|
bcdef4aa
|
2022-08-03T13:07:47
|
|
Added separate hints for Nintendo Online classic controllers and Joy-Cons
This allows them to be enabled/disabled separately from Switch Pro HIDAPI support
|
|
2fa2f9ff
|
2022-07-28T19:22:27
|
|
Greatly improved Nintendo Joy-Con support using the HIDAPI driver
* Added support for mini-gamepad mode for Joy-Con controllers, matching the mapping for hid-nintendo on Linux and iOS 16
* Added the ability to merge left and right Joy-Con controllers into a single Pro-style controller
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_COMBINE_JOY_CONS to control this merging functionality
* Removed the hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS
|
|
5d85c7d3
|
2022-07-26T00:19:16
|
|
kmsdrm: Added a hint to specify device index.
Fixes #2811.
|
|
6e712d24
|
2022-07-09T22:55:36
|
|
joystick: Add HIDAPI driver for NVIDIA SHIELD 2017 controller
Basic input already works using the OS HID driver, but this enables
force feedback and battery state reporting.
|
|
6a2e6c82
|
2022-06-28T21:03:16
|
|
Add SDL_HINT_DIRECTINPUT_ENABLED (on by default)
|
|
c95edd94
|
2022-06-13T06:36:39
|
|
Fixed spacing
|
|
ab81a559
|
2022-06-07T02:01:27
|
|
Windows DPI scaling/highdpi support
Adds hint "SDL_WINDOWS_DPI_SCALING" which can be set to "1" to
change the SDL coordinate system units to be DPI-scaled points, rather
than pixels everywhere.
This means windows will be appropriately sized, even when created on
high-DPI displays with scaling.
e.g. requesting a 640x480 window from SDL, on a display with 125%
scaling in Windows display settings, will create a window with an
800x600 client area (in pixels).
Setting this to "1" implicitly requests process DPI awareness
(setting SDL_WINDOWS_DPI_AWARENESS is unnecessary),
and forces SDL_WINDOW_ALLOW_HIGHDPI on all windows.
|
|
51ebefee
|
2022-02-28T00:43:43
|
|
Support PMv2 DPI awareness, add SDL_HINT_WINDOWS_DPI_AWARENESS
The hint allows setting a specific DPI awareness ("unaware", "system", "permonitor", "permonitorv2").
This is the first part of High-DPI support on Windows ( https://github.com/libsdl-org/SDL/issues/2119 ).
It doesn't implement a virtualized SDL coordinate system, which will be
addressed in a later commit. (This hint could be useful for SDL apps
that want 1 SDL unit = 1 pixel, though.)
Detecting and behaving correctly under per-monitor V2
(calling AdjustWindowRectExForDpi where needed) should fix the
following issues:
https://github.com/libsdl-org/SDL/issues/3286
https://github.com/libsdl-org/SDL/issues/4712
|
|
e1c83504
|
2022-05-15T10:35:59
|
|
wayland: Add a hint to disable video mode emulation under Wayland
Add the hint "SDL_VIDEO_WAYLAND_MODE_EMULATION", which can be used to disable mode emulation under Wayland. When disabled, only the desktop and/or native display resolution is exposed.
|
|
40828218
|
2022-06-06T17:42:30
|
|
DirectX 12 Renderer (#5761)
* DirectX 12 Renderer (27 squashed commits)
* Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters
* Fixed OpenWatcom build failure
* Dynapi fix
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
|
|
f871c178
|
2022-05-10T17:32:24
|
|
macOS: remove dead code for supporting 10.6 at runtime.
|
|
db9e14e5
|
2022-01-31T13:55:37
|
|
disabled linux joystick debugging outputs and reverted unnecessary comment edit
|
|
3696e23d
|
2022-01-14T10:45:16
|
|
added hints SDL_HINT_LINUX_DIGITAL_HATS and SDL_HINT_LINUX_HAT_DEADZONES to control the new Linux hat handling; added define DEBUG_GAMEPAD_MAPPINGS to log messages when generating default gamepad mapings for Linux joysticks
|
|
6150245d
|
2022-05-03T00:11:44
|
|
Add new verbosity level for logging of `SDL_SysWMEvent`s
Now logged only if SDL_HINT_EVENT_LOGGING is set to "3" or above.
|
|
7d7ec9c9
|
2022-04-26T16:41:28
|
|
x11: Remove XVidMode and Xinerama support.
