Log

Author Commit Date CI Message
Alex Szpakowski b1a0bd10 2014-08-20T17:20:22 Merged default into iOS-improvements
Ryan C. Gordon 41728b3c 2014-08-20T01:21:45 Fixed the cmake-guided static analysis and use it by default. The configure script fails on it on Mac OS X, now, for whatever reason. Hopefully gets our static analysis buildslave running again!
Sam Lantinga 2d2f9020 2014-08-19T22:04:54 Better check for __has_feature
Sam Lantinga 38b49c30 2014-08-19T21:59:56 Changed the name of the IME hint to match the naming convention in SDL
Sam Lantinga eba65c66 2014-08-19T21:17:21 Fixed bug 2694 - configure bug __has_feature macro not detected skaller using gcc 4.2 (the default) on Mac OSX 10.6.8 CC build/SDL_dynapi.lo In file included from /Users/johnskaller/SDL/src/dynapi/SDL_dynapi.c:31: include/SDL_syswm.h:211:39: error: missing binary operator before token "(" The fault appears to be here: #if defined(__OBJC__) && __has_feature(objc_arc) that the __has_feature macro is not supported by gcc 4.2. The code works fine with my clang 3.3svn.
Sam Lantinga 04f74225 2014-08-19T21:13:07 Fixed bug 2691 - Disabling shared library prevent cmake configuration hotgloupi Configuring using "cmake -DSDL_STATIC=1 -DSDL_SHARED=0" generate and error in CMakeLists.txt at line 1334: CMake Error at CMakeLists.txt:1334 (install): install TARGETS given target "SDL2" which does not exist in this directory. This install rule shouldn't be present when the DLL has been disabled
Alex Baines 90bc642f 2014-08-19T23:31:50 Add a SDL_IM_INTERNAL_EDITING event to make IMs like iBus render editing text in its own UI instead of sending TEXTEDITING events. This is useful for applications that handle TEXTINPUT events but not TEXTEDITING events.
Alex Baines f4ddacf4 2014-08-19T23:17:28 Improvements to the IBus related code: + Handle HidePreeditText IBus signal. + Use SDL_GetKeyboardFocus instead of SDL_GetFocusWindow. + Move the X11 IBus SetFocus calls to the X11_DispatchFocus functions. + Simplify the IBus ifdefs when handling X11 KeyEvents. + Remove inotify watch when SDL_IBus_Quit is called.
Alex Baines 6f84f37c 2014-08-19T22:28:53 Take the window border size into account when positioning the IBus candidate list.
Sam Lantinga 5a752c3a 2014-08-18T18:44:08 Better Mac OS X build fix - actually match the SDK OpenGL headers.
Sam Lantinga 4b8f7538 2014-08-18T18:17:03 Fixed Mac OS X build
Sam Lantinga bbab3855 2014-08-18T18:16:45 SDL - fix fullscreen desktop windows not restoring to fullscreen state if focus changes happen due to programtic window changes (and not user alt-tabbing)
Sam Lantinga 877666e2 2014-08-18T11:28:16 Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
Ryan C. Gordon f4d3303c 2014-08-18T14:05:02 Don't use the system OpenGL headers, ever. (the replacement header is from Mesa, under what the MIT license.)
Sam Lantinga d1cc47b3 2014-08-17T15:07:00 Fixed 2680 - OSX: Replace NSAutoreleasePool with @autoreleasepool Tim McDaniel This patch replaces all use of NSAutoreleasePool with the Apple recommended @autoreleasepool. @autoreleasepool is supposedly more efficient, and since it is scope based it can't be accidentally not released.
Sam Lantinga 5e501804 2014-08-17T14:57:52 Fixed bug 2655 - OSX: Window position and global mouse coord spaces are different Tim McDaniel On OSX, with revision 8729, the coordinate space for window position and the coordinate space for global mouse position don't match. For a non-fullscreen window, the window position is global relative to the bottom of the menubar. The global mouse position is relative to the top of the screen. This affects Cocoa_WarpMouse and potentially other things as well. Further, the coordinate system for window position is now affected by what screen it is on. For example, if I have two equal size screens oriented side by side such that the tops of the screens are equal in global space, with the menubar on one screen, and a window straddles the two screens, the window's y position makes no sense. The window's y position depends on what screen "most" of the window is on. So if I move the window horizontally just a bit, the y position of my window is now different by the size of the menubar, even though the window was not moved vertically. I'd like to reiterate that this was a fairly fundamental change (and a breaking change for us). If SDL OSX is to really support multi-display configurations, this is especially problematic. If the real concern is preventing windows from going under the menubar, then perhaps a solution involving something like overriding [NSWindow constrainFrameRect] would be less problematic than redefining the global window coord space for the main display.
