|
ad225047
|
2020-02-17T14:15:47
|
|
Added Android SDK conditionals to game controller mappings
The Nintendo Switch Pro controller has a different mapping on Android 10 and newer
|
|
d7ece7ee
|
2020-02-17T13:54:45
|
|
Made SDL_GetAndroidSDKVersion() available for applications
|
|
93b26f17
|
2020-02-17T16:15:04
|
|
opengl: Backed out hg changeset 94f9f40a957f
This is the OpenGL line drawing fix for Bugzilla #3182, but there's some
disagreement about what the renderers should do here, so I'm backing this out
until after 2.0.12 ships, and then we'll reevaluate all the renderer backends
to decide what's correct, and make them all work the same.
|
|
1b82606e
|
2020-02-17T16:11:18
|
|
x11: Wait a bit in SDL_SetWindowSize() to see if window manager vetoed change.
Same idea as the fix for Bugzilla #4646.
Fixes Bugzilla #4727.
|
|
e7315225
|
2020-02-17T15:02:37
|
|
x11: Don't delay an extra 10ms if we were just going to break out of the loop.
|
|
367a8b97
|
2020-02-17T15:00:02
|
|
x11: Don't wait for the window to move if it's already in the place we want it.
|
|
1d624aa5
|
2020-02-16T00:08:36
|
|
Further improvements for bug 4128 - CMAKE: Generated target import file contains incorrect include path
Mohamed
It would be useful to be able to do either `#include "SDL2/SDL.h"` or `#include "SDL.h"`. This patch allows that and adds compatibility with other build systems. It also allows differentiating between SDL1 and SDL2.
|
|
4a9dbfef
|
2020-02-15T16:39:38
|
|
Fixed bug 4987 - Can't build on MinGW a recent state: conflicting types
Vitaly Novichkov
Recent attempt to build a recent HG state of SDL2 via AppVeyor gives the failure:
https://ci.appveyor.com/project/Wohlstand/sdl-mixer-x/builds/30821858/job/359gqvypi2f18nok
```
C:\projects\sdl-mixer-x\build-MinGW-w32-MinSizeRel-Win32-VB6-Binding\external\AudioCodecs\src\AudioCodecs-build\external\SDL2\src\SDL2HG\src\dynapi\SDL_dynapi_procs.h:56:29: error: conflicting types for 'SDL_CreateThread'
SDL_DYNAPI_PROC(SDL_Thread*,SDL_CreateThread,(SDL_ThreadFunction a, const char *b, void *c),(a,b,c),return)
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|
dc54add5
|
2020-02-14T18:21:58
|
|
Added some extra permissions and features likely to be used by SDL applications
|
|
35704c98
|
2020-02-14T16:17:17
|
|
Fixed bug 4980 - Build fails for SDL_kmsdrm*.c
Malte Kie?ling
Since https://hg.libsdl.org/SDL/rev/f908bd722523 / bug 4966 i cannot build SDL anymore. The error i get is, essentially, caused by -Werror=declaration-after-statement in SDL_kmsdrmvideo.c and SDL_kmsdrmopengles.c
|
|
715f8d42
|
2020-02-14T16:15:46
|
|
Fixed bug 4986 - Memory leak in HIDAPI_JoystickConnected
meyraud705
Memory allocated for device->joysticks on line 589 of SDL_hidapijoystick.c is never freed.
Also, use memmove because memory is overlapping.
|
|
f4e23553
|
2020-02-14T15:19:34
|
|
Fixed audio not coming out of the phone speakers while recording on iOS
|
|
922b3dc3
|
2020-02-14T14:18:12
|
|
Fixed re-setting the audio session category when closing an audio device
|
|
229c2f8f
|
2020-02-14T13:37:32
|
|
cmake: Add PACKAGE_VERSION and SDL2_VERSION to sdl2-config.cmake.in
Fixes Bugzilla #4970.
|
|
d1df3437
|
2020-02-14T13:17:18
|
|
x11: SDL_SetWindowPosition should try to wait for the window manager.
Wait up to 100 milliseconds, since the window manager might alter or
outright veto the window change...or not respond at all.
In a well-functioning system, though, this should help make sure
that SDL_SetWindowPosition's results match reality.
