
Freescale i.MX6 video driver
---
CMakeLists.txt | 2 +
cmake/sdlchecks.cmake | 20 +++
configure | 51 +++++++
configure.in | 28 ++++
include/SDL_config.h.cmake | 1 +
include/SDL_config.h.in | 1 +
src/video/SDL_sysvideo.h | 3 +
src/video/SDL_video.c | 3 +
src/video/mx6/SDL_mx6events.c | 45 ++++++
src/video/mx6/SDL_mx6events_c.h | 31 +++++
src/video/mx6/SDL_mx6opengles.c | 211 ++++++++++++++++++++++++++++
src/video/mx6/SDL_mx6opengles.h | 68 +++++++++
src/video/mx6/SDL_mx6video.c | 301 ++++++++++++++++++++++++++++++++++++++++
src/video/mx6/SDL_mx6video.h | 78 +++++++++++
14 files changed, 843 insertions(+)
create mode 100644 src/video/mx6/SDL_mx6events.c
create mode 100644 src/video/mx6/SDL_mx6events_c.h
create mode 100644 src/video/mx6/SDL_mx6opengles.c
create mode 100644 src/video/mx6/SDL_mx6opengles.h
create mode 100644 src/video/mx6/SDL_mx6video.c
create mode 100644 src/video/mx6/SDL_mx6video.h
|
|
7798b4d6
|
2014-09-09T17:26:16
|
|
video: waylandmouse: handle mmap error properly
Signed-off-by: Ryo Munakata <ryomnktml@gmail.com>
|
|
bcaae0b5
|
2014-09-08T01:36:22
|
|
Deal with various .bmp file format variants in SDL_LoadBMP_RW().
This helps when modern versions of The Gimp (and lots of other things)
produces a 32-bit bitmap with an alpha channel, or anything with "BI_BITFIELDS"
format, since that data is now embedded in the bitmap info header instead of
directly following it and we would accidentally skip over embedded versions of
it.
Fixes Bugzilla #2714.
|
|
782d590b
|
2014-09-02T14:14:23
|
|
Fix non-power-of-two shaped windows.
This fixes a bug where SDL_SetWindowShape would render artifacts if the image
was not a power of two image, due to rounding of width / 2.
|
|
7242e814
|
2014-09-02T06:55:47
|
|
Updated version to 2.0.4
|
|
724d24d9
|
2014-08-31T11:21:10
|
|
Mac: Don't add the same joystick twice if IOKit reports a duplicate device.
Fixes Bugzilla #2704.
|
|
66a88c6c
|
2014-08-25T10:55:54
|
|
Fixed memory leak getting the X11 window title
|
|
05cff792
|
2014-08-24T00:02:12
|
|
Fixed bug 2699 - possible memory leak in GL_RenderReadPixels
Benoit Pierre
If glReadPixels returns an error, than the temporary buffer is not deallocated
|
|
9d54a900
|
2014-08-23T19:06:54
|
|
May have fixed the Linux build again
|
|
fe4bc5ab
|
2014-08-23T11:00:16
|
|
Fixed Linux build
|
|
059579e4
|
2014-08-23T10:47:50
|
|
Fixed bug 2696 - Mac: fix display mode refresh rate calculation
Alex Szpakowski
SDL's Cocoa backend uses the CGDisplayMode API to get refresh rate information about a display mode, but CGDisplayModeGetRefreshRate will return 0 on most non-CRT monitors.
The only way I know of to get correct refresh rate information in OS X is via the CoreVideo DisplayLink API.
I have attached a patch which tries to use the CVDisplayLinkGetNominalOutputVideoRefreshPeriod function if CGDisplayModeGetRefreshRate fails, which fixes display mode refresh rate information on the monitors I tested.
The CVDisplayLink API requires linking with the CoreVideo framework, and the patch updates the various build files to do so.
|
|
a79ed6ce
|
2014-08-21T23:22:46
|
|
Fix declaration-after-statement errors in ibus code.
|
|
5e1f1589
|
2014-08-21T23:15:17
|
|
Adjusted code style slightly for SDL_ibus.c
|
|
b1a0bd10
|
2014-08-20T17:20:22
|
|
Merged default into iOS-improvements
|
|
38b49c30
|
2014-08-19T21:59:56
|
|
Changed the name of the IME hint to match the naming convention in SDL
|
|
90bc642f
|
2014-08-19T23:31:50
|
|
Add a SDL_IM_INTERNAL_EDITING event to make IMs like iBus render editing text in its own UI instead of sending TEXTEDITING events.
This is useful for applications that handle TEXTINPUT events but not TEXTEDITING events.
|
|
f4ddacf4
|
2014-08-19T23:17:28
|
|
Improvements to the IBus related code:
+ Handle HidePreeditText IBus signal.
+ Use SDL_GetKeyboardFocus instead of SDL_GetFocusWindow.
+ Move the X11 IBus SetFocus calls to the X11_DispatchFocus functions.
+ Simplify the IBus ifdefs when handling X11 KeyEvents.
