src


Log

Author Commit Date CI Message
Alex Szpakowski 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.
Alex Szpakowski 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.
Alex Szpakowski 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.
Alex Szpakowski feb2ab1e 2014-11-20T18:45:04 Minor objective-c code style improvements
Alex Szpakowski 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.
Alex Szpakowski 0b02de75 2014-11-15T22:59:16 Merged default into iOS-improvements
David Ludwig 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!
David Ludwig 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!
David Ludwig 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.
David Ludwig 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.
David Ludwig 18ecc34d 2014-11-02T09:02:01 WinRT: updated an OpenGL-related code-comment
David Ludwig 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.
Ryan C. Gordon 43ad9670 2014-10-30T13:44:31 Patched to compile on pre-C99 compilers.
Dmitry Rekman 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.
Philipp Wiesemann 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.
Philipp Wiesemann 0c60f023 2014-10-29T22:41:01 Removed unnecessary NULL check.
Philipp Wiesemann 2bdc5c9d 2014-10-29T20:35:21 Updated gamecontroller database sorting script to work with Python 3.
Philipp Wiesemann 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.
Philipp Wiesemann 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.
Alex Szpakowski fb6d185a 2014-10-28T18:36:29 Merged default into iOS-improvements
Alex Szpakowski 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.
Philipp Wiesemann 7268eabb 2014-10-26T23:28:45 Added handling of NULL as input for SDL_GameControllerAddMapping().
Philipp Wiesemann 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).
Philipp Wiesemann 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.
Philipp Wiesemann 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.
Philipp Wiesemann 0a053ed6 2014-10-26T17:44:00 Fixed wording in SDL_GameControllerAddMappingsFromRW() error message.
David Ludwig 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
David Ludwig e057c7dd 2014-10-25T08:54:23 WinRT: Fixed bug whereby key-detection code could call SDL_Log
David Ludwig ed2fff6b 2014-10-25T08:50:41 WinRT: fallback to scancode key detection, if VirtualKey/VK detection fails
David Ludwig 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
David Ludwig a1bac50d 2014-10-24T22:09:47 WinRT: Fixed bug whereby a right-shift key might get reported as left-shift
David Ludwig e9c79620 2014-10-24T21:25:21 WinRT: minor keyboard code cleanup An internally-used hash table was replaced with a plain switch statement.
Philipp Wiesemann d5d3721b 2014-10-24T19:50:29 Added new key codes from Android 4.4 (API 20) and 5.0 (API 21).
Brandon Schaefer a1dcebb2 2014-10-24T06:52:54 Remove unused variable.
Brandon Schaefer 04dbc492 2014-10-24T06:50:09 Merge patch for bug 2750. Thanks Sylvain!
Alex Szpakowski 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.
Alex Szpakowski 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.
Philipp Wiesemann 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.
Gabriel Jacobo 79035b39 2014-10-20T10:10:39 Bug 2739 - [Android] No support for SDL_DisableScreenSaver by Martin Gerhardy
Philipp Wiesemann 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.
Philipp Wiesemann 7cabaebe 2014-10-17T23:26:02 Fixed typo in source comment.
Sam Lantinga 38f94e21 2014-10-16T09:54:13 Added a platform cleanup function for the Vivante video driver
Gabriel Jacobo 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.
Gabriel Jacobo 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.
David Ludwig 1b341f58 2014-10-15T15:50:35 WinRT build fix
Sam Lantinga 251ca855 2014-10-15T09:18:17 Expanded the iMX6 video driver into a general Vivante video driver that works across multiple SoCs
Sam Lantinga f7abb7c4 2014-10-15T09:14:09 Better error reporting for video drivers with less than full functionality.
Sam Lantinga 3b70f65d 2014-10-15T09:13:36 Fixed bug where EGL function pointers wouldn't get saved in optimized gcc builds
Sam Lantinga 348cf3ee 2014-10-15T09:11:15 Fixed spurious SDL error on shutdown if mouse capture isn't supported
Sam Lantinga 89127c2d 2014-10-15T09:10:50 Fixed input device detection on systems that aren't running the udev daemon
Sam Lantinga 639b39c4 2014-10-15T09:09:57 Fixed crash if the event subsystem didn't initialize properly
David Ludwig 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.