Fixes Bugzilla #4646.
|
|
7ad77bcc
|
2020-02-14T01:08:21
|
|
wayland: Don't force the window into OpenGL mode if we want Vulkan.
|
|
a77a890d
|
2020-02-14T00:58:36
|
|
wayland: Don't delay pending surface resize handling on Vulkan.
OpenGL apparently needs to not do any drawing between wl_egl_window_resize
and eglSwapBuffers, but Vulkan apps don't use SDL to present, so they
never call into an equivalent of SDL_GL_SwapWindow where our Wayland code
was handling pending resize work.
Fixes Bugzilla #4722.
|
|
14bf532d
|
2020-02-13T16:10:52
|
|
Fixed opening audio on Android from the Steam Link shell activity
|
|
033aa51d
|
2020-02-13T22:58:04
|
|
testfilesystem: Don't exit the application if SDL_GetBasePath isn't supported
|
|
8f1a916a
|
2020-02-13T20:50:47
|
|
Add basic support for compiling on RISC OS
|
|
b4312864
|
2020-02-13T10:19:05
|
|
Resolved conflict and added Android_JNI_RequestPermission()
|
|
e261bd42
|
2020-02-12T12:26:27
|
|
Improved fix for bug 4748 - Calling WIN_UpdateClipCursor() / WIN_UpdateClipCursorForWindows() on WIN_PumpEvents() causes beeping and choppy mouse cursor movement, right-click doesn't work
|
|
afb70f26
|
2020-02-12T13:09:38
|
|
test: Reimplemented SDLTest_CommonUsage() to restore binary compatibility.
Fixes Bugzilla #4975.
|
|
0a6d80ab
|
2020-02-12T13:08:29
|
|
mac: Wait a bit before activating app at startup.
This is obnoxious and wrong, but the patch that activates the Dock before
activating the app fixes the _menu_ not responding on Catalina, but the
first window created by the app won't have keyboard focus without a small
delay inserted.
This obviously needs a better solution, but it gets it limping along correctly
for now.
|
|
6fe6946a
|
2020-02-11T21:19:05
|
|
Fixed relative mode mouse events stopping if you click on the title bar
|
|
6ec14b7f
|
2020-02-11T16:23:43
|
|
Fixed iOS and Android build
|
|
4bb95e84
|
2020-02-11T16:14:02
|
|
Implemented OpenSL-ES audio recording on Android
|
|
fe8ce66b
|
2020-02-11T10:35:14
|
|
Attempt to make version detection safe for Mac OS X < 10.10
|
|
52b410ab
|
2020-02-11T10:21:31
|
|
Workaround for bug 4822 - Broken visual output in full screen mode with OS X 10.15
sjordan
We did some investigations into a different direction which I would like to share. As mentioned previously the scaling setting in the preferences play an important role for our problem and they also hint towards an issue with point/pixel scaling factors.
We found an interesting correlation between our fail case and the behavior of [nsWindow.screen backingScaleFactor]. It turns out that whenever we encounter the fail case the scale factor is zero when we print it quickly after calling SDL_CreateWindow. After some time the value changes to a non-zero value. In the success case the scaling factor is nonzero 'immediately'. Note that we don't use that factor. We also find that the window backingScaleFactor does not show the strange behavior even in the fail case.
We have also attempted to find out whether any event triggers the transition from zero to non-zero. We found the transition happening when we call SDL_PollEvent. We can even force this to happen by explicitly adding a SDL_PollEvent at an early stage, but it will only happen if a certain amount of time elapsed, so we need to add some sleep before the call to trigger the transition at an earlier stage. All that seems to imply that the transition happens async and that SDL_PollEvent merely causes the system to update its internal state at that time.
We have also verified that the scaling setting in the preferences does NOT directly correlate to the scaling factor behavior. We find that a particular scaling setting can lead to a fail case for one resolution and a success case for another resolution. This shows that the scaling setting alone does not determine whether the problem will appear or not.
We have also verified on another Mac with 10.14 that the scaling factor is always non-zero and we always have the success case.
I have no idea how to interpret this initial-zero behavior and haven't found any usable information on the screen backing scale factor. It seems as 10.15 does some stuff more async than before and maybe the problem could be caused by unfortunate timings. I would be very interested to hear your opinion about that.
...
