Log

Author Commit Date CI Message
Sam Lantinga aad2df7f 2022-08-09T08:47:49 Document passing -1 to clear the player index for a controller
Ryan C. Gordon 8695d982 2022-08-09T10:09:54 README-winrt.md: Updates for newer build details.
Ryan C. Gordon b599205d 2022-08-09T09:50:55 x11: Don't look up xinput2 devices unless we're in relative mode.
Ryan C. Gordon 2dd76598 2022-08-09T09:29:30 test: Fixed wrong arguments to SDL_SetWindowFullscreen.
Ryan C. Gordon 07b0ec53 2022-08-09T09:05:08 SDL_video.h: Added \since info to new APIs.
Sam Lantinga 55882e43 2022-08-09T00:19:02 Fixed invalid read when SDL_GameControllerSetPlayerIndex() is passed a negative player_index
Sam Lantinga df537a7c 2022-08-09T00:18:19 SDL_GameControllerSetPlayerIndex(gamecontroller, -1) means turn off the player LED if possible
Sam Lantinga 5545be85 2022-08-08T23:44:50 The player LED index wraps for PS5 controllers, like it does for other controller types
Sam Lantinga 593d20d9 2022-08-08T20:11:43 Removed debug logging
Sam Lantinga 6204ae50 2022-08-08T20:09:49 Restart the IMU if the controller stops sending gyro/accel data
Ryan C. Gordon 56c1481c 2022-08-08T20:33:44 cocoa: Don't mark fullscreen-desktop windows as non-resizable. Otherwise, we can't tile SDL apps in Spaces. Fixes #4883.
Sam Lantinga d58bec72 2022-08-08T17:19:12 Fixed Joy-Con gyro axes in mini-gamepad mode
Shawn Hoffman 5aa438e8 2022-08-08T14:52:19 WGI: fix interop with applications that have their own WGI code QI for Added/Removed events need to handle IAgileObject
Sam Lantinga ada55c69 2022-08-08T15:38:19 Fixed Joy-Con type detection for the Nintendo Joy-Con Charging Grip
Ryan C. Gordon a35cff63 2022-08-08T16:07:31 Sync wiki -> headers. (bridge got stuck, I'm just kicking it to get it working again, idk.)
Sam Lantinga a547c185 2022-08-08T12:21:40 Fixed crash if uevent info isn't available
Sam Lantinga 7530bd74 2022-08-08T11:26:55 Fix right, bottom computation in `SDL_GetClosestPointOnRect` which should be exclusive, not inclusive
Sam Lantinga 98bac00d 2022-08-08T11:26:52 Add `SDL_GetPointDisplayIndex` and `SDL_GetRectDisplayIndex` and re-implement `SDL_GetWindowDisplayIndex` in terms of `SDL_GetRectDisplayIndex` - This allows looking up the display index for an arbitrary location rather than requiring an active window to do so. - This change also reimplements the fallback display lookup that found the display with center closest to the window's center to instead find the display rect edge closest to the window center (this was done in the almost identical display lookup used in SDL_windowsmodes.c, which now uses `SDL_GetPointDisplayIndex`). In practice this should almost never be hit as it requires the window's center to not be enclosed by any display rect.
Francisco Javier Trujillo Mata 20f9a1b8 2022-08-08T17:23:43 Implement SetTextureScaleMode
Sam Lantinga 47ebf008 2022-08-08T08:35:56 Fixed shadow variable warning
Francisco Javier Trujillo Mata d355ea99 2022-08-08T11:55:04 Add a way to avoid IOP reset
Francisco Javier Trujillo Mata c5fe234d 2022-08-07T23:07:02 Improve SDL main adding usb drivers
Francisco Javier Trujillo Mata 0a307628 2022-08-08T13:14:48 Fix wrong mapping in some ps2 controller keys
Aaron Barany 3f19e36d 2022-08-07T20:55:27 Disable declaration-after-statement warning on Android External .c files are brought in that don't adhere to this requirement for pre-C99 code and causes the build to break with the latest NDK. Fixes #6019
Adam Butcher 0bcbdfe2 2022-06-23T16:10:41 video: dummy: Support evdev psuedo-device with no video.
