src


Log

Author Commit Date CI Message
Sam Lantinga 9e2a2639 2014-06-23T10:09:13 Added names for some theme related windows messages
Gabriel Jacobo e63e1a5e 2014-06-23T09:25:27 Fixes OpenGL ES 2 renderer (Thanks Sylvain Becker)
Gabriel Jacobo 620510b3 2014-06-23T09:18:31 Fix compiler warning
Sam Lantinga 553028c9 2014-06-22T11:02:56 Partial fix for bug 2556 - add compilation flag -Wshadow I added -Wshadow and then turned it off again because of massive variable shadowing in the blit macros. Feel free to go through that code and fix these if you want. Just uncomment CheckWarnShadow in configure.in if you want to try this.
Sam Lantinga 9f5e3ed7 2014-06-22T10:05:59 Fixed bug 1673 - BEXT wave files only have extra metadata that you can easily skip through bill In SDL_wave.c, BEXT wave files with "bext" instead of "fmt " are choked on if (chunk.magic != FMT) { SDL_SetError("Complex WAVE files not supported"); was_error = 1; goto done; } BEXT files http://en.wikipedia.org/wiki/Broadcast_Wave_Format actually playback the same as regular waves. All they have is (A LOT OF) extra header info. To open them, just SKIP the "bext" chunk, and the "fmt " chunk will be a couple of hundred bytes later. The "fmt " chunk is also bloated, but if you skip past the extra information to the "data" chunk, there is nothing different about a BEXT wave file than a "normal" one. You can then load the data and proceed as normal.
Sam Lantinga cff9eac6 2014-06-22T09:48:46 Fixed bug 2579 - SDL fails to compile on Windows when only EGL+OpenGL ES defined callow.mark Compiling with SDL_VIDEO_RENDER_OGL=0, SDL_VIDEO_OPENGL=0, SDL_VIDEO_OPENGL_WGL=0, SDL_VIDEO_RENDER_OGL_ES2=1, SDL_VIDEO_OPENGL_ES2=1 and SDL_VIDEO_OPENGL_EGL=1 set in SDL_config_windows.h fails. A patch is attached. See bug #2570 for reasons you might want to compile this way.
Sam Lantinga 1b3d4e6d 2014-06-22T09:42:43 565 textures have higher priority than 555 textures
Sam Lantinga d65ac778 2014-06-22T02:48:43 Restore window OpenGL state if creating an OpenGL renderer fails
Sam Lantinga b7b6d8ab 2014-06-22T02:30:36 Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
Sam Lantinga 5df11f8a 2014-06-21T21:46:42 Made SDL_PIXELFORMAT_ARGB8888 the default texture format for consistency across renderer implementations.
Sam Lantinga 7b7828a4 2014-06-21T21:30:49 You shouldn't get axis and hat events when your application doesn't have focus (unless you use the SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint)
Sam Lantinga f8b75b1a 2014-06-21T20:40:00 Fixed bug 2562 - SDL_hapticlist/_tail not set correctly Zachary L SDL_hapticlist and SDL_hapticlist_tail are not set correctly when quitting the subsystem. This matters because they are represented as global variables. In the case you quit and reinitialize the subsystems, problems with dangling pointers arise. For instance, SDL_hapticlist_tail will not be null on second initialization and because of the check on line 298, it will fail to set SDL_hapticlist appropriately. This can cause a few things to go wrong, like feeding SDL_strcmp a null fname which can cause a segfault.