Finally we found the cause of all our problems: it's the origin hack in Cocoa_SetWindowFullscreen:
/* Hack to fix origin on Mac OS X 10.4 */
NSRect screenRect = [[nswindow screen] frame];
if (screenRect.size.height >= 1.0f) {
rect.origin.y += (screenRect.size.height - rect.size.height);
}
If we comment this one out our game and testdraw2 do behave correctly.
It turns out that if a window is not fully contained in the screen, it's screen property becomes zero and therefore we saw a zero when printing the backing scale factor (although it's not clear why it became nonzero later).
We suggest to add a runtime check which skips this code for 10.15 (or possibly earlier if you happen to know that the hack is not needed for certain older versions).
More info: consider the line
NSRect screenRect = [[nswindow screen] frame];
in Cocoa_SetWindowFullscreen. We found that this rect has the dimensions of the desktop
on our OS X 10.15 setup. This is true both for the success case and the fail case. It seems as the success case is actually a fail case in disguise.
On the other Mac with OS X 10.14 the same rect has the dimension of the newly created screen. This is what I would expect, because at that time the window has already been created successfully and there should be a newly created screen associated to the window.
What are the cases in which the whole origin conversion code for the fullscreen case is supposed to have a non-trivial result?
Today we found that if we print the dimensions of [nswindow screen] later, then we find them to be correct. So the conclusion seems to be that OS X 10.15 does indeed do the window/screen setup more async than before and that the origin correction code uses the [nswindow screen] at a time where the window/screen setup isn't finalized yet.
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|
c31727c7
|
2020-02-11T10:08:22
|
|
Fixed bug 4748 - Calling WIN_UpdateClipCursor() / WIN_UpdateClipCursorForWindows() on WIN_PumpEvents() causes beeping and choppy mouse cursor movement, right-click doesn't work
The problem here was calling ClipCursor() continuously in a tight loop. Fixed by only calling ClipCursor() if the clip area needs to be updated.
|
|
668276fe
|
2020-02-11T09:41:55
|
|
Don't add a frame to borderless windows.
It was done to allow hotkey resizing of borderless windows, but Windows will sometimes draw it, regardless of our WM_* message handling. See bug 4466 for more details.
|
|
f867cebb
|
2020-02-11T08:36:13
|
|
Fixed bug 4709 - incorrect (not) handling of windows on-screen cursor keys
Alex Denisov
When using Win10 on-screen keyboard (tooltip.exe), the left and right cursor keys in it do not produce SDLK_LEFT and SDLK_RIGHT events.
Windows messages generated by the on-screen keyboard, for some reason, have their scancodes set to zeroes. Here is the log from Spy++:
WM_KEYDOWN nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:0 fUp:0
WM_KEYUP nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:1 fUp:1
Regular physical keyboard produces VK_LEFT (ScanCode:4B) and VK_RIGHT (ScanCode:4D) which are interpreted correctly.
With on-screen keyboard, the switch statement in VKeytoScancode() does not check for VK_LEFT and VK_RIGHT, returning SDL_SCANCODE_UNKNOWN, which in turn does not get mapped to anything (because the scan codes are zeroes).
|
|
232b7fee
|
2020-02-11T08:26:46
|
|
Make it possible for the application to use different C runtime begin/end thread functions
|
|
9feabd35
|
2020-02-11T08:01:44
|
|
Make sure SDL_CreateThread has the same signature regardless of how the DLL was created.
|
|
4378fcd9
|
2020-02-10T23:48:06
|
|
wayland: Fix building with -fno-common (which is now the default in GCC 10).
Fixes Bugzilla #4957.
|
|
d55f47d5
|
2020-02-10T13:59:05
|
|
Fixed compile warning
|
|
cbc65ce8
|
2020-02-10T13:56:53
|
|
src/core/linux/SDL_threadprio.c: fix build without threads
Add an include on SDL_error.h to avoid the following build failure
without threads:
/home/buildroot/autobuild/instance-0/output-1/host/opt/ext-toolchain/bin/../lib/gcc/arm-buildroot-linux-uclibcgnueabihf/8.3.0/../../../../arm-buildroot-linux-uclibcgnueabihf/bin/ld: build/.libs/SDL_threadprio.o: in function `SDL_LinuxSetThreadPriority_REAL':
SDL_threadprio.c:(.text+0x0): undefined reference to `SDL_Unsupported'
Fixes:
- http://autobuild.buildroot.org/results/7f7712c5bd47de4a3fcec1e0d0526fd5a3ecd532
Signed-off-by: Fabrice Fontaine <fontaine.fabrice@gmail.com>
|
|
ed10d947
|
2020-02-10T12:53:54
|
|
opengl: Build out full GL_LINES and respect the diamond-exit rule.
