|
9996d1bb
|
2019-12-20T14:33:37
|
|
fix xcode project file permissions
|
|
6b767872
|
2019-12-19T21:45:44
|
|
Make sure the Xbox 360 driver doesn't try to talk to the wireless controllers
|
|
20daf54f
|
2019-12-19T15:18:50
|
|
Added new HIDAPI driver files to the Xcode projects
|
|
b8d325c8
|
2019-11-21T23:04:20
|
|
fix xcode project file permissions
|
|
2a7b635b
|
2019-11-21T11:52:50
|
|
Added support for the NVIDIA Controller v01.04 on Android
|
|
eb8f14bb
|
2019-11-20T20:40:50
|
|
added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
|
|
7d6f7e8d
|
2019-08-23T03:01:10
|
|
fix permissions
|
|
b521df66
|
2019-08-22T16:09:42
|
|
[SDL][IOS] Audio fix - applies stream to sound data when resampling or reformatting is required.
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|
3fb5cabe
|
2019-08-16T22:13:30
|
|
metal: Update compiled shaders based on compilation script changes
|
|
7f5fc74c
|
2019-08-08T23:35:02
|
|
fix permissions
|
|
cbdee4d6
|
2019-08-08T13:26:05
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|
[ SDL ] Fix compile error building for Windows/ARM64 on Visual Studio 2017 Win10 SDK 10.0.18362.0 which requires ar,74intr.h/arm64_neon.h header instead of armintr.h/arm_neon.h for intrinsics.
@saml
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aebaa316
|
2019-08-05T12:35:32
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Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
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|
d550867a
|
2019-07-09T08:55:00
|
|
fix permissions
|
|
67bb882e
|
2019-07-03T15:57:55
|
|
Fixed bug 4707 - SDL_SetRelativeMouseMode fails on Vivante
Cameron Gutman
The bugfix in https://hg.libsdl.org/SDL/rev/ca9417a52f18 caused SDL_SetRelativeMouseMode() to begin failing on Vivante (Steam Link). Even though Vivante doesn't have a SetRelativeMouseMode() or WarpMouse() function, it's in relative mode already (because it uses evdev) so the function was actually working as intended.
I think providing a no-op SetRelativeMouseMode() function for Vivante is a reasonable fix. Since it's already getting relative events through evdev, it really is a no-op to "enter relative mode".
In fact, this is probably the right thing to do for all backends that use evdev (vivante, raspberry, and kmsdrm). Raspberry and kmsdrm both have WarpMouse() implementations so SDL_SetRelativeMouseMode() isn't failing there, but it still seems to make sense not to have to do the fake warping if they're evdev-based anyway.
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be6cda9f
|
2019-06-19T15:54:21
|
|
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.
|
|
09142eb7
|
2019-06-12T13:56:20
|
|
fix permissions
|
|
aa80d279
|
2019-06-11T08:33:30
|
|
Fix build with the 10.10 SDK
|
|
30a5e90b
|
2019-06-08T14:29:05
|
|
Fixed bug 4603 - The iOS Test Xcode project file needs to add the metal framework
Dominik Reichardt
Similar to bug #4088 the iOS test suite needs the metal framework to link. Same linking error in the final linking phase.
|
|
624f8ca8
|
2019-04-23T14:08:09
|
|
Created Xcode schemes for building on iOS and tvOS
|
|
a7148922
|
2019-03-19T11:02:43
|
|
Fixed archiving the SDL dynamic library on iOS and tvOS
|
|
4d8ac6b8
|
2019-03-19T07:53:39
|
|
Added support for building SDL as a dynamic library on tvOS
|
|
de82759c
|
2019-03-19T07:53:33
|
|
Added support for building SDL as a dynamic library on iOS
|
|
d49f1fae
|
2019-03-16T19:46:27
|
|
Fixed iOS build
|
|
43d47f6b
|
2018-11-15T07:20:02
|
|
fix permissions
|
|
2e348c1f
|
2018-11-14T13:37:22
|
|
Fixed bug 3193 - Dualshock 3's motion sensors overwrite analog stick
maxxus
The Dualshock 3's motion sensors don't seem to be reported by the call to EVIOCGBIT but they still send EV_ABS events. Because they're not reported by EVIOCGBIT they're not assigned a proper axis ids and the default of 0 is used, which is the valid id for the left analog sticks left/right axis.
|
|
b08bdc44
|
2018-10-26T09:27:31
|
|
Don't build SDL_JOYSTICK_HIDAPI by default on iOS
If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
|
|
f0549cc9
|
2018-10-23T09:10:02
|
|
fix permissions
|
|
c4918db5
|
2018-10-22T14:55:42
|
|
Add exception handling to Android hidapi.
|
|
56806804
|
2018-10-18T15:41:50
|
|
Fixed bug 4324 - Xcode 10 - more cleanup for macOS and iOS projects
Dominik Reichardt
Xcode warns about
"Traditional headermap style is no longer supported; please migrate to using separate headermaps and set 'ALWAYS_SEARCH_USER_PATHS' to NO."