Sam Lantinga de3d381c 2014-08-17T14:44:53 Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets Andreas Falkenhahn SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget(). I am attaching a small program that demonstrates the issue. I get the following result here: READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000 But it should be: READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000 Tested with SDL 2.0.3 on Windows 7.
Sam Lantinga 2e3c778e 2014-08-17T14:34:41 Fixed bug where the render target is updated instead of the default output when the window is resized.
Sam Lantinga f17587df 2014-08-17T13:49:53 Reset CMAKE_REQUIRED_FLAGS after test
Sam Lantinga 95ced654 2014-08-17T13:15:45 cmake: add -Wl,--no-undefined to GCC linker flags This way unresolved symbols will be detected when linking the shared library version.
Sam Lantinga 569e595a 2014-08-17T13:15:09 cmake: add -Wall/-Wshadow to GCC compilation flags
Sam Lantinga 1ea86978 2014-08-17T13:11:55 Removed SDL_round() because the license wasn't compatible with zlib
Sam Lantinga 2a13cab9 2014-08-17T10:10:41 Fixed bug 2688 - failure to build test/loopwavequeue.c on Linux
Sam Lantinga 529ed53b 2014-08-16T23:30:44 Fixed bug 2681 - dereference a NULL pointer dst_fmt in SDL_CreateTextureFromSurface function Nitz In SDL_CreateTextureFromSurface: SDL_PixelFormat *dst_fmt; /* Set up a destination surface for the texture update */ dst_fmt = SDL_AllocFormat(format); temp = SDL_ConvertSurface(surface, dst_fmt, 0); Here is need of NULL check for dst_fmt because there are chances of NULL return from SDL_AllocFormat(format);
Sam Lantinga 984d0fc4 2014-08-16T23:28:40 Fixed bug 2683 - Raspberry PI support using CMake Tobias Himmer this patch adds a check to the CMake build script to detect whether the VideoCore API is available. If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers. Seems to work fine on Raspbian.
Sam Lantinga 8272ed18 2014-08-16T23:25:02 Fixed bug 2687 - SDL_BlitScaled does not handle clipping correctly Patch from Benoit Pierre: video: fix clipping handling in SDL_UpperBlitScaled - honor destination clipping rectangle - update both destination and source rectangles when clipping source rectangle to source surface and destination rectangle to destination clip rectangle - don't change scaling factors when clipping N.B.: - when no scaling is involved (source and destination width/height are the same), SDL_UpperBlit is used (so SDL_BlitScaled behaves like SDL_BlitSurface) - the final destination rectangle after all clipping is performed is saved back to dstrect (like for SDL_UpperBlit)
Sam Lantinga 4e7db78e 2014-08-16T23:23:15 Added SDL_round(), contributed by Benoit Pierre - thanks!
Sam Lantinga d673d8c3 2014-08-16T23:17:47 Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
Sam Lantinga 384c2047 2014-08-16T15:18:21 Fixed building on Windows with CMake
Ryan C. Gordon d72c61d8 2014-08-16T16:50:10 Haptic: Add some missing haptic types to test, and fix wrong array-sizes. Thanks, Elias! Fixes Bugzilla #2686. (along with the last several commits.)
Ryan C. Gordon e2bbc17d 2014-08-16T16:49:00 Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code. Thanks, Elias! Partially fixes Bugzilla #2686.
Ryan C. Gordon 57db2790 2014-08-16T16:47:42 Haptic: Fix the saturation and deadband parameters' available range. There was a misconception that Linux's saturation and deadband parameters - on which the corresponding SDL parameters were based - use only half of the possible range. Thanks, Elias! Partially fixes Bugzilla #2686.