Fixes #1782.
|
|
c1336b21
|
2022-04-17T12:43:32
|
|
hints: Make SDL_VIDEODRIVER and SDL_AUDIODRIVER formal hints.
They were just environment variables before.
Fixes #5528.
|
|
9c2f46b0
|
2022-04-12T15:23:22
|
|
Wayland: Add SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR
This hint allows libdecor to be used even when xdg-decoration is
available. It's mostly useful for debugging libdecor, but could in
theory be used by applications which want to (for example) bundle their
own libdecor plugins.
|
|
6d7d142b
|
2022-04-08T18:10:38
|
|
Fixed typo
|
|
96be9cdd
|
2022-03-27T21:48:09
|
|
Vita: add hint to select which touchpad generates mouse events
|
|
f782abe5
|
2022-03-22T09:52:52
|
|
hints: Added SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE.
Fixes #2349.
|
|
6c962177
|
2022-03-18T10:07:59
|
|
Added the hint SDL_HINT_MOUSE_RELATIVE_MODE_CENTER, controlling whether the mouse should be constrained to the center of the window or the whole window in relative mode.
For further info about the pros and cons, check out the discussion in https://github.com/libsdl-org/SDL/issues/5271
|
|
5ff42438
|
2022-03-17T17:39:46
|
|
Added a hint to capture the mouse when mouse buttons are pressed, defaulting on
Fixes https://github.com/libsdl-org/SDL/issues/5301
|
|
e5f45455
|
2022-03-17T14:44:34
|
|
Added a hint to mark a foreign window as usable with OpenGL
Fixes https://github.com/libsdl-org/SDL/issues/2942
|
|
0bf8ccfb
|
2022-02-08T22:15:11
|
|
video: Add a hint to allow Vulkan surfaces on foreign windows
|
|
d14a1263
|
2022-03-11T17:45:17
|
|
IME Composition Truncation + SDL_IsTextInputShown + SDL_ClearComposition (#5398)
* Fixes for IME Composition Truncation + Addition of SDL_ClearComposition, SDL_IsTextInputShown
* Fixed: Documentation and code style issues raised during code review.
|
|
94d43186
|
2022-02-22T00:41:15
|
|
GameCubeAdapter: Add suppport for all rumble modes
This adds support for all 3 of the gamecube controller's rumble modes
Rumble: 1
Stop: 0
StopHard: 2
This is useful for applications that need the full range of support
This also adds a hint to control rumble behavior, defaults 0 to maintain compatibility
|
|
18032979
|
2022-02-15T13:07:51
|
|
Added the hint SDL_HINT_JOYSTICK_ROG_CHAKRAM to control whether ROG Chakram mice show up as joysticks
This hint defaults off, but when it is enabled the mice will have a game controller mapping set up for Profile 3 (set in the Armoury Crate software)
|
|
57bc9040
|
2022-01-07T08:54:08
|
|
Add hint to optionally forcibly raise the window under MS Windows.
|
|
42302d0a
|
2022-01-11T21:17:21
|
|
x11: Let apps specify a custom _NET_WM_WINDOW_TYPE.
Fixes #5185.