Sam Lantinga 8f05b4f8 2022-08-08T08:26:21 Fixed iOS/tvOS build
Sam Lantinga 87825972 2022-08-08T08:22:20 Added SDL_GameControllerType enumeration for Nintendo Switch Joy-Con controllers
Sam Lantinga 4f19421e 2022-08-07T20:17:40 Fixed build
Sam Lantinga 29265d07 2022-08-07T18:49:30 Use SDL_GetStringBoolean() to parse the hint value
Adam Butcher 8f5932dc 2022-06-23T16:10:39 evdev: Support user-provided devices via SDL_EVDEV_DEVICES in non-udev mode.
Pierre Wendling f790fc4f 2022-07-26T14:37:35 Add contributing guidelines.
Sam Lantinga 198d62d8 2022-08-06T23:53:18 joystick: remove unused Xbox Controller Keyboard VID/PID. 0x045e, 0x0b02 - is actually virtual keyboard that is generated by XboxGip drivers for Xbox One Controllers. Closes https://github.com/libsdl-org/SDL/pull/5121
Sam Lantinga 2909f637 2022-08-06T23:28:39 Revert "Enable bitcode by default for iOS and tvOS builds" This reverts commit 59963473efbe86e4b7ca292bc2d81ac90f872581. This fixes https://github.com/libsdl-org/SDL/issues/6015 Starting with Xcode 14, bitcode is no longer required for watchOS and tvOS applications, and the App Store no longer accepts bitcode submissions from Xcode 14. Xcode no longer builds bitcode by default and generates a warning message if a project explicitly enables bitcode: “Building with bitcode is deprecated. Please update your project and/or target settings to disable bitcode.” The capability to build with bitcode will be removed in a future Xcode release. IPAs that contain bitcode will have the bitcode stripped before being submitted to the App Store. Debug symbols for past bitcode submissions remain available for download. (86118779)
Frank Praznik dd2e3182 2022-08-06T12:31:06 wayland: Use libdecor visibility toggle for hiding/showing the window The current method of toggling the libdecor window visibility by destroying and recreating the frame results in a race where a use-after-free bug can manifest itself within libdecor when window visibility is toggled quickly. Instead, use the libdecor function for toggling visibility instead of destroying and recreating the frame every time.
Francisco Javier Trujillo Mata fbb440d1 2022-08-06T18:10:54 Invalidate texture in the UnlockTextureMethod
Sam Lantinga 52bf5b1d 2022-08-06T10:34:19 Added the hint SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED to control whether the player LED is set on Nintendo Switch controllers
Sam Lantinga f810dede 2022-08-06T09:50:13 Fixed comment so script processing works correctly
SDL Wiki Bot bdaf9a92 2022-08-06T13:25:12 Sync SDL wiki -> header
Ryan C. Gordon f600364b 2022-08-06T09:19:52 wayland: Mark window as MOUSE_CAPTURE while a mouse button is down. Wayland works like SDL's "auto capture" feature already, tracking the mouse globally only while a drag is occuring, and this is the only way to get mouse input outside the window. Setting this flag ourselves lets SDL_CaptureMouse() work in the most common use case without actually implementing CaptureMouse for the backend, including SDL's auto capture feature. Fixes #6010.
Ryan C. Gordon e2452ede 2022-08-06T09:19:10 include: Added documentation to SDL_CaptureMouse about auto-capture.
Ryan C. Gordon a6179e85 2022-08-05T21:23:39 wayland: Don't double-free clipboard sources if ours gets cancelled. Fixes #6007.
Francisco Javier Trujillo Mata 3da131c1 2022-08-05T21:07:54 Check if port if closed and open it again
Sam Lantinga 5858c7df 2022-08-05T16:17:10 Fixed OpenGL ES Shaders for systems that don't understand precision keywords
Frank Praznik 3685c64e 2022-08-05T16:16:31 wayland: Round trip after window show/hide operations. Perform a round trip after showing/hiding the window to avoid protocol errors when ShowWindow() is called immediately after HideWindow().