Ryan C. Gordon a2622ce6 2014-08-16T16:42:55 Haptic: Explicitly avoid floating point arithmetic if it's not needed. Thanks, Elias! Partially fixes Bugzilla #2686.
Ryan C. Gordon 1db581b4 2014-08-16T16:41:25 Haptic: DInput's POLAR direction actually matches Linux's direction. Thanks, Elias! Partially fixes Bugzilla #2686.
Ryan C. Gordon 3e27013b 2014-08-16T16:40:01 Haptic: Don't interpret a direction of polar 35999 as "unsupported type". (or linux-direction 0xFFFF) Thanks, Elias! Partially fixes Bugzilla #2686.
Philipp Wiesemann 6d9dbf5e 2014-08-15T23:39:14 Fixed markdown formatting in READMEs.
Philipp Wiesemann c5aa0d80 2014-08-15T23:18:57 Updated README.
Philipp Wiesemann e0eb6714 2014-08-15T23:13:51 Fixed enumeration in README.
Sam Lantinga c6a2382c 2014-08-14T21:31:50 Take advantage of GL_ARB_texture_non_power_of_two when it's available
Philipp Wiesemann 2c1faa40 2014-08-12T23:37:12 Fixed warnings about unused local variables.
Philipp Wiesemann 197a7cae 2014-08-12T23:33:16 Fixed warning about implicit boxing to Java Object.
Philipp Wiesemann cfaa99bb 2014-08-12T23:28:45 Fixed doxygen warnings and markdown formatting.
Sam Lantinga 05d87800 2014-08-11T17:25:53 Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath()
Sam Lantinga 4fe43f40 2014-08-11T17:24:54 Added an entry for the new Steam controller XInput emulation mode
Philipp Wiesemann a9d4a6b8 2014-08-11T23:18:35 Fixed typo in source comment.
Philipp Wiesemann a0252149 2014-08-11T23:16:47 Added javadoc comment for consistency.
Philipp Wiesemann 53cf64b0 2014-08-11T23:13:20 Fixed doxygen warning and markdown formatting.
Philipp Wiesemann b33d2b73 2014-08-11T22:53:03 Updated README name in header.
Philipp Wiesemann 09dc9f8b 2014-08-11T22:45:08 Removed 42 from README.
David Ludwig ff5caa17 2014-08-10T22:21:21 WinRT build fix for ARM platforms The _xgetbv intrinsic was being used in ARM builds of SDL/WinRT, which was leading to linker errors. This commit limits _xgetbv use to the platforms on which it is available, x86 and x64.
Alex Szpakowski deceab25 2014-08-08T15:14:09 Added iOS-specific functions to get the window view's current OpenGL Renderbuffer and Framebuffer objects, so they can be more easily rebound when necessary.
Alex Szpakowski 2dac6bf5 2014-08-07T00:44:16 Fixed opengl context share groups on iOS.
Sam Lantinga 6fef39d6 2014-08-06T11:34:54 Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
Alex Szpakowski 02b06c66 2014-08-06T13:50:50 Merged default into iOS-improvements
Sam Lantinga 6299daec 2014-08-06T00:28:02 The OpenGL context returned by the UIKit backend is now an actual OpenGL context instead of the OpenGL view we created. This allows you to use the returned context in functions like CVOpenGLESTextureCacheCreate()
Alex Szpakowski 292eedff 2014-08-06T03:32:59 Merged default into iOS-improvements
Alex Szpakowski f5543f93 2014-08-06T03:24:16 Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
Sam Lantinga 2eb7563e 2014-08-05T21:03:02 Haptics aren't available on iOS, but use the dummy implementation instead of failing init if it's requested.
Alex Szpakowski 36289977 2014-08-06T00:45:11 Minor code update for less verbosity
Alex Szpakowski 20965831 2014-08-04T15:30:53 Merged branch default into iOS-improvements
Alfred Reynolds 87b8c8d1 2014-07-31T12:46:23 SDL - when raising the window under OSX also force the app to activate. This fixes a fullscreen window on a separate space not coming front when raisewindow is called.