Likewise for the GLES1 and GLES2 renderers.
This solves the missing pixel at the end of a line and removes all the
heuristics for various platforms/drivers. It's possible we could still use
GL_LINE_STRIP with this and save some vertex buffer space, assuming this
doesn't upset some driver somewhere, but this seems to be a clean fix that
makes the GL renderers match the software renderer output.
Diamond-exit rule explanation:
http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html
Fixes Bugzilla #3182.
|
|
13155b35
|
2020-02-10T09:42:53
|
|
The scissor rect needs to be updated when the viewport changes in the Metal renderer
|
|
3e935aec
|
2020-02-09T11:44:22
|
|
Fixed bug 4966 - KMSDRM: Add dynamic modeset support
Anthony Pesch
* Remove triple buffering support. As far as I can tell, this goes against the libdrm API; the EGL implementations themselves control the buffering. Removing it isn't absolutely necessary as it seemingly works on the Pi at least, but I noticed this while doing my work and explained my reasoning in the commit.
* Replace the crtc_ready logic which allocates an extra bo to perform the initial CRTC configuration (which is required before calling drmModePageFlip) with a call to drmModeSetCrtc after the front and back buffers are allocated, avoiding this allocation.
* Standardized the SDL_*Data variable names and null checks to improve readability. Given that there were duplicate fields in each SDL_*Data structure, having generic names such as "data" at times was very confusing.
* Removed unused fields from the SDL_*Data structures and moves all display related fields out of SDL_VideoData and into SDL_DisplayData. Not required since the code only supports a single display right now, but this was helpful in reading and understanding the code initially.
* Implement KMSDRM_GetDisplayModes / KMSDRM_SetDisplayMode to provide dynamic modeset support.
These changes have been tested on a Raspberry Pi 4 and a Dell XPS laptop with an HD 520.
As an update, I went back over the triple buffer changes and left them in. I didn't entirely get the code originally, I had just seen it calling KMSDRM_gbm_surface_lock_front_buffer twice for a single swap and had removed it because I was paranoid of bugs stemming from it while working on the modeset changes.
I've made a few small changes to the logic that had thrown me off originally and rebased the changes:
* The condition wrapping the call to release buffer was incorrect.
* The first call to KMSDRM_gbm_surface_lock_front_buffer has been removed. I don't understand why it existed.
* Added additional comments describing what was going on in the code (as it does fix the buffer release pattern of the original code before it).
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|
80cf4f07
|
2020-02-08T19:34:51
|
|
test: Improved detection of OpenGL support
|
|
64c58b9f
|
2020-02-07T20:20:37
|
|
Fixed NullPointerException
|
|
e5e54169
|
2020-02-07T20:19:32
|
|
Removed VID/PID 0x1532/0x0037, which was listed in the Linux kernel as a Razer Sabertooth, because at least one variant of the Razer DeathAdder mouse shows up with this VID/PID.
Specifically the Razer DeathAdder 2013 has this VID/PID
|
|
833f76ab
|
2020-02-07T11:49:56
|
|
Fixed bug 4968 - NULL passed to memcpy in WriteProprietary in SDL_hidapi_switch.c
meyraud705
In SDL_hidapi_switch.c
line 443: Function BTrySetupUSB call WriteProprietary with pBuf=NULL and ucLen=0
line 376: WriteProprietary check its input (!pBuf && ucLen > 0) || ucLen > sizeof(packet.rgucProprietaryData): ucLen is 0 so it passes
line 382: WriteProprietary call memcpy with pBuf=NULL
|
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dd0ebfdf
|
2020-02-07T11:45:32
|
|
Use the triggers to test rumble for more fine grained vibration feedback
|
|
8ba77b35
|
2020-02-07T11:44:57
|
|
Use the asynchronous HIDAPI rumble code for Nintendo Switch Pro controllers
|
|
81256207
|
2020-02-07T11:02:34
|
|
Update for bug 4923 - Calling SDL_GameControllerRumble() often takes 8 ms
meyraud705
Dualshock4 on bluetooth need 78 bytes for the rumble data while SDL_HIDAPI_RumbleRequest can only hold 64 bytes.