Sam Lantinga e8d84fbf 2014-06-21T20:35:36 Merged changes from Alexey Petruchik to support Android obb files http://developer.android.com/google/play/expansion-files.html
Sam Lantinga b56b37cd 2014-06-21T17:25:59 Fixed warning when building without ibus
Sam Lantinga 62bdecc8 2014-06-21T12:45:54 Fixed compiler warning with new OpenGL ES header files
Sam Lantinga d7924c73 2014-06-21T12:43:57 Fixed bug 2563 - Remove obsolete code for supporting iOS < 5 Alex Szpakowski Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
Sam Lantinga e8f8e672 2014-06-21T12:38:46 Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer Alvin The new OpenGL ES 2.0 YUV Texture support does not correctly display padded, non-contiguous YUV data. I am using SDL2 95bd3d33482e (as provided by 'hg id --id') from Mercurial. The YUV data I am using is provided by the FFMPEG family of libraries. According to FFMPEG's documentation, "The linesize [pitch] may be larger than the size of usable data -- there may be extra padding present for performance reasons." The dimensions of the video file that I am using are 480x360. What I get from FFMPEG is a Ypitch of 512, and Upitch and Vpitch are both 256. When I pack new Y, U and V buffers with only the "usable" data (Ypitch is 480 and Upitch and Vpitch are both 240), and use those new buffers, the image is display correctly. It appears that the Ypitch, Upitch and Vpitch parameters are not being used by SDL_UpdateYUVTexture(). I use SDL_PIXELFORMAT_YV12 for my YUV texture, however, the same results are seen when I use SDL_PIXELFORMAT_IYUV. Not sure if this is related or not, but when I render the YUV texture (padded and unpadded) to a RGB24 texture, the resulting image is greyscale (or could by just the Y channel). The URL field for this bug entry is set to my email (SDL mailing list archive) which includes an example image of what I see when rendering padded, non-contiguous YUV data.
Sam Lantinga 0d673844 2014-06-21T11:52:53 Fixed bug 2596 - SDL_SetError fails on on NULL on systems with vsnprintf sfalexrog On systems with vsnprintf call SDL_SetError fails when passed a NULL as an argument. SDL's implementation checks for NULL (as seen in the commit: https://hg.libsdl.org/SDL/rev/835403a6aec8), but system implementation may crash.
Sam Lantinga 80e401ab 2014-06-21T11:48:12 Added NaCl to SDL_GetPlatform()
Sam Lantinga 8ef56511 2014-06-21T11:36:00 Fixed compiler warning
Gabriel Jacobo 3b217eef 2014-06-20T11:50:31 Fix another NaCl warning
Sam Clegg 7e52722d 2014-06-20T11:10:16 Fix compiler warnings in Native Client and Linux builds.
Gabriel Jacobo 6c5cb540 2014-06-20T11:01:05 Ooops, code that resists erasure, I've seen that in a movie.
Gabriel Jacobo 553cc07e 2014-06-20T10:59:51 Initialize nacl_io, removes SDL_NaClMount/Umount It's just easier to use nacl_io's mount/umount directly.
Alex Baines 41a39837 2014-06-18T20:11:39 Add IBus IME Support, move DBus code to its own file. (v3.3 squashed)
Gabriel Jacobo 715a9829 2014-06-18T10:04:21 Fix file name typo, thanks Sam Clegg!
Gabriel Jacobo ab238dc6 2014-06-16T09:54:33 Assorted fixes for NaCl. Hat tip to Sylvain Becker
Gabriel Jacobo 9e55ace8 2014-06-16T09:47:23 Fixes #2583, clean up EGL initialization
Sam Lantinga 260549d1 2014-06-15T18:31:30 Fixed bug 2567 - x11: Local dropped files are not URI-decoded Melker Narikka Local files that are dropped onto a window under X11 are not going through a URI decoding step, resulting in the following in my test application: Dropped file /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png Couldn't load /home/meklu/Pictures/Screenshot%20from%202013-10-30%2014:04:50.png Expected result: Dropped file /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png Loaded /home/meklu/Pictures/Screenshot from 2013-10-30 14:04:50.png successfully I've attached a patch that fixes the issue by doing URI decoding in-place on the file string buffer.