Just doing the latter is enough to silence the warning without ill effects on compiling. This affects the macOS Xcode projects as well as the iOS projects. Definitely not a bug but an annoying warning that could go away.
|
|
30def8e2
|
2018-10-18T15:40:39
|
|
Fixed bug 4324 - Xcode 10 - more cleanup for macOS and iOS projects
Dominik Reichardt
Similar to bug/patch #4228, the iOS Demo Xcode project needs to add the CoreBluetooth framework.
|
|
bab5b084
|
2018-09-15T08:11:50
|
|
fix permissions
|
|
e8a0e35e
|
2018-09-14T18:31:01
|
|
Use atomic reference counting for the HID device object
|
|
63848141
|
2018-09-10T22:59:49
|
|
Fixed building on tvOS without any sensor support
|
|
faf8f8b8
|
2018-08-30T12:50:10
|
|
fix permissions
|
|
f225af0c
|
2018-08-22T21:48:28
|
|
Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
|
|
f1bc1c12
|
2018-08-22T17:44:28
|
|
Fixed crash trying to open HIDAPI controller as a haptics device on Windows
|
|
e9f6805f
|
2018-08-21T19:42:19
|
|
Removed dependency on C++ runtime on iOS
|
|
c6647bf9
|
2018-08-21T17:24:12
|
|
Added the iOS sensor implementation
|
|
bdbc06b0
|
2018-08-21T16:47:44
|
|
Fixed bug 4228 - Clean-up Xcode projects
C.W. Betts
This cleans up the Xcode project by setting the Xcode groups to the corresponding directories. This also removes the Resources folder in OS X's Products group and adds the CoreBluetooth framework to the iOS tests (this is needed due to the addition of hidapi.
|
|
d2042e1e
|
2018-08-09T16:00:17
|
|
Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms.
Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
|
|
41da7b79
|
2018-06-12T14:00:15
|
|
ran 'chmod -x' on many files
|
|
b33dbd27
|
2018-02-24T08:40:30
|
|
Added missing file to tvOS build
|
|
684c5847
|
2017-12-12T22:30:21
|
|
Moved deployment target values to project settings
|
|
35a2eed3
|
2017-12-12T21:59:39
|
|
Parameterized the All (target platform) build target scripts so they can be used in other projects
|
|
527a8eb0
|
2017-12-12T12:14:55
|
|
Renamed Xcode build targets so it's easier to copy files out of build directories on the command line
Also enabled bitcode, which is needed for App Store builds
|
|
638d4fe3
|
2017-12-12T11:29:00
|
|
Added SDL_uikitmetalview.m to the tvOS project
|
|
3ae97689
|
2017-12-10T09:09:27
|
|
Added the Metal framework to several iOS tests
|
|
ba9c336e
|
2017-12-07T17:47:01
|
|
Fixed building for simulators or older iOS SDKs
|
|
6deb1e75
|
2017-12-07T17:12:03
|
|
Fixed compiling Metal renderer on iOS
|
|
a6a4e27a
|
2017-11-12T22:51:12
|
|
Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode:
SDL_SetYUVConversionMode()
SDL_GetYUVConversionMode()
SDL_GetYUVConversionModeForResolution()
SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats.
Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
|
|
f24c6672
|
2017-10-26T10:49:33
|
|
Updated SDL iOS project for tvOS
|
|
9c580e14
|
2017-10-12T13:44:28
|
|
Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
|
|
cc023b6b
|
2017-09-22T12:26:54
|
|
Fixed bug 3837 - Change project settings for Xcode 9?
Mark Callow
Xcode 9 emits a warning to validate project settings. The changes it proposes are
1. [iOS] Update the iOS deployment target to 8.0 since Xcode does
not support anything older.
2. [macOS] Target 'Framework' - Automatically Select Archectures.
3. [iOS & macOS] Turns on a bunch more compile warnings, a *lot* more on iOS.
4. [iOS & macOS] Turn on "Missing Localizability".
I want to confirm if it is ok to accept these changes and submit updated project files.
Since Alex Szpakowski has just removed iOS 7 guard ifdef's, I'm guessing 1 isn't a problem.
2 is probably ok for anyone building themselves. I wonder if it may cause problems for building distribution binaries.
3 shouldn't be a problem either provided any newly emitted warnings are fixed.
