src


Log

Author Commit Date CI Message
Manuel Alfayate Corchete ab3a390e 2020-12-19T17:35:04 [Video/KMSDRM] Better ATOMIC caps testing: patch by Oskan Sezer.
Manuel Alfayate Corchete 436499f3 2020-12-19T02:08:59 [Video/KMSDRM] Comment out some debug info, adjust comments for future work.
Ozkan Sezer 6b81cac4 2020-12-19T01:25:50 remove duplicated SDL_SetError after calling check_atomic_modesetting()
Manuel Alfayate Corchete 8952a613 2020-12-18T23:17:42 [Video/KMSDRM] Re-arrange display members setup.
Manuel Alfayate Corchete f60f8d5d 2020-12-18T22:53:51 [Video/KMSDRM]: Add Vulkan support to the KMSDRM backend.
Sam Lantinga cbe13d23 2020-12-18T13:10:36 Fixed controller hotplug detection when joystick thread is not enabled
Ozkan Sezer 6ac0b23d 2020-12-18T21:37:20 SDL_DirectFB_video.c: DSPF_ABGR requires directfb >= 1.5.0 -- add guard.
Sam Lantinga f0577bc9 2020-12-18T10:09:06 ControllerList: setup the ps5 default deadzone to match PS4 instead of defaulting to same a XboxOne/Switch
Sam Lantinga 5f7cd1fa 2020-12-18T10:08:59 Added hints to control whether SDL updates joystick and sensor state in the main event loop
Ozkan Sezer 6c4ab484 2020-12-18T17:50:02 SDL_kmsdrmvideo.c: check atomic modesetting in check_modesetting() .. so that KMSDRM_CreateDevice() can fail and SDL_VideoInit() would move on to next bootstrap member which is kmsdrm_legacy. hopefully fixes bug #5393.
Sam Lantinga 6bd4c717 2020-12-17T21:41:23 Fixed bug 5402 - ARM support little update proposal David Carlier No fix but mostly an update for ARM architecture.
Ozkan Sezer 10625f9d 2020-12-17T23:50:00 SDL_windowsmessagebox.c: go back to hg rev 14458 state. encountering a NULL caption in AddDialogString() is intended, i.e. AddDialogStaticIcon() sends it as NULL on purpose.
Ozkan Sezer 4d6eb305 2020-12-17T23:28:20 SDL_windowsmessagebox.c (AddDialogControl): add back NULL caption check. because AddDialogStaticIcon() sends a NULL caption -- fixes bug #5401.
Ozkan Sezer 90456670 2020-12-17T14:11:00 more "'for' loop initial declarations are only allowed in C99 mode" fixes
Ozkan Sezer ed4fcb2c 2020-12-16T03:24:10 kmsdrm_legacy build fixes: - add missing '_LEGACY' to symbol names - perform missing 2.0.14 portage - fix 'for' loop initial declarations are only allowed in C99 mode errors
Sam Lantinga f484abbd 2020-12-15T14:57:51 Added Android mapping for the Xbox One Series X controller over Bluetooth
Sam Lantinga 14f97734 2020-12-15T14:57:47 Fixed whitespace
Ozkan Sezer 9940e710 2020-12-16T00:10:30 Import two post-2.0.12 fixes to kmsdrm_legacy: Fix build breakage without EGL: https://hg.libsdl.org/SDL/rev/f2606fe53654e305ab9badb821d9d3afb7f92f49 Fix KMSDRM_CreateWindow segfault when starting L?VE2D engine (bug 5199) https://hg.libsdl.org/SDL/rev/d2e69a78939463d9ff9448a5f4efd1e208bb97b0
Sam Lantinga f8839289 2020-12-15T12:22:48 Potential fix for bug 5393 - KMSDRM: using atomic mode setting breaks GPU compatibility Substring I was trying the KMSDRM video backend with some very simple programs that were working ok on 2.0.12. The same code won?t work on the current dev branch and I get: DEBUG: check_modesetting: probing ?/dev/dri/card0? DEBUG: /dev/dri/card0 connector, encoder and CRTC counts are: 4 5 6 DEBUG: check_modesetting: probing ?/dev/dri/card0? DEBUG: /dev/dri/card0 connector, encoder and CRTC counts are: 4 5 6 DEBUG: KMSDRM_VideoInit() DEBUG: Opening device /dev/dri/card0 DEBUG: Opened DRM FD (3) DEBUG: no atomic modesetting support. DEBUG: Video subsystem has not been initialized INFO: Using SDL video driver: (null) DEBUG: Video subsystem has not been initialized After carefully checking, the radeon driver doesn?t support atomic modesetting. That?s not the only problem : the same happens with the amdgpu driver if we disable Display Core (kernel parameter amdgpu.dc=0, which is required to get analogue outputs working). This is a major regression in the KMSDRM driver. Using atomic mode setting is great, but having no fallback to the "standard KMS" is bad.