Alex Szpakowski bde54b7f 2014-07-31T03:14:10 Merged 'default' into branch 'iOS-improvements'
Alfred Reynolds 75529476 2014-07-30T17:45:52 SDL - fix re-entrancy into SDL_UpdateFullscreenMode under OSX. During HideWindow we get a RESTORED event which then turns fullscreen back on causing a hang in Cocoa_SetWindowFullscreenSpace waiting for the fullscreen transition to finish.
Ryan C. Gordon 5b780063 2014-07-30T14:14:19 Make SDL_SysWMinfo usable on Mac/iOS with ARC enabled (thanks, Alex!). Fixes Bugzilla #2641.
Ryan C. Gordon c0f9a57f 2014-07-30T14:12:54 Fixed comment typo.
Ryan C. Gordon c5b21ea6 2014-07-30T11:11:48 SDL_GetQueuedAudioSize() shouldn't grab lock when not set up for queueing.
Ryan C. Gordon e5d49c20 2014-07-30T11:08:31 Added a GetPendingBytes method to the audio backend. This will (eventually) make SDL_GetQueuedAudioSize() more accurate, and thus reduce latency. Right now this isn't implemented anywhere, so we assume data fed to the audio callback is consumed by the hardware and immediately played to completion.
Ryan C. Gordon db1dd756 2014-07-30T09:54:01 XAudio2: Use XAUDIO2_VOICE_NOSAMPLESPLAYED when possible. For versions of XAudio2 with an IXAudio2SourceVoice::GetState() that offers a flags parameter, we can use XAUDIO2_VOICE_NOSAMPLESPLAYED, since we don't need this information in our current calls. According to MSDN, this makes the the call about 3x faster.
Sam Lantinga e76fecc4 2014-07-29T08:04:15 Moved documentation to docs, recreated a simple README.txt, fixed build
Gabriel Jacobo f982d087 2014-07-29T09:20:12 Rearrange documentation 1) Moves all READMEs to docs/ 2) Renames them to *.md, adds some Markdown with the idea to add a lot more 3) Moves the doxyfile config to doc/ and makes it parse the headers at ../include as well as the md files in docs. 4) Skips SDL_opengl*.h headers from the docs 5) Minor fixes to doxyfile
Alex Szpakowski caad673f 2014-07-29T00:36:12 Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
Alex Szpakowski 31257842 2014-07-29T00:05:48 Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8.
Ryan C. Gordon 0c09ce2b 2014-07-28T10:54:25 Changed local var names in SDL assert macro. Otherwise, if someone added an assert to a function that has a variable named "state", the compiler might warn about shadowing a local.
Sam Lantinga 164de232 2014-07-27T19:56:53 Turned on OmitDefaultLibName for SDL, SDLmain and SDLtest
Sam Lantinga a0b68e81 2014-07-27T17:44:10 Fixed bug 2537 - _allmul in SDL_lib.c is not working properly
Sam Lantinga 5c6c8691 2014-07-27T17:43:36 Fixed uninitialized variable in some cases
Ryan C. Gordon 2230df55 2014-07-27T19:52:52 Remove dependency on C runtime from Windows SDLmain.
Sam Lantinga dfc7535f 2014-07-26T16:52:26 Fixed bug 2657 - Memory leak in GL_CreateTexture function Nitz In GL_CreateTexture function: if (GL_CheckError("glGenTexures()", renderer) < 0) { SDL_free(data); return -1; } Here only data is getting free but data->pixels getting leak. So have to free data->pixels before free data.
Alex Szpakowski 0e5df605 2014-07-24T22:35:25 Fixed SDL_SetWindowFullscreen on iOS causing the window's reported dimensions and supported orientations to go out of sync with what they should be, if the device orientation was different from the screen orientation when the function call was made.
Alex Szpakowski 05afbfdf 2014-07-23T22:35:14 Integrated Phil Hassey's patch to fix SDL_IsScreenKeyboardShown on iOS (https://bugzilla.libsdl.org/show_bug.cgi?id=2660)
Alex Szpakowski 029e0193 2014-07-23T21:55:42 Fixed SDL_SetWindowFullscreen on iOS for the last time, hopefully. Fixed iOS version checking code.
Alex Szpakowski ef0490a7 2014-07-23T03:05:31 More cleanup of the iOS Objective-C code.