'volatile' is not meant for thread synchronization.
The list of rumble request could grow infinitely if user call SDL_JoystickRumble too much. The documentation says "Each call to this function cancels any previous rumble effect", so overwriting pending request seem like a good idea.
|
|
d88f3f52
|
2020-02-05T13:16:17
|
|
macOS: fix crash if and when joystick-init-on-add fails
|
|
a199cb89
|
2020-02-05T09:29:46
|
|
Updated the Android Xbox One Wireless Controller mapping for the latest Xbox controller firmware update
|
|
dc1d3c29
|
2020-02-04T18:36:23
|
|
Catch both PS3 and PS4 motion controls and don't treat them as a game controller
|
|
1d1a35ef
|
2020-02-04T16:05:39
|
|
Fixed Visual Studio build
|
|
1bd12026
|
2020-02-04T15:42:49
|
|
Added SDL_hidapi_rumble.c to the macOS, iOS and tvOS builds
|
|
7c7ae002
|
2020-02-04T15:35:01
|
|
Added SDL_hidapi_rumble.c to the Visual Studio project
|
|
02108cf7
|
2020-02-04T15:27:25
|
|
Added missing files from previous commit
|
|
1684606f
|
2020-02-04T15:26:56
|
|
Fixed long delay on main thread caused by blocking rumble writes in HIDAPI drivers
There is now a thread that handles all HIDAPI rumble requests and a lock that guarantees that we're not reading and writing the device at the same time.
|
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6efebf17
|
2020-02-04T12:48:53
|
|
Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
|
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582f5706
|
2020-02-04T16:46:22
|
|
Improved CPU detection on ARM platforms
|
|
976eee77
|
2020-02-04T07:23:44
|
|
Correct joystick hat indexes on linux
The index and indices were swapped; Which is fine as long as there are
no gaps in the ABS_HAT* event availability but otherwise things do get confused.
Signed-off-by: Sjoerd Simons <sjoerd.simons@collabora.co.uk>
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d19006c5
|
2020-02-03T16:38:07
|
|
Fixed bug 4965 - Update the .hgignore file
Cameron Cawley
This adds a number of files used by the build systems to the .hgignore file. Most of them are for CMake, but there are other additions as well.
|
|
ca2186a2
|
2020-02-03T16:34:33
|
|
Fixed bug 4758 - hgignore clion build artifacts
Malte
clion builds into cmake-build-debug, cmake-build-release etc. by default. Also, it creates the .idea forlder in wich it places some (mostly local) config.
Since SDL is perfectly buildable from within the IDE, i think it'd be nice to have the build and ide artifacts ignored by hg.
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4b585e75
|
2020-02-03T08:06:52
|
|
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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67f44788
|
2020-02-03T00:57:12
|
|
Fixed bug 4917 - Wayland: handle discrete pointer axis events
Luis Caceres
The current handling of Wayland mouse pointer events only handles wl_pointer.axis events, which, according to the Wayland documentation, deal with mouse wheel scroll events on a continuous scale. While this is reasonable for some input sources (e.g. touchpad two-finger scrolling), it is not for mouse wheel clicks which generate wl_pointer.axis events with large deltas.
This patch adds handling for wl_pointer.axis_discrete and wl_pointer.frame events and prefers to report SDL_MouseWheelEvent in discrete units if they are available. This means that for mouse wheel scrolling we count in clicks, but for touchpad two-finger scrolling we still use whatever units Wayland uses. This behaviour is closer to that of the X11 backend.
Since these events are only available since version 5 of the wl_seat interface, this patch also checks for this and falls back to the previous behaviour if its not available. I also had to add definitions for some of the pointer and keyboard events specified in versions 2-5 but these are just stubs and do nothing.
