Log

Author Commit Date CI Message
Ryan C. Gordon b0a20a15 2020-05-05T12:48:55 stdlib: Fixed compiler warnings about int vs size_t.
Sam Lantinga 0eb6512b 2020-05-04T13:19:26 Fixed bug 5121 - Use SDL_calloc instead of calloc in Wayland_CreateWindow meyraud705 'SDL_Windows::driverdata' of a Wayland window is allocated by calloc in 'Wayland_CreateWindow' but freed by SDL_free in 'Wayland_DestroyWindow'.
Sam Lantinga 65ad4534 2020-05-04T13:17:43 Improvement for bug 3446 - The haptic API does not allow to select the direction axes meyraud705 I see how the documentation is confusing. I think that the choice of the axis is an implementation detail. The documentation should state the goal of this value, so I propose this wording: "Use this value to play an effect on the steering wheel axis. This provides better compatibility across platforms and devices as SDL will guess the correct axis." Value could even be renamed 'SDL_HAPTIC_STEERING_AXIS'. For Linux, sending an effect on the X axis with a Logitech wheel works. Others brands don't have driver for Linux as far as I know.
Sam Lantinga 11723411 2020-05-04T10:16:10 Added support for the Razer Kishi
Ryan C. Gordon 8601996f 2020-05-03T22:13:48 hints: Allow specifying audio device metadata. This is only supported on PulseAudio. You can set a description when opening your audio device that will show up in pauvcontrol, which lets you set per-stream volume levels. Fixes Bugzilla #4801.
Ryan C. Gordon 11fef299 2020-05-03T20:56:18 hints: Fixed a doxygen comment.
Sam Lantinga 8b60d39c 2020-05-02T14:43:17 Fixed bug 5112 - CMake won't compile in VS2019 dark_sylinc Trying to build SDL with VS2019 using CMake will encounter a linking error More specifically: 1>SDL_string.obj : error LNK2019: unresolved external symbol memset referenced in function SDL_vsnprintf_REAL
Sam Lantinga 05a60c2e 2020-04-29T15:32:08 Fixed showrev.sh when using the Bourne shell
Sam Lantinga beab15b0 2020-04-27T19:12:02 Added additional logging to track down why the NVIDIA controller doesn't send the back button
Sam Lantinga b0b12e46 2020-04-27T13:31:10 Fixed running on older versions of iOS
Ryan C. Gordon 7ac82710 2020-04-24T02:06:53 cmake: various Haiku settings were accidentally under "if(SDL_VIDEO)"
Sam Lantinga 01fd8130 2020-04-23T11:13:02 Fixed compiler warning
Sam Lantinga c6b24b4b 2020-04-23T11:07:07 Added support for the following controllers: * 8BitDo N30 Pro 2 * 8BitDo SN30 Gamepad * 8BitDo SN30 Pro+ * 8BitDo Zero 2 * SZMY-POWER PC Gamepad * ThrustMaster eSwap PRO Controller * ZEROPLUS P4 Wired Gamepad In additional, all 8BitDo controllers use SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to have the correct mapping based on user preferences.
Sam Lantinga 4727f794 2020-04-23T10:13:17 Don't use the WGI driver if another driver is already handling the joystick
Sam Lantinga 6ca7f510 2020-04-23T09:35:32 Fixed crash trying to get battery status on some devices
Sam Lantinga 0f374b06 2020-04-22T15:42:32 Fixed build on older Visual Studio, enable new features on newer Visual Studio
Sam Lantinga 589d636b 2020-04-22T14:57:06 Fixed rare crash when creating an X11 window
Sam Lantinga d12ea89c 2020-04-22T10:50:50 Added support for the following controllers: * PDP Afterglow Switch Controller * Thrustmaster ESwap Pro PS4 controller * Giotek VX4 * Generic PS4 controller vid/pid that several knock offs use
Ryan C. Gordon 3625b83c 2020-04-21T01:32:48 hid: Add Razer Arctosa keyboard to hid enumeration blacklist. Hangs SDL, same as the Razer Lycosa. Fixes Bugzilla #5101.