Alex Szpakowski 6d552cae 2014-07-23T01:33:59 90% of iOS users on the App Store run at least iOS 7, so it doesn't make sense to support building using an SDK that doesn't support iOS 7. The minimum supported runtime version is still iOS 5.1.
Alex Szpakowski 967549c9 2014-07-23T01:28:24 Updated the iOS Objective-C code to use NSDictionary/NSArray/NSNumber literals and subscripting, for improved code clarity. This requires at least Xcode 4.5 and the iOS 6 SDK to build, but it doesn't change the minimum supported runtime version (iOS 5.1). Less than 2% of iOS users are running iOS 5, so I hope developers aren't trying to build SDL using an SDK which doesn't support iOS 6/7...
Ryan C. Gordon 987c3355 2014-07-22T23:12:21 Clarifying hard-to-understand piece of code.
Ryan C. Gordon f30e120a 2014-07-22T21:41:49 Added audio device buffer queueing API.
Alex Szpakowski 078ca9f0 2014-07-22T20:06:13 Cleaned up iOS OpenGL ES context creation code and added sRGB context support on iOS 7+
Alex Szpakowski cf2958a8 2014-07-22T16:48:35 Fixed SDL_SetWindowFullscreen on iOS to properly update the view's frame.
Alex Szpakowski e02e3452 2014-07-21T02:46:53 The default implementation of [view layoutSubviews] actually does something in iOS 6+, so we should call [super layoutSubviews] when overriding it.
Brandon Schaefer 75dacdb9 2014-07-18T14:10:45 Dont redeclare DBusMessage* msg;
Alex Szpakowski e234575d 2014-07-17T22:55:59 Disabled the custom iOS splashscreen code - it interferes with the normal rotation and orientation behaviour of SDL windows.
Alex Szpakowski d2e445d7 2014-07-17T18:05:12 Properly send a window resize event in all cases when viewDidLayoutSubviews is triggered.
Alex Szpakowski b55be6e7 2014-07-16T21:06:15 Fixed SDL_HINT_ORIENTATIONS to properly allow disabling custom orientations if the hint is set with no valid orientations.
Alex Szpakowski b21544c1 2014-07-16T20:05:00 The iOS 7 transparent status bar now uses white text rather than black.
Alex Szpakowski b4d15ece 2014-07-16T16:12:20 Fixed SDL_SetWindowFullscreen not properly updating the status bar visibility in iOS 7+
Alex Szpakowski c81ce5a0 2014-07-15T02:04:08 Minor fix for if SDL_JoystickInit is called more than once without a matching SDL_JoystickQuit.
Alex Szpakowski 1506b3b8 2014-07-15T02:01:43 iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
Alex Szpakowski 3672409c 2014-07-14T22:35:48 Changed the way retina resolutions are handled in iOS. Previously, SDL would always expose display modes and window dimensions in terms of pixels, and would add an extra 'fake' display mode on retina screens which would contain the non-retina resolution. Calling SDL_CreateWindow with the dimensions of that fake display mode would not work. Now, SDL only exposes display modes and window dimensions in terms of points rather than pixels. If the SDL_WINDOW_ALLOW_HIGHDPI flag is passed into SDL_CreateWindow, then any OpenGL contexts created from that window will be sized in pixels rather than points (retrievable with SDL_GL_GetDrawableSize.) Window dimensions and mouse coordinates are still in terms of points rather than pixels even with that flag. This matches the behavior of SDL in OS X more closely, and lets users choose whether to make use of retina displays and lets them handle it properly.
Alex Szpakowski 734b5233 2014-07-14T16:50:25 Misc. iOS code improvements. - Use @autoreleasepool instead of NSAutoReleasePool. - Code style fixups.
Sam Lantinga 96b613ea 2014-07-13T09:04:55 Fixed bug 2640 - Unable to SDL_SetRenderTarget to original surface for software renderer without a window Damian Kaczmarek Basically this bug is probably not a common use case. My goal is to allow rendering totally without a window, for example to a screenshot and I need to rely on SDL_SetRenderTarget to properly work for a purely software renderer created by SDL_CreateSoftwareRenderer.