4 I am unfamiliar with. The description says "This will turn on the static analyzer to check for "Missing Localizability", because this project is localized for multiple languages." I suppose this may cause new warnings.
|
|
28602b12
|
2017-09-22T11:15:57
|
|
The volume was too high, clamp to SDL_MIX_MAXVOLUME
|
|
d8286479
|
2017-09-22T08:30:52
|
|
Added stubs for simple Steam Controller support
|
|
e8187a3f
|
2017-09-14T09:56:16
|
|
Updated iOS keyboard test to cover text input rect and orientation changes
|
|
25e3a1ec
|
2017-08-27T22:15:57
|
|
vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
|
|
efc43a1d
|
2017-08-15T23:00:54
|
|
More cleanup of the iOS keyboard demo.
|
|
a0a09f64
|
2017-08-15T22:53:57
|
|
Improve iOS keyboard demo code a bit.
|
|
b84fe2c0
|
2017-05-25T23:01:59
|
|
ios: Fixed math include in demos.
|
|
37b49e63
|
2017-04-09T23:00:26
|
|
ios: Fixed compiler warnings about unused variables in demo.
|
|
6bd87635
|
2017-03-19T22:17:01
|
|
iOS: Fixed compiling template on C89 compilers.
|
|
b4e069e7
|
2016-12-26T02:12:21
|
|
Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix
Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:
/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
^~~~~~
It seems there is a missing 'void' between the parentheses.
|
|
09ed5cc0
|
2016-12-06T13:33:02
|
|
xcode: Make sure SDL_dataqueue sources are included in all targets.
|
|
6cb2f5bb
|
2016-12-06T12:30:31
|
|
xcode: updated macOS and iOS project files with SDL_dataqueue sources.
|
|
f662f680
|
2016-10-09T20:30:49
|
|
iOS: Updated demo README.
|
|
c2cb0b0f
|
2016-09-30T23:31:24
|
|
iOS: Removed unused constant in demo.
|
|
357c3dd7
|
2016-09-26T23:09:19
|
|
iOS: Updated comment in demo.
|
|
a8b033d7
|
2016-09-25T00:23:35
|
|
Update the code for the iOS demos to handle modern devices. Fixes bug #3337
|
|
4209a1fd
|
2016-09-15T19:59:57
|
|
CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS.
Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
|
|
dbe2997a
|
2016-09-14T08:45:35
|
|
Fixed building for both iOS and tvOS on Xcode 8
|
|
d0898b38
|
2016-09-14T07:09:35
|
|
Allow targeting tvOS
|
|
f0505766
|
2016-09-13T22:18:06
|
|
Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.
A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
|
|
86708c3c
|
2016-09-13T19:51:10
|
|
Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
|
|
979de761
|
2016-08-05T01:44:15
|
|
audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
|
|
f3ca4e4d
|
2016-04-01T21:14:49
|
|
iOS: Fixed compiling demos on C89 compilers.
|
|
62ebc527
|
2016-03-28T21:01:46
|
|
iOS: Removed not needed SDL_WINDOW_SHOWN from rectangles demo.
|
|
bd60850b
|
2016-03-28T21:01:26
|
|
iOS: Fixed keyboard demo ignoring quit requests and window closing.
This also fixed a warning about an unused variable.
|
|
e9ca5b28
|
2016-03-27T22:26:34
|
|
iOS: Replaced #import with #include in two demos.
This extension to C is not required here and made the demos less portable.
|
|
5fa0cbc4
|
2016-03-27T22:25:13
|
|
iOS: Restored older version of rectangles demo.
The demo did not draw rectangles like described in the demo README.
|
|
16c479f3
|
2016-03-27T22:24:10
|
|
iOS: Updated SDL version in demo README.
|
|
8e7cd6b5
|
2016-02-03T20:32:55
|
|
iOS: Implemented clipboard support.
|
|
a4ce22fb
|
2016-01-06T22:39:04
|
|
Fixed outdated information in a README for iOS.
Four of the listed programs do not exist anymore.
|
|
2bf6f1bc
|
2015-09-20T23:08:36
|
|
Added initial support for MFi game controllers on iOS.
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|
|
45f967be
|
2015-05-28T18:57:57
|
|
Fixed building test programs on the iOS simulator
|
|
c4fe8c80
|
2015-05-06T12:42:14
|
|
Fixed building the iOS Demo files in debug mode
|
|
d603bb30
|
2015-05-05T16:16:10
|
|
Fixed a crash on iOS when none of the orientations in Info.plist match the SDL window's actual orientation.
Fixes bug #2967.
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
|
|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
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.
|
|
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
|
|
f5543f93
|
2014-08-06T03:24:16
|
|
Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
|
|
017c5dc3
|
2014-07-07T10:42:19
|
|
Fixed bug 2626 - iOS: fix test and template Xcode projects and build scripts to link with CoreMotion
Alex Szpakowski
Now that SDL on iOS requires CoreMotion to be linked, some of the Xcode projects included with the SDL source (such as the iOS tests and the iOS app template) as well as the premake and automake scripts need to be updated.
I've attached a patch which does so. It also fixes the SDL Xcode project to build for 64-bit ARM as well as armv7 by default (or whatever the default ARM targets are for the Xcode version used), which is what the iOS app template expects.
|
|
82849f07
|
2014-06-25T21:40:56
|
|
Updated the template project for iOS, thanks to Davide Coppola
|
|
6a632eb2
|
2014-06-25T00:20:21
|
|
Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer
Alex Szpakowski
SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.
The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5.
I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
|