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68e702b6
|
2020-02-03T00:51:35
|
|
Fixed the hidapi Info.plist for submission to the Apple App Store
|
|
b5849daf
|
2020-02-01T09:23:04
|
|
Fixed build warnings on Android
|
|
212609b3
|
2020-01-31T14:09:23
|
|
Map the right pad on the Steam Controller to the right stick in the game controller API
|
|
39a498c9
|
2020-01-31T13:09:20
|
|
Build the hidapi framework and weak link it on Mac OS X
|
|
91121ee4
|
2020-01-31T10:45:04
|
|
Weak link the hidapi framework on iOS and tvOS
|
|
1190343f
|
2020-01-30T16:02:56
|
|
Build hidapi as a framework on iOS, so it can be linked by the application as well.
|
|
65fd6336
|
2020-01-30T18:03:34
|
|
FIX for SDL-4927: CFRetain+CFRelease a game controller's IOKit object
This fixes a crash whereby SDL could crash on macOS/Darwin, if and when a
USB game controller gets unplugged. SDL was not retaining a reference
to the controller's OS/IOKit-provided 'device object', and was capable
of trying to use it, after a device was hot-unplugged.
|
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62a3d6c0
|
2020-01-30T14:58:41
|
|
Fixed build
|
|
4e33c013
|
2020-01-30T14:53:18
|
|
More Xcode project improvements
|
|
37278066
|
2020-01-30T14:51:33
|
|
Export SDL functions for iOS application delegates
|
|
66579dbd
|
2020-01-30T13:47:48
|
|
test: Common framework now accepts --usable-bounds command line argument.
|
|
80e7e2eb
|
2020-01-30T13:47:19
|
|
test: change path in a comment from '\\' to '/' char. Nothing serious here.
|
|
0641711e
|
2020-01-29T20:09:59
|
|
Added missing file from previous commit
|
|
bc685163
|
2020-01-29T20:09:18
|
|
Added a unified Xcode project for macOS, iOS and tvOS
|
|
0897f235
|
2020-01-29T20:09:16
|
|
Fixed compiler warning
|
|
214eb88f
|
2020-01-29T20:09:14
|
|
Added SDL_hidapi_steam.c to the iOS and tvOS dylib build targets
|
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c7a62b41
|
2020-01-29T20:09:12
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There are lots of unused macros in the Steam controller code
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355f0b54
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2020-01-29T20:09:11
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Added support for the Steam Controller on mobile devices
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c9c89783
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2020-01-29T20:09:08
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Miscellaneous pending fixes
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598cf694
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2020-01-28T21:41:13
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Fixed member order to make more sense
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43b377b0
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2020-01-28T17:11:17
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Fixed wired PS4 controller support on Android
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39563b7b
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2020-01-28T13:51:24
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x11: Use XSync when changing window position instead of XFlush.
Attempt to fix regression in Bugzilla #4646.
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c7e1b289
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2020-01-27T17:15:12
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cocoa: Fix command line apps' menu bar not working on macOS Catalina.
Fixes Bugzilla #4937.
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059de38c
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2020-01-27T15:44:48
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darwin: Don't pass NULL device refs to IOHIDDeviceGetValue().
Possibly fixes Bugzilla #4961.
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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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7ea3f5b4
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2020-01-26T12:48:35
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Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705
Switch hidapi and xinput also need to check for overflow, attached a patch for them.
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5e649983
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2020-01-26T12:40:32
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Don't enumerate devices we can't open
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adb53d0b
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2020-01-26T10:32:39
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Fixed disabling the Xbox 360 wireless HIDAPI driver
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ce7c51a9
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2020-01-26T00:37:48
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Always release devices in onPause in case we're going to be force stopped, and for consistency with interacting with other activities that might use the controller
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c9f672fd
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2020-01-23T22:24:24
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Fixed compiler warnings
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2ae41b9c
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2020-01-23T12:53:43
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Fixed mapping for both versions of the Xbox One Elite Series 2 controller firmware connecting over Bluetooth
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48240ac8
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2020-01-23T12:53:41
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Added mapping for the Xbox One controller connected via the wireless dongle using xow
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6dc172d0
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2020-01-23T12:53:39
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Turn off rumble on drivers which don't respect the replay.length value
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30ff5fcf
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2020-01-23T01:03:23
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SDL_LEAN_AND_MEAN defaults off
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b5e3d264
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2020-01-23T01:00:52
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Added a single SDL_LEAN_AND_MEAN define to turn on minimal SDL builds
Protected more code with #ifdefs to reduce the size of minimal shared library builds
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b1c6e7c2
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2020-01-23T00:32:34
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Fixed compile warning
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443bce74
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2020-01-22T11:28:35
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Added support for the paddles on the Xbox One Elite Series 1 controller
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6f89b059
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2020-01-22T15:23:44
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Documentation of the footprint #defines
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