Ozkan Sezer 637d425e 2020-12-15T00:11:10 whitespace.
Sam Lantinga e65e4fd3 2020-12-14T09:48:51 Fixed detecting the guide button on Xbox One S controllers over Bluetooth on Linux
Ethan Lee f1c7cc71 2020-12-14T12:36:04 winrt: Buildfix for older UWP SDKs
Sam Lantinga bfffa275 2020-12-14T09:23:53 Fixed bug 5397 - Fcitx input is truncated sowfelicity Split the long text input event into multiple shorten text input event.
Sam Lantinga 8795ca70 2020-12-14T09:15:47 Fixed bug 5241 - SDL on Linux needs a way to turn deadzones off pj5085 I added some printf to verify the math being done. Of the three joysticks I have, it works correctly for at least two, and seems to work correctly for the third. I say "seems to" because, for the third joystick, the values never go through the AxisCorrect function, and thus never hit my printf statements, even though they did in the version I wrote my patch against. I'm not sure what's going on there, but it at least seems to be working correctly in as much as I can tell. I note this result in particular, for an SNES Gamepad (min=0, max=255): Joystick value 0 becomes -32768 Joystick value 127 becomes 0 Joystick value 255 becomes 32767 Without the code that forces a zero point, the 127 input value would become -129, so I think you see why I added that code to turn it into zero. However, I think Kai Krakow has a point about how SDL shouldn't assume that there should be a center. Obviously in the majority of cases there actually should be a center, and the code that turns that 127 into an actual 0 is creating only a 0.2% error over 0.4% of this joystick's range. However, what if there is an axis that is some kind of special control, like a 4-position switch, and, for whatever reason, the joystick reports it as an axis with 4 possible values, 0 to 3? In that case, mutilating the two center values to the same value is much more of an error and and turns that 4-position switch into a 3-position switch. If any joystick does this with a 2-position switch, then this code would render that control entirely useless as it would report the same value with the switch in either position. Obviously the code could require that there be at least N possible values, to guess whether something is a proper axis or just some kind of switch, but the choice of N would be arbitrary and that's ugly. I guess the real problem here is that my gamepad is just kind of broken. It should be reporting a range of -1 to +1 since that's what it actually does. Also, as Kai Krakow points out, it's probably not SDL's place to fix broken hardware. I'll add that, if SDL does fix broken hardware, it should probably actually know that it's broken rather than be merely guessing that it is. So, to the extent that SDL is able to do stuff like this, perhaps it's something better left for the user to configure in some kind of config file.
Ethan Lee 169cfe5a 2020-12-14T11:52:09 winrt: EffectiveLocation still needs an ifdef, IsApiContractPresent is for runtime
Ozkan Sezer 3c2757ff 2020-12-13T18:25:02 windows SDL_LoadObject: fix warning after commit 2ff650230d96
Ozkan Sezer 15cbddf4 2020-12-13T18:00:20 linux/SDL_threadprio.c: fix build on older systems: SCHED_RESET_ON_FORK is in kernel >= 2.6.32.
Ozkan Sezer 3b92933a 2020-12-13T17:37:50 SDL_LoadObject (windows, os/2): prevent crash if dll name is NULL.