|
|
09ece861
|
2022-01-08T11:36:29
|
|
Added the hint SDL_HINT_RENDER_LINE_METHOD to select the line rendering method
|
|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
|
|
66058bbb
|
2021-11-15T16:52:56
|
|
Fixed exception accessing Bluetooth devices on Android 12
Since accessing Bluetooth prompts the user for permission on both Android and iOS, and we only need it for Steam Controller support, we'll leave it off by default. You can enable it by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
Fixes https://github.com/libsdl-org/SDL/issues/4952
|
|
1c78b080
|
2021-11-10T20:02:25
|
|
Added support for /dev/input/js* on Linux
Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices t
hat will be opened in addition to the normal joystick detection
Fixes https://github.com/libsdl-org/SDL/issues/1314
Fixes https://github.com/libsdl-org/SDL/issues/1727
Fixes https://github.com/libsdl-org/SDL/issues/1981
Closes https://github.com/libsdl-org/SDL/pull/4727
|
|
c7dafb15
|
2021-10-27T01:36:05
|
|
Sync wiki -> header
|
|
8bf32e12
|
2021-10-15T06:26:10
|
|
Improved SDL_PollEvent usage (#4794)
* Avoid unnecessary SDL_PumpEvents calls in SDL_WaitEventTimeout
* Add a sentinel event to avoid infinite poll loops
* Move SDL_POLLSENTINEL to new internal event category
* Tweak documentation to indicate SDL_PumpEvents isn't always called
* Avoid shadowing event variable
* Ignore poll sentinel if more (user) events have been added after
Co-authored-by: Sam Lantinga <slouken@libsdl.org>
|
|
0789610c
|
2021-10-14T00:52:05
|
|
Add SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN
|
|
5dccffd7
|
2021-08-23T21:16:58
|
|
Allow usage of the new Condition Variable code with Critical Sections
Vista and later provide the SleepConditionVariableCS() function for this.
Since SDL_syscond_srw.c doesn't require SRW locks anymore, rename it to
SDL_syscond_cv.c which better reflects the implementation of condition
variables rather than the implementation of mutexes.
Fixes #4051.
|
|
6f972052
|
2021-08-30T12:21:05
|
|
Added: Support for showing the IME Candidate Window on Windows
|
|
a1ffeda0
|
2021-08-28T22:52:13
|
|
Add SDL_HINT_APP_NAME and DBUS inhibition hint
See SDL bug #4703. This implements two new hints:
- SDL_APP_NAME
- SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME
The former is the successor to SDL_HINT_AUDIO_DEVICE_APP_NAME, and acts
as a generic "application name" used both by audio drivers and DBUS
screensaver inhibition. If SDL_AUDIO_DEVICE_APP_NAME is set, it will
still take priority over SDL_APP_NAME.
The second allows the "activity name" used by
org.freedesktop.ScreenSavver's Inhibit method, which are often shown in
the UI as the reason the screensaver (and/or suspend/other
power-managment features) are disabled.
|
|
503ea8e8
|
2021-08-25T14:41:58
|
|
Don't modify the Nintendo Switch home LED state by default
|
|
524964f9
|
2021-08-14T12:09:13
|
|
Add SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY
|
|
2e6dac87
|
2021-08-09T01:47:42
|
|
wayland: Add a hint to allow disabling libdecor use
Useful for testing xdg-shell path with compositors like Weston.
|
|
736a424f
|
2021-07-27T13:12:57
|
|
pulseaudio: Optionally add "monitor" sources to device list.
There's a new hint to enable this.
Fixes #2917.
|
|
f1633127
|
2021-07-24T13:41:55
|
|
Added a window flash operation to be explicit about window flash behavior
|
|
e1c3a250
|
2021-07-24T12:11:27
|
|
Changed SDL_FlashWindow() so it doesn't take a flash count, and added the hint SDL_HINT_WINDOW_FLASH_COUNT to control behavior on Windows
|
|
2147e7bf
|
2021-07-24T11:01:58
|
|
Sorted the hints alphabetically
|
|
c88eb7a8
|
2021-07-14T17:07:04
|
|
Sync wiki -> header.
|
|
24059a19
|
2021-07-09T18:11:42
|
|
The RAWINPUT driver is no longer tied to HIDAPI in any way
|
|
17ed8d80
|
2021-07-07T16:05:35
|
|
Added HIDAPI backend for Amazon Luna Controller Model T28B69 connected via Bluetooth LE (VID:0171, PID:0419).
To enter Bluetooth pairing mode hold B and Action (button with circle) buttons for 3 seconds.
It works via usual HIDAPI if special filter driver is not installed:
https://www.amazon.com/gp/help/customer/display.html?nodeId=GZCT4CTFHXLHEB9T
With that driver installed it mimics Xbox One controller and works via XInput under Windows.