Sam Lantinga 72f703e3 2014-10-13T14:10:41 Fixed log typo
Sam Lantinga 557d43e6 2014-10-13T10:46:27 Minor cleanups
Gabriel Jacobo 47658057 2014-09-18T11:03:34 [Android] Better fix for #2480, pause/resume audio
Ryan C. Gordon 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.
Gabriel Jacobo 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.
Alex Szpakowski 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.)
Sam Lantinga 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.
Sam Lantinga 2bfb3c3e 2014-09-12T15:09:33 Fixed using uninitialized display data in iMX6 initialization
Pierre-Loup A. Griffais 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
Alex Szpakowski 3071128d 2014-09-10T18:10:37 Merged default into iOS-improvements
Sam Lantinga bf8ac8e7 2014-09-10T14:05:27 DSCAPS_GL was added for DirectFB 1.6
Sam Lantinga 0e65e623 2014-09-10T08:59:19 Report the correct desktop video mode on the iMX6
mastermind 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
Ryo Munakata 7798b4d6 2014-09-09T17:26:16 video: waylandmouse: handle mmap error properly Signed-off-by: Ryo Munakata <ryomnktml@gmail.com>
Ryan C. Gordon 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.
J?rgen Tjern? 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.
Sam Lantinga 7242e814 2014-09-02T06:55:47 Updated version to 2.0.4
Ryan C. Gordon 724d24d9 2014-08-31T11:21:10 Mac: Don't add the same joystick twice if IOKit reports a duplicate device. Fixes Bugzilla #2704.
Sam Lantinga 66a88c6c 2014-08-25T10:55:54 Fixed memory leak getting the X11 window title
Sam Lantinga 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
Sam Lantinga 9d54a900 2014-08-23T19:06:54 May have fixed the Linux build again
Sam Lantinga fe4bc5ab 2014-08-23T11:00:16 Fixed Linux build
Sam Lantinga 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.
Ryan C. Gordon a79ed6ce 2014-08-21T23:22:46 Fix declaration-after-statement errors in ibus code.
Ryan C. Gordon 5e1f1589 2014-08-21T23:15:17 Adjusted code style slightly for SDL_ibus.c
Alex Szpakowski b1a0bd10 2014-08-20T17:20:22 Merged default into iOS-improvements
Sam Lantinga 38b49c30 2014-08-19T21:59:56 Changed the name of the IME hint to match the naming convention in SDL
Alex Baines 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.
Alex Baines 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.
Alex Baines 6f84f37c 2014-08-19T22:28:53 Take the window border size into account when positioning the IBus candidate list.
Sam Lantinga 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)
Sam Lantinga 877666e2 2014-08-18T11:28:16 Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 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.
Sam Lantinga 2e3c778e 2014-08-17T14:34:41 Fixed bug where the render target is updated instead of the default output when the window is resized.
Sam Lantinga 1ea86978 2014-08-17T13:11:55 Removed SDL_round() because the license wasn't compatible with zlib
Sam Lantinga 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);
Sam Lantinga 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)
Sam Lantinga 4e7db78e 2014-08-16T23:23:15 Added SDL_round(), contributed by Benoit Pierre - thanks!
Sam Lantinga d673d8c3 2014-08-16T23:17:47 Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
Ryan C. Gordon e2bbc17d 2014-08-16T16:49:00 Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code. Thanks, Elias! Partially fixes Bugzilla #2686.
Ryan C. Gordon 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.
Ryan C. Gordon a2622ce6 2014-08-16T16:42:55 Haptic: Explicitly avoid floating point arithmetic if it's not needed. Thanks, Elias! Partially fixes Bugzilla #2686.
Ryan C. Gordon 1db581b4 2014-08-16T16:41:25 Haptic: DInput's POLAR direction actually matches Linux's direction. Thanks, Elias! Partially fixes Bugzilla #2686.
Ryan C. Gordon 3e27013b 2014-08-16T16:40:01 Haptic: Don't interpret a direction of polar 35999 as "unsupported type". (or linux-direction 0xFFFF) Thanks, Elias! Partially fixes Bugzilla #2686.
Sam Lantinga c6a2382c 2014-08-14T21:31:50 Take advantage of GL_ARB_texture_non_power_of_two when it's available
Philipp Wiesemann 2c1faa40 2014-08-12T23:37:12 Fixed warnings about unused local variables.