Sam Lantinga af50403e 2014-06-15T18:09:39 Fixed bug 2575 - Current GL context tracking fails Ronie Salgado The GL Renderer current context tracking fails when one window is used with an SDL renderer but another separate window is used with a user handled OpenGL context. Attached is a small program that reproduces this bug, at least in some Linux machines where an OpenGL renderer is provided by default. Expected Output: -"First window" should be blue. -"Second window" should be green. Gotten Output: - "First window" black. - "Second window" blue. What happened: The renderer created for the "first window" ends rendering into the "second window" OpenGL context. Bug location: SDL_render_gl.c - line 286 on hg: static SDL_GLContext SDL_CurrentContext = NULL; When making SDL_GL_MakeCurrent from the user perspective, that variable or the GL renderer is not notified about the OpenGL context change. Solution proposal: - Move the current GL context cache into another place global.
Sam Lantinga 2a082c07 2014-06-15T17:26:30 Fixed bug 2580 - sndio backend improvements Brad Smith Attached is patch from the OpenBSD ports tree to add 24-bit support to the sndio backend and to make use of the sio_open() option SIO_DEVANY.
Sam Lantinga 6146fe85 2014-06-15T17:18:05 Fixed 2584 - Memory leak in Cocoa_GetDisplayName Diego The Xcode Instruments Leak tool reports a leak from IODisplayCreateInfoDictionary in Cocoa_GetDisplayName. This happened after upgrading to Xcode 5.
Sam Lantinga 54771080 2014-06-15T13:05:30 Add controller mapping for Bluetooth DualShock 4 controllers on Linux Frank Praznik Add a gamepad mapping entry for Bluetooth DualShock 4 controllers on Linux. The button mapping is the same as the USB controller, but the GUID is different.
Ryan C. Gordon 39bad809 2014-06-15T11:59:16 Mac: Fixed crash when returning from a fullscreen Space on shutdown.
Ryan C. Gordon 446d19c4 2014-06-14T23:31:23 Removed SDL_SYS_JoystickNeedsPolling(). It was simpler to just have the polling (actually: hotplug detection) functions return immediately if it's not an appropriate time to poll. Note that previously, if any joystick/controller was opened, we would poll every time anyhow, skipping this function.
Ryan C. Gordon 9e5504f8 2014-06-13T14:52:26 Mac: Run the CFRunLoop in joystick mode during SDL_SYS_JoystickNeedsPolling(). This fixes hotplugging failing to detect devices.
Alfred Reynolds 8c2c744a 2014-06-13T10:50:24 - fixed crash if you removed a device twice, the deviceRef is invalid if removed from the removed device callback (added in http://hg.libsdl.org/SDL/rev/d4e4d0fcda03 ).
Ryan C. Gordon 8719a765 2014-06-10T19:39:33 Regenerated SDL_audiotypecvt.c with updated perl script.
Ryan C. Gordon 91b7fb00 2014-06-10T19:37:59 Fix audio resampling in some cases. Fixes Bugzilla #2389.
Gabriel Jacobo efa2d058 2014-06-08T18:18:13 Fixes audio for Native Client, and other fixes... - SDL_NaClMount, SDL_NaClUmount - Default mounting of https at / in SDL's main function - More documentation in README-nacl.txt
Sam Lantinga 5ae12b46 2014-06-08T12:05:17 The NaCL mount/unmount functions need to be in SDL_system.h and specific to NaCL
Philipp Wiesemann d2220917 2014-06-08T13:03:45 Fixed typo in log message.
Sam Lantinga 47e0aa0e 2014-06-07T20:43:12 Fixed building on command line Mac OS X
Sam Lantinga 6101e4b2 2014-06-07T18:20:01 Added SDL_sqrtf(), SDL_tan(), SDL_tanf()
Sam Lantinga 40538446 2014-06-07T17:31:50 Fixed crash with SDL_SetError(NULL)
Sam Lantinga 9fb2cc10 2014-06-07T11:36:08 dront78 implemented YUV texture support for OpenGL ES 2.0
Gabriel Jacobo 1e352d79 2014-06-06T15:45:59 Chrome's Native Client backend implementation
Brandon Schaefer 04a0836b 2014-06-05T15:37:33 Turns out visualstudio does not like PRIu64, soo lets just cast it to llu.
Brandon Schaefer 1f716769 2014-06-05T15:29:23 Fix warnings, only major one being an SDL_SetError not providing enough arguments.