Under DInput this controller is not usable at all.
|
|
e65a6583
|
2021-06-09T22:10:20
|
|
x11: Add a hint to force override-redirect.
Fixes #3776.
|
|
e0068723
|
2021-04-04T00:23:52
|
|
hints: SDL_HINT_TIMER_RESOLUTION applies to all versions of Windows.
Fixes #3654.
|
|
c486959e
|
2021-03-24T10:47:03
|
|
headers: Fix up bullet lists, now that wikiheaders.pl can handle them.
|
|
3f40396d
|
2021-03-21T14:18:39
|
|
First shot at merging the wiki documentation into the headers.
|
|
2f0b99a7
|
2021-02-13T11:56:05
|
|
audio: Add Pipewire playback/capture sink
|
|
dfa64ead
|
2021-02-25T19:22:31
|
|
KMSDRM: Add hint to enable the backend without DRM master
In some cases, it can be useful to have the KMSDRM backend even if it cannot
be used for rendering. An app may want to use SDL for input processing while
using another rendering API (such as an MMAL overlay on Raspberry Pi) or
using its own code to render to DRM overlays that SDL doesn't support.
This also moves the check for DRM master to an earlier point where we can fail
initialization of the backend, rather than allowing the backend to initialize
then failing the creation of a window later.
|
|
79cd8cab
|
2021-01-27T20:41:36
|
|
Add default handler for Alt+Tab while keyboard grab is enabled
By default, we will minimize the window when we receive Alt+Tab with a
full-screen keyboard grabbed window to allow the user to escape the
full-screen application.
Some applications like remote desktop clients may want to handle Alt+Tab
themselves, so provide an opt-out via SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED=0.
|
|
ac72a2ba
|
2021-01-25T20:38:50
|
|
Fixed bug 5493 - Hint to let the user opt out of having Switch controllers' Home button lit when opened
jibb
New hint to let the user opt out of having Switch controllers' Home button lit when opened.
This is more consistent with the Switch itself (which doesn't light the button normally) and may be preferred by users who may disconnect their controller without letting the application close it.
I think this warrants a Switch-specific hint because the default behaviour is unusual (inconsistent with using a Switch controller on a Switch itself or with some other programs on PC), and because of that it's distinct from other lights (the player number on Switch controllers and the player colour on PlayStation controllers).
|
|
1981d23f
|
2021-01-23T11:06:35
|
|
Fixed bug 5466 - Add haptic support for Stadia Controller
Dimitriy Ryazantcev
Consider adding support for Stadia Controller haptics.
Here is example code how to deal with it:
https://github.com/chromium/chromium/blob/99314be8152e688bafbbf9a615536bdbb289ea87/device/gamepad/hid_haptic_gamepad.cc#L45
|
|
0f57864c
|
2021-01-18T19:57:29
|
|
Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller.
|
|
6e97170e
|
2021-01-08T21:16:06
|
|
Use PS4 rumble hint as the default for the PS5 rumble hint
Existing SDL applications may not know about the need to set a specific
hint to enable rumble on PS5 controllers, even though they may already
set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4
controller rumble support.
Rather than requiring those developers update their apps, let's use the
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior
they are expected for all PlayStation controllers.
|
|
6cbd4417
|
2021-01-02T14:45:15
|
|
Add a hint for D3D9Ex to avoid having to choose at compile-time
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
0684572c
|
2020-12-29T12:13:10
|
|
Added a hint to control whether the player LEDs should be lit to indicate which player is associated with a PS5 controller.
|
|
8fc0baad
|
2020-12-28T11:43:11
|
|
Add SDL_cond implementation using Windows Condition Variables
Is automatically used when the SRW SDL_mutex implementation is active.
Otherwise falls back to the generic implementation.
v2: - Rebase onto master fa3ea1051a4b
|
|
d0b8295c
|
2020-12-23T13:36:46
|
|
Add SDL_sem implementation using Atomics and WaitOnAddress API.