Ryan C. Gordon 09ca66bf 2020-04-21T01:30:36 SDL_error: simplified error string management. This patch removes deferred error string formatting: now we do it during SDL_SetError(), so there's no limit on printf-style arguments used. Also removes stub for managing error string translations; we don't have the facilities to maintain that and the way we set arbitrary error strings doesn't really make this practical anyhow. Since the final error string is set right away and unique to the thread, we no longer need a static buffer for legacy SDL_GetError(), and we don't have to allocate 5x 128-byte argument fields per-thread. Also, since we now use SDL_vsnprintf instead of parsing the format string ourselves, there's a lot of code deleted and we have access to more robust formatting powers now. This does mean the final error strings can't be more than 128 bytes, down from the theoretical maximum of around 768, but I think this is probably okay. They might truncate but they will always be null-terminated! Fixes Bugzilla #5092.
Ryan C. Gordon 67760f0e 2020-04-20T18:58:18 joystick: Don't report duplicate recentering events for game controllers.
Ryan C. Gordon c5f2a1ce 2020-04-20T16:01:36 joystick: On disconnect, recenter all game controller inputs. The joystick layer can't necessarily give us perfect centering, but we know that the game controller level has logical absolute idle positions that have nothing to do with the physical device. So send game controller events to make it look like the device is completely untouched before sending the final removal event.
Sam Lantinga 116b8c17 2020-04-19T00:05:54 Note which Windows SDK version is required for Windows Gaming Input support
Sam Lantinga aba27928 2020-04-18T21:41:37 Added a Windows Gaming Input joystick driver This driver supports the Razer Atrox Arcade Stick Some of the quirks of this driver, inherent in Windows Gaming Input: * There will never appear to be controllers connected at startup. You must support hot-plugging in order to see these controllers. * You can't read the state of the guide button * You can't get controller events in the background
Sam Lantinga b90b5927 2020-04-17T21:30:58 Added support for the Razer Atrox Arcade Stick
Sam Lantinga dbcda0b2 2020-04-17T21:30:56 Added support for the Razer Wolverine Ultimate
Sam Lantinga 2b323855 2020-04-17T15:08:48 Don't send rumble packets too quickly to Nintendo Switch Pro controllers over Bluetooth
Sam Lantinga c02f54a0 2020-04-17T15:08:46 Fixed the default face button mapping for Nintendo Switch Pro controllers
Ryan C. Gordon eaaa809e 2020-04-15T13:33:09 hidapi: Blacklist the Razer Lycosa keyboard from enumeration. It's not a joystick and it hangs device enumeration.
Ryan C. Gordon a7a4e16b 2020-04-15T13:31:54 haiku: Patched to compile.
Sam Lantinga a990a34a 2020-04-14T22:26:02 Cleanly switch between audio recording, playback, and both, on iOS
Sam Lantinga 14661d3f 2020-04-14T17:31:31 Added support for mousewheel on iOS
Ryan C. Gordon 2b7ce8c5 2020-04-14T18:14:39 cmake: Set HAVE_VIDEO_WAYLAND_QT_TOUCH if appropriate (thanks, Michael!).
Sam Lantinga 50b1c195 2020-04-14T09:55:33 Fixed bug 5091 - Suspicious condition in HIDAPI_DriverXbox360_UpdateXInput meyraud705 On line 220 of SDL_hidapi_xbox360.c https://hg.libsdl.org/SDL/file/4608f0e6e8e3/src/joystick/hidapi/SDL_hidapi_xbox360.c#l220 if (!XINPUTGETSTATE(user_index, &xinput_state[user_index].state) == ERROR_SUCCESS) { logical not is only applied to the left hand side of this comparison. I think you mean: if (XINPUTGETSTATE(user_index, &xinput_state[user_index].state) != ERROR_SUCCESS) {
Sam Lantinga 2ae1c0f5 2020-04-14T09:52:27 Allow Bluetooth headphones for iOS playandrecord mode
Sam Lantinga 2d1f7be2 2020-04-14T08:43:46 Remove development team override for iOS tests
Sam Lantinga 87917b16 2020-04-14T07:54:38 Removed CoreBluetooth framework dependency as part of fixing bug 4299
Sam Lantinga ed1d8558 2020-04-14T07:41:00 Fixed bug 4299 - A recent change requires Core Bluetooth framework on iOS Caleb Cornett Just ran into this, and from my testing, whatever re-added the dependency is a _major_ regression. Not only is your app forced to link with CoreBluetooth, but iOS has apparently tightened up security and won't even let you _test_ your app unless it specifies the NSBluetoothAlwaysUsageDescription in an Info.plist. It doesn't even pop up an error message, it just straight up crashes. Adding the permission isn't a good solution either, since I'd really, really rather not have my app request users' bluetooth to always be enabled, especially if the only apparent reason is for Steam Controller support.