Sam Lantinga 6671aa2a 2014-06-05T09:49:45 Code analysis annotations found a legitimate bug!
Brandon Schaefer d829af78 2014-06-04T12:55:18 Assume all motion events are mouse events unless tool_type states otherwise.
Sam Lantinga 4fd03b95 2014-06-04T10:57:52 Setting the window size changes the fullscreen display mode, unless a window display mode has been set. Testing: * Ran testsprite2 --fullscreen, used Ctrl+ and Ctrl- to change window sizes, verified that the display mode changed as well.
Sam Lantinga c15e26d7 2014-06-04T10:57:40 Fixed crash and lost pixel data when recovering from a lost device situation (e.g. alt-tab from fullscreen)
Sam Lantinga 947a0b8b 2014-06-04T10:57:12 Ryan C. Gordon <icculus@icculus.org> 2014-05-24 01:23 -0400 Generated dynapi stuff for the new WinRT entry points. http://hg.libsdl.org/SDL/rev/d54306e2b8a7
Sam Lantinga da6d9a9f 2014-06-04T10:56:56 Added annotations to help code analysis tools CR: Bruce Dawson
Sam Lantinga 529bcf62 2014-06-04T10:56:43 Fixed bug 2526, but regressed delivering dead key presses
Sam Lantinga 4750fe73 2014-06-04T10:56:37 When the window fullscreen mode changes, update the display resolution
Sam Lantinga 707fd9f0 2014-06-04T10:56:30 Fixed bug where changing the window border would change the window size on Windows.
Sam Lantinga 1e00c03f 2014-06-04T10:56:17 Fixed Mac OS X build
Sam Lantinga 45ed5ee4 2014-06-04T10:55:26 Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal()
Sam Lantinga 3e3b34ad 2014-06-04T10:52:34 Added a hint to disable windows message processing in SDL_PumpEvents() SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
Sam Lantinga 0d1f0fed 2014-06-04T10:50:32 Added a hint to disable window frame and title bar interaction when the cursor is hidden
J?rgen P. Tjern? d623c0b4 2014-06-04T09:59:10 SDL_opengl: Fix Mac build with new glext.h
Sam Lantinga 65133ebc 2014-06-04T09:39:08 Wait for the fullscreen transition to complete before allowing the application to continue. This fixes Alt-Enter in the Steam streaming client, which sets the window size and position immediately after switching out of fullscreen mode.
Sam Lantinga 16360b19 2014-06-04T01:56:14 Fixed escape cancelling fullscreen mode now that the SDL window is the first res ponder.
J?rgen P. Tjern? c1e11f69 2014-06-03T21:13:00 X11: Provide specific X error when SDL_GL_CreateContext fails. This makes the X error handler used for GL context creation handle *all* errors and provide the user with specific error messages when SDL_GL_CreateContext fails. CR: icculus@icculus.org
Sam Lantinga ece2a9bf 2014-06-02T09:20:09 Hopefully really fixed the Android build
Sam Lantinga 5186be4a 2014-06-02T09:12:51 Fixed Android build
Sam Lantinga a8fcbc46 2014-06-02T09:09:40 Fixed bug 2534 - Mac: black bar at top of screen in SDL_WINDOW_FULLSCREEN mode Alex Szpakowski Patch to fix the y component of the position of fullscreen windows in OS X. In Mac OS X with the latest Mercurial code, when a window is in exclusive-fullscreen the y component of its position is offset by the same amount that is normally taken up by the menubar, resulting in a black bar at the top of the screen. The recent changes to the internal ConvertNSRect function make it treat the bottom of the menubar as 0 for the y component of window positions, even when the window is fullscreen and 'above' the menubar. I have attached a patch which fixes the issue by only making the window position relative to the menubar in windowed modes.
