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5b646cd1
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2021-11-07T22:58:44
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Build hidapi code into SDL as a new public API
This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
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646ddfb7
|
2021-05-15T00:22:50
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minor watcom build fixes.
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9231f1f1
|
2021-05-07T12:29:03
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Added support for the PS5 controller on iOS and tvOS
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146656cf
|
2021-04-15T21:03:10
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AAudio: add compilation to Android.mk, but not activated in SDL_config_android.h
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e58cc5fa
|
2020-10-09T03:28:30
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minor whitespace fix
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|
79e625f0
|
2020-10-08T17:01:28
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Fixed trying to build OSX SDL_OpenURL on iOS and tvOS
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77c9d73b
|
2020-10-05T11:30:33
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Removed SDL_AndroidOpenURL, added SDL_OpenURL.
Still needs to be wired into Xcode and Visual Studio projects.
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9db16a65
|
2020-06-14T12:21:02
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fix permissions of some project files
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fa23e3d0
|
2020-05-04T02:27:29
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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.
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9e3b259d
|
2020-04-13T19:17:28
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Added virtual joystick sources to the Android build
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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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51df932e
|
2019-09-05T13:21:02
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fix permissions
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e5580e18
|
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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6794ec66
|
2019-08-30T08:43:13
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Android: add more warning flags
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09142eb7
|
2019-06-12T13:56:20
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|
fix permissions
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7dc92a76
|
2019-01-12T12:18:44
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Initial Android OpenSL ES implementation, contributed by ANTA
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db320e46
|
2018-12-04T14:21:29
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Fixed the PS4 motion controls showing up as a separate game controller on Linux
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3323b355
|
2018-12-01T12:19:11
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android: use cpufeatures to support SDL_HasNEON() (thanks, Sylvain!).
Fixes Bugzilla #4406.
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14e389ea
|
2018-11-20T10:55:00
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|
minor update to Makefile.os2, added a test/Makefile.os2.
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|
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.
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47fb450b
|
2018-11-02T17:18:03
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Fixed bug 4315 - little Warning in Android_JNI_CaptureAudioBuffer
Sylvain
SDL_android.c
src/core/android/SDL_android.c:1302:5: warning: variable 'br' is used uninitialized whenever switch default is taken [-Wsometimes-uninitialized]
default:
^~~~~~~
src/core/android/SDL_android.c:1306:12: note: uninitialized use occurs here
return br;
^~
src/core/android/SDL_android.c:1270:12: note: initialize the variable 'br' to silence this warning
jint br;
^
Maybe we could add some basics warning flags, not to see all warnings, but so that new warnings are caught sooner.
I would go for -Wall -Wextra, and some -Wno-warning for the allowed warnings.
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|
df89abb2
|
2018-10-28T14:17:21
|
|
Fixed bug 4335 - Android NDK build error
dmuratshin
LOCAL_SRC_FILES shouldn't use $(LOCAL_PATH)
|
|
faf8f8b8
|
2018-08-30T12:50:10
|
|
fix permissions
|
|
f1bc1c12
|
2018-08-22T17:44:28
|
|
Fixed crash trying to open HIDAPI controller as a haptics device on Windows
|
|
7c3040e0
|
2018-08-21T12:11:34
|
|
First pass on the new SDL sensor API
|
|
f159d798
|
2018-08-10T11:50:01
|
|
chmod -x Android.mk
|
|
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
|
|
ff8c9538
|
2018-07-12T13:28:13
|
|
Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!)
Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
|
|
e8237e2b
|
2018-06-24T15:21:01
|
|
android: Android.mk should only preserve debug symbols in debug builds.
Fixes Bugzilla #4111.
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|
41da7b79
|
2018-06-12T14:00:15
|
|
ran 'chmod -x' on many files
|
|
95d8396e
|
2017-12-16T10:40:41
|
|
Added Android build script for SDL
|
|
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.