Keep Semaphore Kernel Object impl for Windows 7 and older - choose at runtime
v2: - Fix mixed int/LONG types
- Reorder definitions
- Add missing include
v3: - Use `GetModuleHandle()` to load the API Set
|
|
548cb908
|
2020-12-23T13:33:36
|
|
Add SDL_mutex implementation using Windows Slim Reader/Writer Locks Keep Critical Section impl for Windows XP/Vista - choose at runtime
v2: - Add SRW definitions as suggested by Ozkan Sezer
Allows building against older platform headers.
- Rename "hidden" function parameter `mutex_` to `_mutex`
v3: - Use GetModuleHandle instead of LoadLibrary
- Fix typo in comment
|
|
4ec776c3
|
2020-12-22T13:29:23
|
|
Don't switch the PS5 controller out of DirectInput mode by default
|
|
5f7cd1fa
|
2020-12-18T10:08:59
|
|
Added hints to control whether SDL updates joystick and sensor state in the main event loop
|
|
ce7c751c
|
2020-12-12T23:54:40
|
|
Document that the joystick deadzone hint defaults off
|
|
13a4caf1
|
2020-12-12T22:08:02
|
|
Fixed bug 4286 - Joystick subsystem causes "not responding" when app is in the background
Added a hint to control whether a separate thread should be used for joystick events.
This is off by default because dispatching messages in other threads appears to cause problems on some versions of Windows.
|
|
0500c044
|
2020-11-12T07:53:05
|
|
Fix SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL also applying to HIGH priorities
As the name suggests, the hint should only apply to SDL_THREAD_PRIORITY_TIME_CRITICAL
The resulting priorities for my current distro result in these values:
| High | Time Critical
Hint |--------------|-----------------
0 | P=10 N=-10 | P=5 N=-15
1 | P=10 N=-10 | P=-21 N=0
|
|
07eae7d6
|
2020-11-11T08:47:18
|
|
Fix process randomly getting killed when SDL_THREAD_PRIORITY_HIGH/TIME_CRITICAL is set
When we request realtime priority from rtkit, we have a rttime limit. If we exceed
that limit, the kernel will send SIGKILL to the process to terminate it.
This isn't something that most high priority processes will want, only processes
that selectively opt into SCHED_RR/FIFO through SDL_HINT_THREAD_PRIORITY_POLICY
should be subject to this level of scrutiny.
This change:
* Switches non-apple posix OSs to use SCHED_OTHER instead of SCHED_RR
for SDL_THREAD_PRIORITY_HIGH/SDL_THREAD_PRIORITY_TIME_CRITICAL.
* Fixes using a hardcoded RLIMIT_RTTIME, instead queries it from rtkit
* Only sets RLIMIT_RTTIME for MakeRealtime rtkit requests
* Adds a note regarding the possible SIGKILL with SDL_HINT_THREAD_PRIORITY_POLICY
* Introduces SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow apps to acquire realtime scheduling policies on Linux
|
|
a22beef4
|
2020-11-05T17:03:28
|
|
Moved the PS5 controller driver to a separate file, as the advanced feature protocol is very different from that of the PS4
|
|
955f3184
|
2020-09-25T10:14:42
|
|
Fixed bug 5239 - Play audio on Android while backgrounded (Thanks Superfury)
Add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO not to pause audio when
the app goes to background.
(It requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
|
|
c3ecf18c
|
2020-07-21T23:38:42
|
|
Linux: Add hint for disabling deadzones
|
|
e594a673
|
2020-06-27T16:25:47
|
|
emscripten: Introduce SDL_HINT_EMSCRIPTEN_ASYNCIFY
See https://github.com/emscripten-core/emscripten/issues/10746
and
https://github.com/emscripten-ports/SDL2/pull/112
Fixes Bugzilla #4997.
|
|
1947ca70
|
2020-06-26T20:16:43
|
|
video: Changed SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS to default to FALSE.
Fixes Bugzilla #5106. (and probably many others, too!)
|
|
abd58418
|
2020-05-26T13:19:19
|
|
Make some changes to SDL_SetThreadPriority to try and have SDL transparently handle more of the work.