Sam Lantinga f34d2c60 2020-04-14T07:35:35 Added zlib license for Steam Controller headers
Sam Lantinga 3e4856c9 2020-04-13T23:07:54 Fixed mouse button mapping on iOS
Sam Lantinga e1215e85 2020-04-13T22:50:46 Fixed mouse button mapping on iOS
Sam Lantinga dbf7f84f 2020-04-13T22:29:10 Implemented left/right mouse click detection on iOS
Sam Lantinga 171ba00a 2020-04-13T19:44:26 Hide the mouse cursor appropriately on iOS
Sam Lantinga 9e3b259d 2020-04-13T19:17:28 Added virtual joystick sources to the Android build
Ryan C. Gordon 132f87c3 2020-04-13T22:06:12 opengl: Don't try to do Desktop OpenGL stuff if support isn't available.
Ryan C. Gordon a96d8a43 2020-04-13T22:05:36 render: Fixed compiler warning about implicit cast.
Sam Lantinga 6f3fa02e 2020-04-13T18:25:38 Make sure we're using the bounds of the view for our mouse region
Sam Lantinga cab1ee9c 2020-04-13T15:57:04 Don't build iOS mouse support on Apple TV
Sam Lantinga e5d36299 2020-04-13T15:46:12 Added support for new mouse APIs in iOS 13.4
Ryan C. Gordon e96b05c3 2020-04-13T18:21:28 egl: Attempt to make this compile on WinRT, etc.
Sam Lantinga 1d879787 2020-04-13T13:24:56 Fixed implicit linkage to ftol2() on Windows
Sam Lantinga c302c1ab 2020-04-13T13:24:19 Fixed build
Sam Lantinga bf87604e 2020-04-13T12:33:29 Fixed rare crash when unplugging Xbox controller on Windows
Ryan C. Gordon 952bac7c 2020-04-13T15:22:09 cmake: use check_symbol_exists, not check_function_exists (thanks, Manuel!) This fixes the problem where we think iOS has fseeko64, etc, but doesn't. Fixes Bugzilla #4885.
Conn O'Griofa c0a875fa 2020-04-13T14:48:38 SDL_EGL_ChooseConfig: don't fall through if no matching format exists On Raspberry Pi 3 via the VC4 driver in firmware KMS mode, none of the found configs match the desired format, causing the function to fall through without any config being selected. Fix by first iterating over the found configs, and if no match exists, don't exclude the non-matching configs. This should fix RPI3 and possibly other targets without breaking targets that have a matching native format (such as RPI4).
Ryan C. Gordon 64617d25 2020-04-13T14:45:40 opengl: Convert an int to an SDL_bool.
Ryan C. Gordon 389c8995 2020-04-13T14:44:21 opengl: Allow SDL_GL_MakeCurrent() to accept a NULL window (thanks, Martin!). This allows you to bind surfaceless contexts on a background thread to, for example, load assets in a separate context, for platforms that have different requirements about sharing surfaces, etc. Martin's notes on the matter: "Here's a patch that enables passing NULL windows to SDL_GL_MakeCurrent, if the involved APIs allow it. Currently, this is only the case for EGL, and even then only if some specific extensions are present (which they usually are). If "surfaceless" contexts are not supported, SDL_GL_MakeCurrent continues to generate an error (albeit with a more specific error message than it used to), so this should not break anything that wasn't broken before." (Please see https://bugzilla.libsdl.org/show_bug.cgi?id=3695 for more discussion.) Fixes Bugzilla #3695.
Sam Lantinga e6c640f3 2020-04-13T08:18:16 Enable the virtual joystick API by default
Sam Lantinga ef147d2e 2020-04-13T08:13:50 Enable virtual joystick API by default
Sam Lantinga bd7b4f39 2020-04-13T08:05:29 Partial fix for bug 5086 - CMake builds on Windows broken by sensor support (thanks DominikD!)