Ozkan Sezer b6e63625 2020-12-13T15:32:24 fix bug #5395: handle old systems where inotify_init1 is not available
Sam Lantinga ee85a41a 2020-12-13T02:10:46 Fixed compile warning
Sam Lantinga 706f6375 2020-12-13T01:58:05 Fixed build for platforms with only libusb hidapi implementations
Sam Lantinga 80e5c689 2020-12-13T01:20:38 Fixed the PS5 controller not disconnecting when powered off
Sam Lantinga db0a2025 2020-12-12T23:48:02 Fixed bug 5241 - SDL on Linux needs a way to turn deadzones off pj5085 It occurred to me that my simple patch that comments out a few lines of code does not correctly remove the dead zone since the calculation presumably assumes the dead zone has been cut out of the range. Then, while looking into how to make it output the correct range of values, I realized SDL wasn't returning the correct range of values to begin with. This line of code was already present: printf("Values = { %d, %d, %d, %d, %d }\n", absinfo.value, absinfo.minimum, absinfo.maximum, absinfo.fuzz, absinfo.flat); For my joystick this yeilds: Values = { 0, -127, 127, 0, 15 } Then this code calculates the coefficients: In SDL1: joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) / 2 - absinfo.flat; joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) / 2 + absinfo.flat; t = ((absinfo.maximum - absinfo.minimum) / 2 - 2 * absinfo.flat); if ( t != 0 ) { joystick->hwdata->abs_correct[i].coef[2] = (1 << 29) / t; } else { joystick->hwdata->abs_correct[i].coef[2] = 0; } In SDL2: joystick->hwdata->abs_correct[i].coef[0] = (absinfo.maximum + absinfo.minimum) - 2 * absinfo.flat; joystick->hwdata->abs_correct[i].coef[1] = (absinfo.maximum + absinfo.minimum) + 2 * absinfo.flat; t = ((absinfo.maximum - absinfo.minimum) - 4 * absinfo.flat); if (t != 0) { joystick->hwdata->abs_correct[i].coef[2] = (1 << 28) / t; } else { joystick->hwdata->abs_correct[i].coef[2] = 0; } Neither calculates the correct coefficients for the code in the AxisCorrect function. In SDL1: if ( value > correct->coef[0] ) { if ( value < correct->coef[1] ) { return 0; } value -= correct->coef[1]; } else { value -= correct->coef[0]; } value *= correct->coef[2]; value >>= 14; In SDL2: value *= 2; if (value > correct->coef[0]) { if (value < correct->coef[1]) { return 0; } value -= correct->coef[1]; } else { value -= correct->coef[0]; } In SDL1, the calculated coefficients are coef[0]=15, coef[1]=-15 and coef[2]=5534751. So with a full-scale input of 127, it calculates an output value of 37835, which is considerably out of range. In SDL2, the calculated coefficients are coef[0]=30, coef[1]=-30, and coef[2]=1383687. So with a full-scale input of 127, it calculates the same output value of 37835. I tested it with the 3 joysticks I have, and it produces out-of-range values for all of them. Anyway, since dead zones are garbage, I just deleted all of that junk and wrote some code that takes the absinfo.minimum and absinfo.maximum values and uses them to scale the axis range to -32767 through +32767. I also made it detect when a range doesn't have an integer center point, e.g. the center of -128 to + 127 is -0.5. In such cases, if either value to the side of the center is provided, it zeros it, but it otherwise doesn't implement any kind of dead zone. This seemed important with my gamepad which provides only the values of 0, 127, and 255, since without this hack it would never be centered. Also, the previous minimum output value was -32768, but as that creates an output range that has no true center, I changed the minimum value to -32767. I tested it with the 3 joystick devices I have and it seems to create correct values for all of them.
Sam Lantinga 0ccb3afd 2020-12-12T22:33:11 Fixed polling values after SYN_DROPPED event
Sam Lantinga 9ee0e888 2020-12-12T22:11:00 Whoops, make the hint actually default to false
Sam Lantinga 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.
Ozkan Sezer 5c212cb0 2020-12-10T12:24:24 remove a few stale NULL message/title checks after commit e2b729b1756a top-level guarantees non-NULL message / title passed in messageboxdata
Ozkan Sezer f1cab8ae 2020-12-10T11:20:56 fix bug #5253: handle NULL title or message fields in SDL_MessageBoxData - SDL_video.c (SDL_ShowMessageBox): replace messageboxdata, set title or message field to "" if either of them is NULL. - SDL_video.c (SDL_ShowSimpleMessageBox): set title or message to "" if either of them is NULL for EMSCRIPTEN builds. - SDL_bmessagebox.cc: add empty string check along with NULL check for title and message fields. - SDL_windowsmessagebox.c (AddDialogString): remove NULL string check - SDL_windowsmessagebox.c (AddDialogControl): add empty string check along with the NULL check. - SDL_x11messagebox.c: revert commit 677c4cd68069 - SDL_os2messagebox.c: revert commit 2c2a489d76e7 - test/testmessage.c: Add NULL title and NULL message tests.