1. Comment that SDL_SetThreadPriority will make any necessary system changes when applying priority.
2. Add a hint to override SDL's default behavior for scheduler policy.
3. Modify the pthreads SDL_SetThreadPriority so that instead of just using the current thread scheduler policy it will change it to a policy that should work best for the requested priority.
4. Add hint checks in SDL_SetThreadPriority so that #3 can be overridden if desired.
5. Modify the Linux SDL_SetThreadPriority so that in the case that policy, either by SDL defaults or from the hint, is a realtime policy it uses the realtime rtkit API.
6. Prior to calling rtkit on Linux make the necessary thread state changes that rtkit requires. Currently this is done every time as it isn't expected that SDL_SetThreadPriority will be called repeatedly for a thread.
|
|
fa23e3d0
|
2020-05-04T02:27:29
|
|
locale: Implemented SDL_GetPreferredLocales().
This was something I proposed a long time ago, Sylvain Becker did
additional work on it, then back to me.
Fixes Bugzilla #2131.
|
|
8601996f
|
2020-05-03T22:13:48
|
|
hints: Allow specifying audio device metadata.
This is only supported on PulseAudio. You can set a description when opening
your audio device that will show up in pauvcontrol, which lets you set
per-stream volume levels.
Fixes Bugzilla #4801.
|
|
11fef299
|
2020-05-03T20:56:18
|
|
hints: Fixed a doxygen comment.
|
|
b6eb09ff
|
2020-03-20T15:55:02
|
|
Updated documentation so people know to set the SDL_HINT_NO_SIGNAL_HANDLERS hint before SDL_Init()
|
|
4dea340c
|
2020-03-16T12:23:38
|
|
Fixed bug 4477 - Support more than 4 XInput-capable devices on Windows
Jimb Esser
Add new RawInput controller API, and improved correlation with XInput/WGI
Reorder joystick init so drivers can ask the others if they handle a device reliably
Do not poll disconnected XInput devices (major perf issue)
Fix various cases where incorrect correlation could happen
Simple mechanism for propagating unhandled Guide button presses even before guaranteed correlation
Correlate by axis motion as well as button presses
Fix failing to zero other trigger
Fix SDL_HINT_JOYSTICK_HIDAPI not working if set before calling SDL_Init()
Add missing device to device names
Disable RawInput if we have a mismatch of XInput-capable but not RawInput-capable devices
Updated to SDL 2.0.13 code with the following notes:
New HID driver: xbox360w - no idea what that is, hopefully urelated
SDL_hidapijoystick.c had been refactored to couple data handling logic with device opening logic and device lists caused some problems, yields slightly uglier integration than previously when the 360 HID device driver was just handling the data.
SDL_hidapijoystick.c now often pulls the device off of the joystick_hwdata structure for some rumble logic, but it appears that code path is never reached, so probably not a problem.
Looks like joystick_hwdata was refactored to not include a mutex in other drivers, maintainers may want to do the same refactor here if that's useful for some reason.
Something changed in how devices get names, so getting generic names.
Had to fix a (new?) bug where removing an XInput controller caused existing controllers (that moved to a new XInput index) to get identified as 0x045e/0x02fd ("it's probably Bluetooth" in code), rendering the existing HIDAPI_IsDevicePresent and new RAWINPUT_IsDevicePresent unreliable.
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4572dd2a
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2020-03-02T10:37:28
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Fixed bug 4854 - Add a way to extend the values in controller_type.h
Added a hint SDL_HINT_GAMECONTROLLERTYPE to allow overriding the built-in controller type database
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4b585e75
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2020-02-03T08:06:52
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Fixed bug 4833 - Use EGL for X11?
Martin Fiedler
To be precise, this is about *desktop OpenGL* on X11. For OpenGL ES, EGL is already used (as it's the only way to get an OpenGL ES context), as Sylvain noted above.
To shine some light on why this is needed:
In 99% of all cases, using GLX on X11 is fine, even though it's effectively deprecated in favor of EGL [1]. However, there's at least one use case that *requires* the OpenGL context being created with EGL instead of GLX, and that's DRM_PRIME interoperability: The function glEGLImageTargetTexture2DOES simply doesn't work with GLX. (Currently, Mesa actually crashes when trying that.)