James Le Cuirot abcc6706 2020-04-12T13:24:36 build: Don't duplicate Libs in Libs.private in pkg-config file pkg-config already prepends Libs to Libs.private when you specify --static so there's no need to duplicate them. Most other projects don't do this.
Jay Petacat 8a5ee3fa 2020-04-12T00:55:52 video: NULL out pointer to freed window surface This behavior matches SDL_RecreateWindow and makes it less likely that another piece of code (e.g. a DestroyWindowFramebuffer implementation) will attempt to use or free the stale surface pointer.
James Le Cuirot 99f87a71 2020-04-11T23:38:34 build: Merge pkg-config Libs.private into Libs for static-only builds A project being built entirely statically will call pkg-config with --static, which utilises the Libs.private field. Conversely it will not use --static when not being built entirely statically, even if there is only a static build of SDL available. This will most likely cause the build to fail due to underlinking unless we merge the Libs fields. This is what the Meson build system does when it generates pkg-config files. This also also follows the behaviour of sdl2-config. At the same time, the runtime linker flags are not applicable to static-only builds so only add them for shared builds.
hmk aa188048 2020-04-10T12:23:08 render: Scale relative mouse motion better for logical sizing From hmk: "When scaling is enabled (e.g. via SDL_RenderSetLogicalSize, size not equal to window size), mouse motion events are also scaled. Small motions are rounded up (SDL_max() when the value after scaling is less than 1), while larger motions are truncated by the floating point -> integer conversion. https://hg.libsdl.org/SDL/file/b18197f9bf9d/src/render/SDL_render.c#l658 The end result feels something like mouse reverse mouse acceleration + angle snapping at low speeds, but less consistent (amount of truncation & rounding depends on how fast the mouse is moved) and potentially much worse if the scaling factor is large. This pretty much makes it useless for anything where you need precise mouse aiming (think of games). I suspect this is why aiming gets so terrible in some games that let you use scaling to reduce the render resolution (e.g. Ion Fury). With 4x4 scaling, I can reproduce a situation where it takes three fast flicks of the mouse across the pad to undo one slow sweep across the pad. In other words, extreme reverse acceleration. This does not happen when scaling is disabled. Furthermore, any game that uses relative mouse motion events for 3D camera rotation probably wants the raw mouse deltas and not a value that depends on scaling and resolution and rounding and truncation. Ideal camera rotation just takes mouse input, multiplies it by sensitivity, and adds it to the angle-in-radians or whatever measure is used for yaw & pitch. Pixels and screen resolution or window dimensions should not be a part of the equation at all, even if it could be implemented without rounding errors. [...] This [patch] completely eliminates angle snapping for me, and makes sensitivity consistent. In other words, it's completely usable for, say, aiming in a first person shooter." Partially fixes Bugzilla #4811.
Ryan C. Gordon d292f6bd 2020-04-10T12:17:14 stdlib: Add SDL_trunc and SDL_truncf
Ryan C. Gordon a7916890 2020-04-10T00:37:35 metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!). Caleb Cornett's comments: "A few weeks ago, Alex added a partial Metal API to SDL2: https://hg.libsdl.org/SDL/rev/22c8e7cd8d38 I noticed it was missing a few features that would help Metal become a first-class citizen in SDL, so I went ahead and wrote them! Here are the new APIs: 1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer to specify that they intend to create a window for use with SDL_MetalView. The flag is used to ensure correct usage of the API and to prevent accidentally defaulting to OpenGL on iOS. 2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a pointer to the view's backing CAMetalLayer. This simplifies things considerably, since in the current version of the SDL_Metal API the programmer is required to bridge-cast a SDL_MetalView handle to an NSView or UIView (depending on the platform) and then extract the layer from there. SDL_Metal_GetLayer automatically handles all of that, making the operation simple and cross-platform. 3. SDL_Metal_GetDrawableSize(). This function already exists in the current SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize on Apple platforms) but was not publicly exposed. My patch exposes this function for public use. It works just like you'd expect. Tested on macOS 10.14 and iOS 12.4." Fixes Bugzilla #4796.