+ Remove inotify watch when SDL_IBus_Quit is called.
|
|
6f84f37c
|
2014-08-19T22:28:53
|
|
Take the window border size into account when positioning the IBus candidate list.
|
|
bbab3855
|
2014-08-18T18:16:45
|
|
SDL - fix fullscreen desktop windows not restoring to fullscreen state if focus changes happen due to programtic window changes (and not user alt-tabbing)
|
|
877666e2
|
2014-08-18T11:28:16
|
|
Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
|
|
d1cc47b3
|
2014-08-17T15:07:00
|
|
Fixed 2680 - OSX: Replace NSAutoreleasePool with @autoreleasepool
Tim McDaniel
This patch replaces all use of NSAutoreleasePool with the Apple recommended @autoreleasepool. @autoreleasepool is supposedly more efficient, and since it is scope based it can't be accidentally not released.
|
|
5e501804
|
2014-08-17T14:57:52
|
|
Fixed bug 2655 - OSX: Window position and global mouse coord spaces are different
Tim McDaniel
On OSX, with revision 8729, the coordinate space for window position and the coordinate space for global mouse position don't match. For a non-fullscreen window, the window position is global relative to the bottom of the menubar. The global mouse position is relative to the top of the screen. This affects Cocoa_WarpMouse and potentially other things as well. Further, the coordinate system for window position is now affected by what screen it is on. For example, if I have two equal size screens oriented side by side such that the tops of the screens are equal in global space, with the menubar on one screen, and a window straddles the two screens, the window's y position makes no sense. The window's y position depends on what screen "most" of the window is on. So if I move the window horizontally just a bit, the y position of my window is now different by the size of the menubar, even though the window was not moved vertically.
I'd like to reiterate that this was a fairly fundamental change (and a breaking change for us). If SDL OSX is to really support multi-display configurations, this is especially problematic.
If the real concern is preventing windows from going under the menubar, then perhaps a solution involving something like overriding [NSWindow constrainFrameRect] would be less problematic than redefining the global window coord space for the main display.
|
|
de3d381c
|
2014-08-17T14:44:53
|
|
Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets
Andreas Falkenhahn
SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget().
I am attaching a small program that demonstrates the issue. I get the following result here:
READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000
But it should be:
READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000
Tested with SDL 2.0.3 on Windows 7.
|
|
2e3c778e
|
2014-08-17T14:34:41
|
|
Fixed bug where the render target is updated instead of the default output when the window is resized.
|
|
1ea86978
|
2014-08-17T13:11:55
|
|
Removed SDL_round() because the license wasn't compatible with zlib
|
|
529ed53b
|
2014-08-16T23:30:44
|
|
Fixed bug 2681 - dereference a NULL pointer dst_fmt in SDL_CreateTextureFromSurface function
Nitz
In SDL_CreateTextureFromSurface:
SDL_PixelFormat *dst_fmt;
/* Set up a destination surface for the texture update */
dst_fmt = SDL_AllocFormat(format);
temp = SDL_ConvertSurface(surface, dst_fmt, 0);
Here is need of NULL check for dst_fmt because there are chances of NULL return from SDL_AllocFormat(format);
|
|
8272ed18
|
2014-08-16T23:25:02
|
|
Fixed bug 2687 - SDL_BlitScaled does not handle clipping correctly
Patch from Benoit Pierre:
video: fix clipping handling in SDL_UpperBlitScaled
- honor destination clipping rectangle
- update both destination and source rectangles when clipping source
rectangle to source surface and destination rectangle to destination
clip rectangle
- don't change scaling factors when clipping
N.B.:
- when no scaling is involved (source and destination width/height are
the same), SDL_UpperBlit is used (so SDL_BlitScaled behaves like
SDL_BlitSurface)
- the final destination rectangle after all clipping is performed is
saved back to dstrect (like for SDL_UpperBlit)
|
|
4e7db78e
|
2014-08-16T23:23:15
|
|
Added SDL_round(), contributed by Benoit Pierre - thanks!
|
|
d673d8c3
|
2014-08-16T23:17:47
|
|
Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
|
|
e2bbc17d
|
2014-08-16T16:49:00
|
|
Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
57db2790
|
2014-08-16T16:47:42
|
|
Haptic: Fix the saturation and deadband parameters' available range.
There was a misconception that Linux's saturation and deadband parameters -
on which the corresponding SDL parameters were based - use only half of the
possible range.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
a2622ce6
|
2014-08-16T16:42:55
|
|
Haptic: Explicitly avoid floating point arithmetic if it's not needed.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
1db581b4
|
2014-08-16T16:41:25
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Haptic: DInput's POLAR direction actually matches Linux's direction.
Thanks, Elias!
Partially fixes Bugzilla #2686.
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3e27013b
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2014-08-16T16:40:01
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Haptic: Don't interpret a direction of polar 35999 as "unsupported type".
(or linux-direction 0xFFFF)
Thanks, Elias!
Partially fixes Bugzilla #2686.
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c6a2382c
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2014-08-14T21:31:50
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Take advantage of GL_ARB_texture_non_power_of_two when it's available
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2c1faa40
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2014-08-12T23:37:12
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Fixed warnings about unused local variables.
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