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b1a0bd10
|
2014-08-20T17:20:22
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Merged default into iOS-improvements
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41728b3c
|
2014-08-20T01:21:45
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|
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!
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2d2f9020
|
2014-08-19T22:04:54
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Better check for __has_feature
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38b49c30
|
2014-08-19T21:59:56
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Changed the name of the IME hint to match the naming convention in SDL
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eba65c66
|
2014-08-19T21:17:21
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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.
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04f74225
|
2014-08-19T21:13:07
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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
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90bc642f
|
2014-08-19T23:31:50
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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.
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f4ddacf4
|
2014-08-19T23:17:28
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|
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.
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6f84f37c
|
2014-08-19T22:28:53
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Take the window border size into account when positioning the IBus candidate list.
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5a752c3a
|
2014-08-18T18:44:08
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Better Mac OS X build fix - actually match the SDK OpenGL headers.
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4b8f7538
|
2014-08-18T18:17:03
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Fixed Mac OS X build
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bbab3855
|
2014-08-18T18:16:45
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SDL - fix fullscreen desktop windows not restoring to fullscreen state if focus changes happen due to programtic window changes (and not user alt-tabbing)
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877666e2
|
2014-08-18T11:28:16
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Fixed UV texture coordinate scale when using GL_ARB_texture_non_power_of_two
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f4d3303c
|
2014-08-18T14:05:02
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Don't use the system OpenGL headers, ever.
(the replacement header is from Mesa, under what the MIT license.)
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d1cc47b3
|
2014-08-17T15:07:00
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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.
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5e501804
|
2014-08-17T14:57:52
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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.
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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.
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2e3c778e
|
2014-08-17T14:34:41
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|
Fixed bug where the render target is updated instead of the default output when the window is resized.
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f17587df
|
2014-08-17T13:49:53
|
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Reset CMAKE_REQUIRED_FLAGS after test
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|
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.
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569e595a
|
2014-08-17T13:15:09
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cmake: add -Wall/-Wshadow to GCC compilation flags
|
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1ea86978
|
2014-08-17T13:11:55
|
|
Removed SDL_round() because the license wasn't compatible with zlib
|
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2a13cab9
|
2014-08-17T10:10:41
|
|
Fixed bug 2688 - failure to build test/loopwavequeue.c on Linux
|
|
529ed53b
|
2014-08-16T23:30:44
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|
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);
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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.
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|
8272ed18
|
2014-08-16T23:25:02
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|
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)
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4e7db78e
|
2014-08-16T23:23:15
|
|
Added SDL_round(), contributed by Benoit Pierre - thanks!
|
|
d673d8c3
|
2014-08-16T23:17:47
|
|
Fixed bugs 2677 and 2625, made it possible to lock render targets in D3D
|
|
384c2047
|
2014-08-16T15:18:21
|
|
Fixed building on Windows with CMake
|
|
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.)
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|
e2bbc17d
|
2014-08-16T16:49:00
|
|
Haptic: Fix clamping bugs on Windows, by using the Darwin haptics code.
Thanks, Elias!
Partially fixes Bugzilla #2686.
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|
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.
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|
a2622ce6
|
2014-08-16T16:42:55
|
|
Haptic: Explicitly avoid floating point arithmetic if it's not needed.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
1db581b4
|
2014-08-16T16:41:25
|
|
Haptic: DInput's POLAR direction actually matches Linux's direction.
Thanks, Elias!
Partially fixes Bugzilla #2686.
|
|
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.
|
|
6d9dbf5e
|
2014-08-15T23:39:14
|
|
Fixed markdown formatting in READMEs.
|
|
c5aa0d80
|
2014-08-15T23:18:57
|
|
Updated README.
|
|
e0eb6714
|
2014-08-15T23:13:51
|
|
Fixed enumeration in README.
|
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c6a2382c
|
2014-08-14T21:31:50
|
|
Take advantage of GL_ARB_texture_non_power_of_two when it's available
|
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2c1faa40
|
2014-08-12T23:37:12
|
|
Fixed warnings about unused local variables.
|
|
197a7cae
|
2014-08-12T23:33:16
|
|
Fixed warning about implicit boxing to Java Object.
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|
cfaa99bb
|
2014-08-12T23:28:45
|
|
Fixed doxygen warnings and markdown formatting.
|
|
05d87800
|
2014-08-11T17:25:53
|
|
Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath()
|
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4fe43f40
|
2014-08-11T17:24:54
|
|
Added an entry for the new Steam controller XInput emulation mode
|
|
a9d4a6b8
|
2014-08-11T23:18:35
|
|
Fixed typo in source comment.
|
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a0252149
|
2014-08-11T23:16:47
|
|
Added javadoc comment for consistency.
|
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53cf64b0
|
2014-08-11T23:13:20
|
|
Fixed doxygen warning and markdown formatting.
|
|
b33d2b73
|
2014-08-11T22:53:03
|
|
Updated README name in header.
|
|
09dc9f8b
|
2014-08-11T22:45:08
|
|
Removed 42 from README.
|
|
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.