Charlie Birks 258d4106 2020-04-09T15:57:12 emscripten: Add a few keyCode mappings for German keyboards From @sy2002 in https://github.com/emscripten-ports/SDL2/issues/108
Charlie Birks babf010c 2020-04-09T15:01:47 emscripten: Pass canvas id to request_pointer_lock Fixes pointer lock with DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR=1
Daid 287772f5 2020-04-09T15:01:45 emscripten: Let SDL_GetDisplayUsableBounds return the size of the window This does not account for scrollbars nor margins. But is much better then returning the full display size when not running fullscreen, but for example in an iframe.
Daid fb3df3a1 2020-04-09T15:01:41 emscripten: Fix the reported keys for the numpad. See https://github.com/emscripten-ports/SDL2/issues/94
Sylvain Beucler 44716b02 2020-04-09T15:01:37 emscripten: Send SDL_APP_TERMINATING before unload (#88)
Beuc 0380cbd7 2020-04-09T15:01:32 emscripten: Typo
Sam Lantinga d4f1b520 2020-04-08T19:16:31 Added support for press/release hardware keyboard events in iOS 13.4
Sam Lantinga e9c94ac0 2020-04-08T10:27:30 Fixed Windows accelerometer data units
Sam Lantinga 3d942ccc 2020-04-08T09:02:02 Removed debug code
Sam Lantinga 09f55263 2020-04-08T09:00:10 Fixed memory leak and removed debug code from Windows sensor implementation
Sam Lantinga 55515a8c 2020-04-08T08:42:15 SDL: ps4 controller trigger bits on other controllers just mean that there's some activity, not saturation - only force it on if the analog value is 0.
Sam Lantinga ba95fa61 2020-04-08T08:42:09 Revert "Fix incorrectly terminated MakeThreadHighPriority dbus message" The first terminator is for input parameters. The second terminator was for the output parameters. If an error occurs when calling MakeThreadHighPriority(), e.g. a bad thread id, then the reply from connection_send_with_reply_and_block() will be null.
Sam Lantinga 9cd06ac3 2020-04-08T08:41:55 Add perforce support to showrev.sh In order to generate meaningful output from SDL_GetRevision()
Sam Lantinga 3180ba81 2020-04-08T08:34:27 First pass at Windows sensor implementation
Ryan C. Gordon 6e6b5177 2020-04-07T23:34:41 cocoa: Patched to compile.
Ryan C. Gordon 8c165add 2020-04-07T23:17:27 joystick: Remove force_centering flag; we handle this on disconnect now.
Ryan C. Gordon fba081e4 2020-04-07T14:51:08 wasapi: Patched to compile on C89 systems, and use SDL_ceilf instead of ceilf.
Ryan C. Gordon 4c2be472 2020-04-07T14:37:24 wasapi: Improve WASAPI audio backend latency (thanks, Anthony!). Anthony Pesch's notes on his patch: "Currently, the WASAPI backend creates a stream in shared mode and sets the device's callback size to be half of the shared stream's total buffer size. This works, but doesn't coordinate will with the actual hardware. The hardware will raise an interrupt after every period which in turn will signal the object being waited on inside of WaitDevice. From my empirical testing, the callback size was often larger than the period size and not a multiple of it, which resulted in poor latency when trying to time an application based on the audio callback. The reason for this looked something like: * The device's callback would be called and and the audio buffer was filled. * WaitDevice would be called. * The hardware would raise an interrupt after one period. * WaitDevice would resume, see that a a full callback had not been played and then wait again. * The hardware would raise an interrupt after another period. * WaitDevice would resume, see that a full callback + some extra amount had been played and then it would again call our callback and this process would repeat. The effect of this is that the pacing between subsequent callbacks is poor - sometimes it's called very quickly, sometimes it's called very late. By matching the callback's size to the stream's period size, the pacing of calls to the user callback is improved substantially. I didn't write an actual test for this, but my use case for this was my Dreamcast emulator (https://redream.io) which uses the audio callback to help drive the emulation speed. Without this change and with the default shared stream buffer (which has a period of ~10ms) I would get frame times that were between ~3-30 milliseconds; after this change I get frame times of ~11-22 milliseconds. Note, this patch also has a change that removes passing a duration to the Initialize call. It seems that the default duration used (when 0 is passed) does typically match up with the duration returned by GetDevicePeriod, however the Initialize docs say: > To set the buffer to the minimum size required by the engine thread, the > client should call Initialize with the hnsBufferDuration parameter set to 0. > Following the Initialize call, the client can get the size of the resulting > buffer by calling IAudioClient::GetBufferSize. This change isn't strictly required, but I made it to hopefully rule out another source of unexpected latency." Fixes Bugzilla #4592.