Sam Lantinga 6b90d7f5 2014-06-02T09:06:38 Fixed bug 2550 - [OS X 10.9] Enabling SDL_WINDOW_FULLSCREEN after relative mouse mode leaves cursor visible Eric Wasylishen Steps to reproduce: - Run testwm2 app in the SDLTest Xcode project - Press Control+R to enable relative mouse mode. The mouse cursor should disappear. - Press Control+Enter to enter fullscreen. - Expected: a black screen with no cursor visible. Observed: a black screen, but the mouse cursor is visible in the middle of the screen. It doesn't move when I move the mouse. Reproduced with latest sdl2 hg (changeset f6010ead184f) on OS X 10.9.2. Can't reproduce the problem on OS X 10.6.8 or 10.7.5. I'm speculating that this really an Apple bug.. but anyway, the attached workaround seems to fix it for me, and I think it's fairly safe. A more obvious idea, sticking a call SDL_SetCursor(NULL) at the end of Cocoa_SetWindowFullscreen, didn't work.
Sam Lantinga 32665131 2014-06-02T09:01:26 Added a way to get the native Android window and EGL context
Sam Lantinga 3905b910 2014-06-02T09:01:10 Fixed bug 2479 - [OS X] SDL_SetWindowFullscreen fails to switch to windowed Eric Wasylishen The problem seems to be the spaces handling code in -setFullscreenSpace: (SDL_cocoawindow.m) is incorrectly reporting that the SDL_WINDOW_FULLSCREEN -> windowed transition has already happened. i.e. I saw this case was getting hit when trying to leave SDL_WINDOW_FULLSCREEN: "else if (state == isFullscreenSpace) { return YES; /* already there. */ }" With the attached patch, both Control+Enter (SDL_WINDOW_FULLSCREEN toggle) and Option+Enter (SDL_WINDOW_FULLSCREEN_DESKTOP toggle) work in an sdl test app (I tried testwm2). Tested on OS X 10.9.2.
Sam Lantinga 75c57f8d 2014-06-02T08:58:07 Don't use D3D9Ex by default, since it can change behavior for games which rely on D3D9 classic.
Sam Lantinga 9d00f75a 2014-05-31T14:03:04 Fixed bug 2520 - Held double-click app startup creates a stuck MOUSEBUTTONDOWN event snake5creator When starting application with the usual "double click on file" method on Windows, only holding the last click, an unnecessary MOUSEBUTTONDOWN event is sent before the initial MOUSEMOTION event, and mouse button state is stuck in the sense that it takes a subsequent button release, followed by another press for the system to resume sending events (beginning with the next button release / MOUSEBUTTONUP event). Input event log with held double-click startup: http://i.imgur.com/nypGKR2.png Without: http://i.imgur.com/yaIqAvV.png
Sam Lantinga 70df9cd0 2014-05-31T12:21:55 Fullscreen to windowed mode switch From Melesie I noticed that when user switches from fullscreen mode to windowed mode and exits application while in windowed mode, Windows performs an additional change of display settings, even though desktop resolution is the same as current one. This causes short black screen to show up. The only way I know of avoiding this is to explicitly switch to default display settings found in registry. MSDN documentation for ChangeDisplaySettingsEx states: Passing NULL for the lpDevMode parameter and 0 for the dwFlags parameter is the easiest way to return to the default mode after a dynamic mode change.
Sam Lantinga 18c31dec 2014-05-31T11:53:19 Fixed Direct3DCreate9Ex prototype
Sam Lantinga 0c6b99d5 2014-05-31T11:48:52 Fixed cast
Sam Lantinga 49c53fd2 2014-05-31T11:37:12 Use D3D9Ex when available This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
Sam Lantinga 52222db2 2014-05-31T11:33:25 Fixed SDL error when filtering events after shutdown. This can happen when restoring video modes during video system shutdown
Ryan C. Gordon dd5277d6 2014-05-24T21:06:40 Fixed stack overflow in X11_CreateWindow() (thanks, rapha and Brad!). This should be a "long" which on a 64-bit system is likely to be > 32-bits, causing XGetICValues() to write past the end of the variable (and stack). Fixes Bugzilla #2513.
Ryan C. Gordon 846a3e07 2014-05-24T01:27:19 Added some FIXMEs.