Sam Lantinga 797a6910 2020-12-09T20:28:51 Fixed bug 5375 - WGI: Fix HSTRING memory leak. Joel Linn TLDR; https://godbolt.org/z/43fd8G Let's deduce this from C++ reference code: https://docs.microsoft.com/en-us/cpp/cppcx/wrl/how-to-activate-and-use-a-windows-runtime-component-using-wrl?view=msvc-160 At the bottom of the page there is this snippet: ``` int wmain() { /* ... more code ... */ // Get the domain part of the URI. HString domainName; hr = uri->get_Domain(domainName.GetAddressOf()); if (FAILED(hr)) { return PrintError(__LINE__, hr); } // Print the domain name and return. wprintf_s(L"Domain name: %s\n", domainName.GetRawBuffer(nullptr)); // All smart pointers and RAII objects go out of scope here. } ``` `HString` is defined in `corewrappers.h` and the call chain for the destructor is: `~HString() -> Release() -> ::WindowsDeleteString()` QED
Sam Lantinga a77a0715 2020-12-09T07:50:15 Disabled raw input debug output
Sam Lantinga d46dd103 2020-12-09T07:49:07 Fixed typo in Vulkan load logic
Sam Lantinga 7fa5e95b 2020-12-09T07:23:47 Fixed bug 5213 - Add support to metal in iOS/tvOS simulator Vincent Hamm Xcode11 and ios13 added support for metal simulator. Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
Sam Lantinga cb361896 2020-12-09T07:16:22 Fixed bug 5235 - All internal sources should include SDL_assert.h Ryan C. Gordon We should really stick this in SDL_internal.h or something so it's always available.
Sam Lantinga 88cb4962 2020-12-09T06:42:31 Fixed bug 5291 - SDL_SetRenderTarget unnecessarily changes target when current target is the native texture of the passed in texture
Sam Lantinga f2fff217 2020-12-09T06:24:40 Fixed bug 5374 - WGI: Use fast-pass strings. Joel Linn Eliminate additional heap allocation for short-lived HSTRINGs. Uses `WindowsCreateStringReference()` to disable reference counting and memory management by the Window Runtime.
Sam Lantinga 50203d58 2020-12-08T22:00:06 Fixed bug 5329 - SDL_SetWindowGrab(SDL_FALSE) fails to unlock cursor if window is partially offscreen Ivan Mogilko With SDL 2.0.12 under MS Windows, if the window is partially offscreen calling SDL_SetWindowGrab(w, SDL_TRUE) works, but subsequent call to SDL_SetWindowGrab(w, SDL_FALSE) does not work. I tested this in both real program, and a small test app, where unlocking cursor worked perfectly while window is fully in desktop bounds, but did not work if it was at least few pixels outside. For the reference, following code is enough to reproduce the issue: #include <windows.h> #include <SDL.h> int WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { SDL_Init(SDL_INIT_VIDEO); SDL_Window* w = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 400, 0); bool grabbed = false; bool want_quit = false; while (!want_quit) { SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: want_quit = true; break; case SDL_KEYDOWN: if (event.key.keysym.scancode == SDL_SCANCODE_SPACE) { SDL_SetWindowGrab(w, static_cast<SDL_bool>(!grabbed)); grabbed = !grabbed; } } } } SDL_DestroyWindow(w); SDL_Quit(); return 0; }
Sam Lantinga 43aad966 2020-12-08T19:03:50 Fixed bug 5222 - Crash when running with -DHIDAPI=ON Mathieu Eyraud SDL dynamically loads libusb but does not check the return value of 'SDL_LoadFunction'. Also libusb is loaded and initialized several time because 'SDL_hidapi_wasinit' is never set to true. I made a patch if you want to test: - check that 'hid_init' is called once and only once, - check return value of 'hid_init', - check return value of 'SDL_LoadFunction', - check return value of 'SDL_malloc', - add some debug logging.
Sam Lantinga a2098a47 2020-12-08T18:56:06 Updated SDL to 2.0.14 in preparation for release candidate
Sam Lantinga c9723c40 2020-12-07T09:38:21 Fixed potential hang in joystick close if the rumble thread is blocked for some reason It's still possible to hang when shutting down, if the rumble thread is still hung, but it won't block indefinitely at runtime.