Sam Lantinga 3cb62d52 2020-04-07T11:17:52 Fixed setting the controller name for the RAWINPUT driver
Sam Lantinga e62c25b6 2020-04-07T11:17:22 The 0x02ff product ID shows up for new firmware Xbox One controllers using the RAWINPUT driver
Ryan C. Gordon 8641f6e9 2020-04-07T14:03:13 emscripten: support KaiOS's Left Soft Key and Right Soft Key (thanks, pelya!). Fixes Bugzilla #5027.
Ryan C. Gordon 309d6137 2020-04-07T14:01:25 cocoa: OpenGL setView and update must be used on main thread (thanks, Tim!). If called from background threads, use Grand Central Dispatch to use the main thread instead. On the main thread, just call them directly. Fixes Bugzilla #4932.
Paul Cercueil 486f0b6c 2020-04-07T13:49:19 configure.ac: Fix stupid autotools errors Apparently, recent versions of autotools will issue an error if an empty description is supplied to AC_DEFINE(). Avoid these errors by just adding a space in the square brackets. Partially fixes Bugzilla #4908.
Ryan C. Gordon 02469877 2020-04-07T13:30:46 wayland: Support wayland compositors with wl_seat version < 5 (thanks, Nia!). Fixes Bugzilla #5074.
Sam Lantinga 88cecee4 2020-04-07T10:14:12 Fixed build warning
Sam Lantinga 50cb8e0f 2020-04-07T10:13:08 Fixed deadlock in new raw input joystick code The appropriate locking is done elsewhere, this prevents inverted lock acquisition
Sam Lantinga b6afbe63 2020-04-07T09:38:57 Added SDL_log.h to SDL_internal.h so logging is available everywhere
Sam Lantinga 488b94cb 2020-04-07T09:18:19 Don't interpret raw input messages with no mouse position This happens occasionally on touch devices when raw input is enabled
Sam Lantinga 0721931f 2020-04-06T19:21:56 Avoid sending regular mouse messages for touch input
Sam Lantinga dad73b1f 2020-04-05T10:47:58 Fixed bug 5073 - SDL does not handle URL Schemes in MacOS Jason In iOS, URL Events trigger the DropFile event. I would also expect the same event to be fired on the macOS platform but this is not implemented at all in the AppDelegate.
Sam Lantinga 9525f972 2020-04-05T10:44:51 Fixed bug 5076 - SDL_netbsdaudio: Add support for 32-bit LPCM Nia Alarie The kernel supports this, make SDL expose it so it can be used.
Sam Lantinga e05d92a1 2020-04-05T09:01:33 Fixed bug 5075 - Don't assume a GL library version number on NetBSD. Nia Alarie If you install X as part of NetBSD, the GL library is libGL.so.3, but if you install the GL library later as a package, it's libGL.so.1.
Sam Lantinga d4b561f4 2020-04-05T08:58:47 Fixed bug 5015 - SDL_RenderReadPixels on DirectX 11.1 backend seems to be broken Konrad It appears that I cannot use SDL_RenderReadPixels on a bound framebuffer (SDL_Texture set as render target) as it simply results in gibberish data. However, drawing that framebuffer into the default target (window surface) does render it correctly. Other backends (OpenGL, software, Direct3D) do work fine. It looks to me like D3D11_RenderReadPixels just gets the general backbuffer and not the current render target and its backbuffer. Here is the patch which actually fetches the current render target and its underlying ID3D11Resource which is ID3D11Texture2D.
Sam Lantinga 89fe32dd 2020-04-05T08:46:59 Fixed bug 5072 - Test resources missing when building with SDL_TEST and CMake DominikD There are several tests that need resources in the output directory to work: * `testiconv` depends on `utf8.txt` * `testoverlay2` and `teststreaming` depend on `moose.dat` This patch adds these two files to the `RESOURCE_FILES` variable. One could also copy `shapes\*.bmp` over to the output directory for `testshape` to use but this patch doesn't do that for three reasons: * executable takes path as an argument and doesn't need these files side by side * these are ~45MB and copying them over would cause build directory to swell * there are already files in the output directory that can be used with this test (`sample.bmp` and `button.bmp`)