Anonymous Maarten 17b329d1 2022-07-26T02:51:07 cmake: enable disabing hidapi
Anonymous Maarten a4e6f3ca 2022-07-26T02:41:43 cmake: when there are alternatives, don't use libusb by default
Sam Lantinga d6a8b43c 2022-08-05T10:37:38 Added support for the HORIPAD FPS for Nintendo Switch
Francisco Javier Trujillo Mata a2d3be90 2022-08-05T00:27:41 Implement create windows method
Sam Lantinga 4a9ceb7b 2022-08-04T11:33:36 The HORIPAD S uses the Xbox 360 protocol on all platforms and shows up as multiple styles of controller, depending on what model you have.
Sam Lantinga 28c01955 2022-08-04T10:46:37 Fixed button mapping for the HORIPAD S This controller actually comes in at least two flavors: a GameCube controller and an arcade pad, neither of which should have the face buttons remapped.
Sam Lantinga 40b71431 2022-08-04T10:24:03 Fixed button mapping for the HORIPAD S controller This controller looks like a GameCube controller, is actually a Nintendo Switch controller, and shows up as an XInput device on Windows with the buttons already in the correct location.
David Carlier 16e699a7 2022-08-01T07:59:04 Proposing exposing as public api the various arch dependent pause instructions so could be used in app infinite loops. A handful of games do already so we unify it in one place.
Sam Lantinga 43b90484 2022-08-04T00:40:38 Retry a little longer when writing to the Nintendo Joy-Con Charging Grip
Ozkan Sezer 293d29b7 2022-08-04T10:11:02 SDL_x11xinput2.c: fix build for macOS
Ryan C. Gordon 5907db56 2022-08-04T02:11:21 x11: Attempt to deal with XInput2 devices with absolute coordinates. This is untested! Reference Issue #1836.
Sam Lantinga dfd2c574 2022-08-03T22:27:43 Removed unused variable
Sam Lantinga a2b4f440 2022-08-03T22:27:42 The Nintendo Wii Remote Pro Controller respects the SDL_GAMECONTROLLER_USE_BUTTON_LABELS hint
Sam Lantinga c84dea09 2022-08-03T22:12:21 Fixed detecting the controller type of controllers over USB
Sam Lantinga ba297f12 2022-08-03T21:46:01 Use the Nintendo controller type to determine whether to always use button labels
Sam Lantinga 946f4777 2022-08-03T21:33:38 Don't set Bluetooth controllers to wired power level
Sam Lantinga 57c3b2c9 2022-08-03T21:31:12 Don't rely on the device VID/PID to get the Nintendo controller type The Nintendo Online Sega Genesis controller reports the SNES VID/PID over Bluetooth. This is a more robust way of handling future controllers as well, so let's go with this instead. Also use full reports over Bluetooth, and don't report gyro for Nintendo Online classic controllers.
Sam Lantinga b6aadb16 2022-08-03T20:38:33 Added k_eSwitchDeviceInfoControllerType_N64 to ESwitchDeviceInfoControllerType
Sam Lantinga bdfb32de 2022-08-03T20:30:58 Added some additional Nintendo controller types to ESwitchDeviceInfoControllerType
Sam Lantinga ea7fbf79 2022-08-03T19:39:37 Update in-flight SDL_CONTROLLERDEVICEADDED messages when a device is removed This fixes the application trying to open the wrong device index when a device is removed and another has just been added
Sam Lantinga 5d50fa52 2022-08-03T19:39:36 Fixed timeout opening the Nintendo Joy-Con Charging Grip Sometimes opening the right Joy-Con takes a little longer for some reason
Sam Lantinga 29cdb2c9 2022-08-03T18:01:10 Added support for the Nintendo Switch Joy-Con Charging Grip
Sam Lantinga a8120104 2022-08-03T13:53:49 The Nintendo Online classic controllers and Joy-Cons shouldn't show up as Switch Pro controllers
Sam Lantinga 6e1ee1d4 2022-08-03T13:51:25 sort the controller names
Sam Lantinga 8ab9dc8b 2022-08-03T13:18:00 Fixed crash if Joy-Cons are disabled while a combined Joy-Cons controller is open
Sam Lantinga 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
Shootfast 60d1944e 2022-07-06T20:12:30 SDL_video: Added SDL_GL_FLOATBUFFERS to allow Cocoa GL contexts to use EDR
Frank Praznik 0b9868b0 2022-08-02T12:56:56 wayland: Use D-Bus to retrieve the cursor size and theme on GNOME GNOME exposes the cursor size and theme via the org.freedesktop.portal.Settings interface of the xdg-desktop portal, so query these values via D-Bus, if available. The XCURSOR_SIZE/XCURSOR_THEME envvars will be tried first, so as not to override any user specified sizes or themes, then D-Bus, then, failing that, it will fall back to default values.