Some example code:
https://gist.github.com/kajott/d1b29c613be30893c855621edd1f212e
Runs on Intel and open-source AMD drivers just fine (others unconfirmed), but with #define USE_EGL 0 (i.e. forcing it to GLX), it crashes. The same happens when using SDL for window and context creation.
The good news is that most of the pieces for EGL support on X11 are already in place: SDL_egl.c is pretty complete (and used for desktop OpenGL on Wayland, for example), and SDL_x11opengl.c has the aforementioned OpenGL-ES-on-EGL support. However, when it comes to desktop OpenGL, it's hardcoded to fall back to GLX.
I'm not advocating to make EGL the default for desktop OpenGL on X11; don't fix what ain't broken. But something like an SDL_HINT_VIDEO_X11_FORCE_EGL would be very appreciated to make use cases like the above work with SDL.
[1] source: Eric Anholt, major Linux graphics stack developer, 7 years ago already - see last paragraph of https://www.phoronix.com/scan.php?page=news_item&px=MTE3MTI
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b4c2e29e
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2020-01-27T10:58:30
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video: Added a hint to override the display's usable bounds.
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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e22e77da
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2019-12-19T15:01:35
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Added an untested driver for the Nintendo GameCube adapter, based on code contributed by Ethan Lee
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54748a39
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2019-12-08T11:33:06
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Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany
Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.
When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.
When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
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9a76bebf
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2019-11-13T14:24:48
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SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS defaults to true, to match Steam's default behavior
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b3470f04
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2019-10-17T17:32:47
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Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to control whether Nintendo Switch controllers use their button labels or button positions for game controller button reporting.
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0918903f
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2019-09-30T22:54:16
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render: add a hint for toggling relative scaling
Fixes Bugzilla #4811.
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e5580e18
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2019-09-04T09:27:58
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x11: add a hint to force the VisualID used when creating a window.
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be6cda9f
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2019-06-19T15:54:21
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Rolling back GameCube HIDAPI support
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
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762b788f
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2019-06-09T12:46:10
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Cleanup on bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug
Attached is a minor cleanup patch. It changes the option name of one hint to something better, puts one or two more checks in, and adds explicit casting where warnings could appear otherwise.
I hope the naming of the hints and their options is acceptable. It would be kind of awkward to change them after they get released with an official SDL version.
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990e166a
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2019-06-08T19:02:42
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Fixed bug 3894 - Fuzzing crashes for SDL_LoadWAV
Simon Hug
I had a look at this and made some additions to SDL_wave.c.
The attached patch adds many checks and error messages. For some reason I also added A-law and ?-law decoders. Forgot exactly why... but hey, they're small.
The WAVE format is seriously underspecified (at least by the documents that are publicly available on the internet) and it's a shame Microsoft never put something better out there. The language used in them is so loose at times, it's not surprising the encoders and decoders behave very differently. The Windows Media Player doesn't even support MS ADPCM correctly.
The patch also adds some hints to make the decoder more strict at the cost of compatibility with weird WAVE files.
I still think it needs a bit of cleaning up (Not happy with the MultiplySize function. Don't like the name and other SDL code may want to use something like this too.) and some duplicated code may be folded together. It does work in this state and I have thrown all kinds of WAVE files at it. The AFL files also pass with it and some even play (obviously just noise). Crafty little fuzzer.
Any critique would be welcome. I have a fork of SDL with a audio-loadwav branch over here if someone wants to use the commenting feature of Bitbucket:
https://bitbucket.org/ChliHug/SDL
I also cobbled some Lua scripts together to create WAVE test files:
https://bitbucket.org/ChliHug/gendat
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9eac91dd
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2019-04-05T08:10:12
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Set SDL_HINT_MOUSE_TOUCH_EVENTS for iPhone and iPad as well
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05333a6e
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2019-04-05T09:16:30
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Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
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b470cd9b
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2019-04-05T08:36:31
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Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour
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bfdd0b22
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2019-04-04T17:01:02
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Android: remove SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH
java layer runs as if separate mouse and touch was 1,
Use SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS
for generating synthetic touch/mouse events
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