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|
4187b3d7
|
2017-09-22T08:31:02
|
|
Removed non-existent files
|
|
d8286479
|
2017-09-22T08:30:52
|
|
Added stubs for simple Steam Controller support
|
|
347fe704
|
2017-08-30T14:25:01
|
|
Fixed bug 3789 - Android : small clean up
Sylvain
Since https://hg.libsdl.org/SDL/rev/6546daa45a02
SDL_android_main.c is empty and then produce a warning
nativeInit does not exist and dont need to be mark undefined
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|
e9772259
|
2017-08-13T17:59:59
|
|
Fixed bug 2839 - No way to create pre-built libraries for Android
Mark Callow
README-android says to copy or link the SDL source tree to the jni folder in your Android project. It is not desirable to have to compile SDL with every application; furthermore the Android NDK has support for prebuilt libraries.
Attached is script (to be put in build-scripts) that builds the Android version of the libraries. The script builds both the existing SDL2 module and a new SDL2_main module. This is a static library containing the code from src/main/android/SDL_android_main.c. Also attached is a patch for Android.mk adding this module.
Note that when building an application's native .so using this prebuilt libSDL2main, you must use a link option, such as --whole-archive, that forces inclusion of the code in the .so because the functions in SDL_android_main are called only from Java.
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|
0a52db54
|
2017-08-12T08:15:09
|
|
Fixed bug 3191 - haptic system on android?
Patch provided by jintiao and Milan Nikolic, thanks!
|
|
06ccb71b
|
2017-02-10T11:21:15
|
|
Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__
|
|
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().
|
|
8f4bcc72
|
2015-05-06T21:11:06
|
|
Android: Replaced spaces with tab in Android.mk file.
|
|
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.
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|
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.
|
|
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
|
|
05d87800
|
2014-08-11T17:25:53
|
|
Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath()
|
|
b9d1f9ed
|
2014-06-15T13:01:10
|
|
Fixed Android error on static lib build, if relative NDK_MODULE_PATH used
Stefan P?schel
if the variable NDK_MODULE_PATH is set to a relative path (like "../"),
compiling of a static SDL lib fails with an error similar to this:
make: *** No rule to make target
`..//android_libs/SDL/..//android_libs/SDL/src/main/android/SDL_android_main.c',
needed by
`obj/local/armeabi/objs/SDL2_static/__//android_libs/SDL/src/main/android/SDL_android_main.o'.
Stop.
Regarding the shared lib, this is already prevented by a "subst" command
in the /Android.mk, which removes all occurences of "$(LOCAL_PATH)/".
The attached patch does the same with the additional
"SDL_android_main.c", which is included for build the static SDL lib.
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
e9be2d0b
|
2014-01-08T00:45:29
|
|
Add Dynamic API to Android makefile.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
4349cb57
|
2013-10-10T21:51:39
|
|
Fixed bug 2146 - Enable static linking of libSDL on Android
Denis Bernard
This patch to Android.mk adds support for static linking of libSDL for Android applications. A patched readme with static build instructions is also provided.
It does not break existing build environments setup according to the README-android.txt since the static library version will not be built in not required.
The static build uses the Android NDK module system (see docs/IMPORT-MODULE.html in the NDK folder and step 5 in the instructions below).
Instructions:
1. Copy the android-project directory wherever you want to keep your projects
and rename it to the name of your project.
2. Create a symlink to SDL/src/main/android/SDL_android_main.c as
<project>/jni/src/SDL_android_main.c
3. Rename <project>/jni/src/Android_static.mk to <project>/jni/src/Android.mk
(overwrite the existing one)
4. Edit <project>/jni/src/Android.mk to include your source files
5. create and export an environment variable named NDK_MODULE_PATH that points
to the parent directory of this SDL directory. e.g.:
export NDK_MODULE_PATH="$PWD"/..
6. Edit <project>/src/org/libsdl/app/SDLActivity.java and remove the call to
System.loadLibrary("SDL2") line 42.
7. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
Although this requires an environment variable to be setup, it can be added once and for all to the main Android.mk of the project.
|
|
24f23771
|
2013-10-09T10:29:01
|
|
Adds test framework to Android.mk and a simple utility to build Android projects
|
|
2dd7091e
|
2013-08-20T19:57:11
|
|
Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
|
|
0eeb76d8
|
2013-08-19T16:29:46
|
|
Fixes bug #2037, common EGL code for Android and X11
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
|