Ryan C. Gordon f0e0f4ca 2014-05-24T01:25:27 Fixed whitespace.
Ryan C. Gordon a2710516 2014-05-24T01:23:57 Generated dynapi stuff for the new WinRT entry points.
Philipp Wiesemann 9bc47465 2014-05-18T21:11:30 Changed C++ style comments.
Philipp Wiesemann ca11d7c8 2014-05-17T22:02:25 Changed C++ style comments to fix pedantic warnings.
Philipp Wiesemann 0d196c30 2014-05-17T21:52:05 Removed unused standard library includes from gesture source.
Sam Lantinga e772f0df 2014-05-13T12:10:37 Added a binding for the NVIDIA Shield controller
Sam Lantinga 67350973 2014-05-13T11:32:36 Updated coding style to match the rest of SDL
David Ludwig 49cef77e 2014-05-10T23:39:54 WinRT: fixed the max-button count for WinPhone 8.1 message boxes Doh. The max button count on WinPhone 8.1 was set to three, not two. Any more than two leads to a crash.
David Ludwig ea99e0c0 2014-05-10T23:28:53 Added limited message-box support for Windows Phone 8.1 The Windows Phone 8.1 'MessageDialog' API only seems to support two buttons, despite the documentation for such mentioning support for three. Trying to use three or more buttons leads to an exception being thrown. As such, any attempt to use more than two buttons via SDL_ShowMessageBox (on Windows Phone 8.1) will lead to no message box getting shown, and the call returning an error. The Win32 MessageBox and dialog APIs are not available in WinRT apps, to note. More extensive message dialog support might be available at some point, if and when XAML support is more fully fleshed-out. I'm not certain of this, though.
Yuri Kunde Schlesner d12d7952 2014-05-10T21:48:46 Align pointer in SDL_memset before doing Uint32 loop Some more recent compilers emit SSE aligned store instructions for the loop, causing crashes if the destination buffer isn't aligned on a 32-bit boundary. This would also crash on platforms like ARM that require aligned stores. This fixes a crash inside SDL_FillRect that happens with the official x64 mingw build.
Gabriel Jacobo de0d349e 2014-05-10T16:50:05 Fixes #2512, handle configuration change messages sent by Wayland. Patch by Bryan Cain.
Gabriel Jacobo fb389950 2014-05-10T16:23:06 Fixes #2529, guard SDL_d3math.* with the proper defines
Gabriel Jacobo 536dd013 2014-05-10T16:13:22 Fixes #2519, clear error if using the default library path for EGL succeeds.
Sam Lantinga 1a4c0dac 2014-05-10T11:27:43 Temporary fix for bug 2494 - Crashes due to the non thread-safe SDL_malloc/SDL_free on Windows We'll define USE_LOCKS as a temporary fix until an alternative like ptmalloc, jemalloc, or nedmalloc can be investigated. http://www.malloc.de/en/ http://www.canonware.com/jemalloc/ http://www.nedprod.com/programs/portable/nedmalloc/ SDL allocates memory very infrequently, so this is probably a decent fix for a while.
David Ludwig 164e5b89 2014-05-09T21:28:52 WinRT: display-information code cleanups
David Ludwig d4f1d225 2014-05-09T20:32:06 Fixed bug: touch input on WinPhone 8.0 was wrong, in some cases When a Windows Phone 8.0 app was rotated to anything but Portrait mode, touch input coordinates, as well as virtual mouse coordinates, were usually getting reported as coming from the wrong part of the screen.
David Ludwig 0a879d63 2014-05-09T20:16:21 Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated If a Windows Phone 8.1 device was rotated to anything but Portrait mode, the Direct3D 11 renderer's output wouldn't get aligned correctly with the screen.
Brandon Schaefer b6148092 2014-05-06T15:08:43 eglGetProcAddress fails the same way on MIR as ANDROID does on arm. Thanks Sylvain Becker for the patch!
Ryan C. Gordon 2a7aa9bd 2014-05-06T00:13:07 Fix build on Windows targets without dxgi.h, like MingW32.