Sam Lantinga 09909d02 2020-12-03T19:44:47 Fixed handling of BACK button on newer Xbox One S controllers
Sam Lantinga 54e5136b 2020-12-03T18:17:04 Refactored Xbox One Bluetooth protocol and verified Xbox One S, Xbox Series X, and Xbox One Elite Series 2 controllers
Sam Lantinga 1031231b 2020-12-03T18:17:03 Fixed duplicating a device between XInput and HIDAPI
Sam Lantinga 59f28b7f 2020-12-03T18:17:01 Fixed whitespace
Sam Lantinga f487d63a 2020-12-03T18:16:56 Fixed crash when printing NULL wide character string
Sylvain Becker 754286c6 2020-12-02T13:45:24 SDL Renderer: specify the correct flag when recreating the window
Sylvain Becker 035f8f23 2020-12-02T13:37:59 SDL_RecreateWindow: allow clearing VULKAN when recreating the window
Sylvain Becker 93fbab0f 2020-12-02T11:04:53 SDL_ReCreateWindow: allow to unload METAL window and switch back to OpenGL. On older mac, where METAL Renderer METAL fails to create, it allows to switch back to OpenGL SDL_Renderer by re-creating the window (METAL flags was previously persistent).
Sam Lantinga c78ca2d1 2020-12-01T13:38:42 Fixed bug 5371 - Rawinput: Fix truncating cast of string length. Joel Linn Fixes an implicit truncation of a string length on 64bit systems.
Sam Lantinga a3ccf9ad 2020-12-01T13:36:41 Fixed bug 5373 - [PATCH] Rawinput: Get correlated XInput battery info Joel Linn Currently the rawinput driver always reports a device as "wired". This changes that to "unknown" and updates it once the device is correlated with xinput.
Sam Lantinga e3966e25 2020-11-30T13:04:30 Use the correct internal API for updating the battery level for PS5 controllers
Sam Lantinga f4ed07de 2020-11-30T13:02:34 We don't know whether the PS5 controller is Bluetooth or not when we open it
Sam Lantinga 1f2f536b 2020-11-27T18:57:40 Fixed XInput correlation for raw input controllers after hotplug events
Sam Lantinga 1c865c46 2020-11-27T18:57:36 Load the raw input device list at init time so it's available when DirectInput is doing device detection
Sam Lantinga a0c5bfa3 2020-11-27T13:08:40 Moved raw input event processing from the main thread to the joystick thread This allows fast joystick event delivery regardless of what the main thread is doing.
Sam Lantinga 4fbefbe2 2020-11-27T11:33:53 Sort the raw input axes by usage, so X comes before Y, etc.
Sam Lantinga 4ddac485 2020-11-27T11:33:51 Backed out minor optimization that prevented correlation_id from being set
Sam Lantinga 8973a258 2020-11-27T10:44:56 Enable dispatching of WM_INPUT_DEVICE_CHANGE events directly, in case the application hasn't created a window with the normal message loop
Sam Lantinga e8adc648 2020-11-27T10:44:55 Enable dispatching of WM_INPUT events directly, in case the application hasn't created a window with the normal message loop
Sam Lantinga 0252235e 2020-11-27T10:44:53 Recheck devices if another API queries raw input for a new device
Sam Lantinga a7dede7e 2020-11-27T10:44:51 Re-enable axis correlation for raw input controllers, for twin stick shooters that don't need face buttons
Sam Lantinga ce77966d 2020-11-27T10:44:49 Fixed RAWINPUT_IsDevicePresent() not returning TRUE for Xbox One controllers
Sam Lantinga 8a449de2 2020-11-27T10:44:47 Fixed Xbox 360 wireless controller being picked up by WGI when it's being managed by RAWINPUT
Sam Lantinga 37c9e4af 2020-11-27T06:03:15 Fixed processing WM_INPUT_DEVICE_CHANGE at startup
Sam Lantinga 248fc75b 2020-11-27T05:53:56 Correlate just based on buttons, joystick axes are not as precise and could potentially cause incorrect uncorrelation. It's okay if the triggers aren't precise until someone presses a button on their controller.
Sam Lantinga e7e615de 2020-11-27T05:53:54 Removed extraneous windows message pumping Most of the raw input events are dispatched in the main windows message loop. We only dispatch device change messages separately when we need them to be completely up to date.
Sam Lantinga 2931eccd 2020-11-27T05:53:52 Fixed detecting Bluetooth raw input devices, which have device names longer than 128 characters
Sam Lantinga 849ce803 2020-11-27T05:53:50 Renamed SDL_JOYSTICK_RAWINPUT_GAMING_INPUT to SDL_JOYSTICK_RAWINPUT_WGI
Sam Lantinga 219a28dd 2020-11-27T03:45:05 Fixed D-pad uncorrelating raw input controllers (thanks Jimbly!)