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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.
|
|
2dac6bf5
|
2014-08-07T00:44:16
|
|
Fixed opengl context share groups on iOS.
|
|
6fef39d6
|
2014-08-06T11:34:54
|
|
Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
|
|
02b06c66
|
2014-08-06T13:50:50
|
|
Merged default into iOS-improvements
|
|
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()
|
|
292eedff
|
2014-08-06T03:32:59
|
|
Merged default into iOS-improvements
|
|
f5543f93
|
2014-08-06T03:24:16
|
|
Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
|
|
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.
|
|
36289977
|
2014-08-06T00:45:11
|
|
Minor code update for less verbosity
|
|
20965831
|
2014-08-04T15:30:53
|
|
Merged branch default into iOS-improvements
|
|
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.
|
|
bde54b7f
|
2014-07-31T03:14:10
|
|
Merged 'default' into branch 'iOS-improvements'
|
|
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.
|
|
5b780063
|
2014-07-30T14:14:19
|
|
Make SDL_SysWMinfo usable on Mac/iOS with ARC enabled (thanks, Alex!).
Fixes Bugzilla #2641.
|
|
c0f9a57f
|
2014-07-30T14:12:54
|
|
Fixed comment typo.
|
|
c5b21ea6
|
2014-07-30T11:11:48
|
|
SDL_GetQueuedAudioSize() shouldn't grab lock when not set up for queueing.
|
|
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.
|
|
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.
|
|
e76fecc4
|
2014-07-29T08:04:15
|
|
Moved documentation to docs, recreated a simple README.txt, fixed build
|
|
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
|
|
caad673f
|
2014-07-29T00:36:12
|
|
Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
|
|
31257842
|
2014-07-29T00:05:48
|
|
Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8.
|
|
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.
|
|
164de232
|
2014-07-27T19:56:53
|
|
Turned on OmitDefaultLibName for SDL, SDLmain and SDLtest
|
|
a0b68e81
|
2014-07-27T17:44:10
|
|
Fixed bug 2537 - _allmul in SDL_lib.c is not working properly
|
|
5c6c8691
|
2014-07-27T17:43:36
|
|
Fixed uninitialized variable in some cases
|
|
2230df55
|
2014-07-27T19:52:52
|
|
Remove dependency on C runtime from Windows SDLmain.
|
|
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.
|
|
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.
|
|
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)
|
|
029e0193
|
2014-07-23T21:55:42
|
|
Fixed SDL_SetWindowFullscreen on iOS for the last time, hopefully.
Fixed iOS version checking code.
|
|
ef0490a7
|
2014-07-23T03:05:31
|
|
More cleanup of the iOS Objective-C code.
|
|
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.
|
|
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...
|
|
987c3355
|
2014-07-22T23:12:21
|
|
Clarifying hard-to-understand piece of code.
|
|
f30e120a
|
2014-07-22T21:41:49
|
|
Added audio device buffer queueing API.
|
|
078ca9f0
|
2014-07-22T20:06:13
|
|
Cleaned up iOS OpenGL ES context creation code and added sRGB context support on iOS 7+
|
|
cf2958a8
|
2014-07-22T16:48:35
|
|
Fixed SDL_SetWindowFullscreen on iOS to properly update the view's frame.
|
|
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.
|
|
75dacdb9
|
2014-07-18T14:10:45
|
|
Dont redeclare DBusMessage* msg;
|
|
e234575d
|
2014-07-17T22:55:59
|
|
Disabled the custom iOS splashscreen code - it interferes with the normal rotation and orientation behaviour of SDL windows.
|
|
d2e445d7
|
2014-07-17T18:05:12
|
|
Properly send a window resize event in all cases when viewDidLayoutSubviews is triggered.
|
|
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.
|
|
b21544c1
|
2014-07-16T20:05:00
|
|
The iOS 7 transparent status bar now uses white text rather than black.
|
|
b4d15ece
|
2014-07-16T16:12:20
|
|
Fixed SDL_SetWindowFullscreen not properly updating the status bar visibility in iOS 7+
|
|
c81ce5a0
|
2014-07-15T02:04:08
|
|
Minor fix for if SDL_JoystickInit is called more than once without a matching SDL_JoystickQuit.
|
|
1506b3b8
|
2014-07-15T02:01:43
|
|
iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
|
|
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.
|
|
734b5233
|
2014-07-14T16:50:25
|
|
Misc. iOS code improvements.
- Use @autoreleasepool instead of NSAutoReleasePool.
- Code style fixups.
|
|
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.
|