Francisco Javier Trujillo Mata 944111db 2022-08-02T18:47:39 Cleaning up video driver
Francisco Javier Trujillo Mata 3f7dda8c 2022-08-02T18:13:55 Remove deinit of video driver
Francisco Javier Trujillo Mata 83c11797 2022-08-01T12:23:58 Adding SetViewPortCommand
Francisco Javier Trujillo Mata a9f4cda3 2022-08-01T12:13:28 Adding setcliprect command
Francisco Javier Trujillo Mata fb1a205e 2022-08-01T11:44:05 Implement blend modes
Francisco Javier Trujillo Mata 075f9016 2022-08-01T11:43:50 Remove some unnecessary comments
Francisco Javier Trujillo Mata ed301b12 2022-08-01T11:43:35 Updating supported format
Francisco Javier Trujillo Mata 1d1965b6 2022-07-18T12:34:17 Removing the BGR_888 from texture supported
Francisco Javier Trujillo Mata f75c35c0 2022-07-12T23:01:28 Add invalidate texture when it changes
Daniel Santos 5bb965be 2022-07-08T15:47:33 Implement RenderLines
Francisco Javier Trujillo Mata 0f0e5b44 2022-07-08T17:47:19 Increase size of pool for gsKit events
Francisco Javier Trujillo Mata f758cad8 2022-07-08T13:14:40 Remove non needed FillRects function
Daniel Santos 3cb124b9 2022-07-07T15:00:15 Implement RenderPoints
Daniel Santos df6ebc25 2022-07-07T14:10:37 Implement FillRect
Daniel Santos a152e467 2022-07-07T12:09:12 Fix "implicit declaration" with memalign
Daniel Santos 33cbf9ac 2022-07-07T12:03:46 Fix some mixed declaration warnings
Daniel Santos acf48f14 2022-07-07T11:37:20 Vertex pointer revision Now triangles are fully working
Daniel Santos 72618044 2022-07-07T10:36:48 Add textured triangle prim
Francisco Javier Trujillo Mata 2a70d492 2022-07-07T16:42:42 Destroy texture properly
Daniel Santos 7b0486d4 2022-07-07T09:33:36 Try triangles
Daniel Santos d5305ee0 2022-07-07T08:48:25 Do properly color assign
Daniel Santos b48c74a3 2022-07-07T08:24:46 Add GeometryQueue
Francisco Javier Trujillo Mata 3bfc8f55 2022-07-04T23:54:13 Removing some of the QueueCopy functions because they are legacy
Francisco Javier Trujillo Mata be1219bd 2022-07-04T23:35:25 Implement setDrawColor
Francisco Javier Trujillo Mata f1699ce7 2022-06-23T23:45:04 Implementing Clear command and texture Update
Francisco Javier Trujillo Mata c472b8dd 2022-07-04T13:23:06 Whole clean around render and video driver
Daniel Santos cdf89fde 2022-07-04T04:09:55 Add triangle prim support Improve line support Add initial texture support
Francisco Javier Trujillo Mata 88e64f9a 2022-07-03T23:29:25 Add natively supported colors