Sylvain Becker 2c079a2f 2020-11-27T09:42:14 SDL_FillRects: prevent empty SDL_surface from raising an error message It's legitimate to have a surface with 0 width or height (null 'pixels' pointer). But calling SDL_FillRects would wrongly set the error "You must lock the surface".
Ozkan Sezer 3fbff2a4 2020-11-26T10:47:33 SDL_rawinputjoystick.c: fix ambiguous 'else' warning src/joystick/windows/SDL_rawinputjoystick.c: In function 'RAWINPUT_HandleStatePacket': src/joystick/windows/SDL_rawinputjoystick.c:1343:9: warning: suggest explicit braces to avoid ambiguous 'else'
Sam Lantinga 845b9033 2020-11-25T16:46:42 Implemented trigger rumble for raw input controllers
Sam Lantinga 517be808 2020-11-25T16:05:19 Implemented battery status for Bluetooth Xbox One controllers Also switched the rumble loop count to 0xEB (one hour) to match Windows driver
Sam Lantinga 6a7f29cd 2020-11-25T11:31:17 Fixed compiling on tvOS
Sam Lantinga 9ec2cf56 2020-11-25T10:31:59 Fixed building with Windows.Gaming.Input enabled
Sam Lantinga 3c07dd12 2020-11-25T10:28:48 Strip an extra '.' off of the HORI manufacturer name
Sam Lantinga 159d1b3d 2020-11-25T01:35:45 Don't set the serial number after the controller is opened We'll use the USB value instead so it's available as soon as it's opened.
Sam Lantinga 7d92b14f 2020-11-25T01:18:18 Simplified Xbox One controller initialization state, and don't query for the serial number.
Sam Lantinga 9fc4a4c9 2020-11-24T22:25:26 Revamped Xbox One HIDAPI init sequence Added support for querying the controller serial number on newer firmware
Sam Lantinga 46a84478 2020-11-24T12:43:01 Added SDL_wcscasecmp() and SDL_wcsncasecmp()
Sam Lantinga e4b7d9a2 2020-11-24T07:56:59 Removed usage of TARGET_OS_OSX for building with older SDKs
Sam Lantinga a5cde4cb 2020-11-24T07:29:55 Fixed trying to use @available() on older SDK
Sam Lantinga 97782e6c 2020-11-24T07:11:49 Don't try to call IOS_SupportedHIDDevice() if it's not defined
Sam Lantinga a063b9fb 2020-11-24T07:06:31 Fixed compiler warning
Sam Lantinga c63bbb06 2020-11-24T06:55:33 Including SDL_config_iphoneos.h enables MFI controller code
Sam Lantinga 7a05dbf4 2020-11-24T06:42:53 Fixed building on FreeBSD Alex S Looks like we have a collision with https://hg.libsdl.org/SDL/rev/cd774daff9f6. (Again, the headers in the base system are intended for drivers and should not be used for compiling non-base applications. At least that's the policy for now: https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=240964#c19.)
Sam Lantinga feab9d42 2020-11-24T06:40:13 5363 - Memory leak of joystick->sensors in SDL_JoystickClose Mathieu Eyraud Joystick->sensors is never freed.
Sam Lantinga 34bea84a 2020-11-23T23:03:55 Fixed bug 5335 - Patch: enable joystick/haptic/evdev support by default on FreeBSD Alex S Ah, that's not quite enough. You need to: 1. rename src/joystick/bsd/SDL_sysjoystick.c to something; 2. regenerate configure.
Sam Lantinga 1e943e2a 2020-11-23T22:59:22 Fixed building with an older SDK and macOS target
Sam Lantinga 4121ab62 2020-11-23T21:25:07 Fixed bug 5354 - DirectFB: Add Vulkan support Nicolas Caramelli This patch adds Vulkan support for the DirectFB video driver. A screenshot with SDL tests running on DirectFB is available on the HiGFXback project: https://github.com/caramelli/higfxback/wiki/DirectFB#sdl
Sam Lantinga e44bf8a0 2020-11-23T21:18:37 Fixed bug 5359 - Incorrect sensor data from DualShock4 multiply gyro values by sensitivity When the hardware calibration fails, values read from sensors need to be multiplied by default sensitivity (16 for gyro, 1 for accelerometer).