include


Log

Author Commit Date CI Message
Alex Szpakowski b1a0bd10 2014-08-20T17:20:22 Merged default into iOS-improvements
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.
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.
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
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 1ea86978 2014-08-17T13:11:55 Removed SDL_round() because the license wasn't compatible with zlib
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 4e7db78e 2014-08-16T23:23:15 Added SDL_round(), contributed by Benoit Pierre - thanks!
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 1db581b4 2014-08-16T16:41:25 Haptic: DInput's POLAR direction actually matches Linux's direction. Thanks, Elias! Partially fixes Bugzilla #2686.
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()
Philipp Wiesemann b33d2b73 2014-08-11T22:53:03 Updated README name in header.
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.
Sam Lantinga 6fef39d6 2014-08-06T11:34:54 Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
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 bde54b7f 2014-07-31T03:14:10 Merged 'default' into branch 'iOS-improvements'
Ryan C. Gordon 5b780063 2014-07-30T14:14:19 Make SDL_SysWMinfo usable on Mac/iOS with ARC enabled (thanks, Alex!). Fixes Bugzilla #2641.
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 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.
Ryan C. Gordon f30e120a 2014-07-22T21:41:49 Added audio device buffer queueing API.
Alex Szpakowski 1506b3b8 2014-07-15T02:01:43 iOS now respects SDL_HINT_ACCELEROMETER_AS_JOYSTICK.
Alex Szpakowski 734b5233 2014-07-14T16:50:25 Misc. iOS code improvements. - Use @autoreleasepool instead of NSAutoReleasePool. - Code style fixups.
Sam Lantinga eb1c6044 2014-07-11T22:02:50 Fixed bug in AVX detection and added AVX2 detection
Sam Lantinga f1ca7bd1 2014-07-09T01:34:40 Clarified the documentation for SDL_FlushEvents() so people know it only affects currently queued events.
Ryan C. Gordon 0e9c0855 2014-07-08T16:17:06 Comment update: SDL_INIT_NOPARACHUTE doesn't do anything as of 2.0.0.
Sam Lantinga 8077bf3d 2014-07-07T21:27:42 Fixed bug 2618 - incomplete pthread-based lock support should be removed binarycrusader Since changeset 358696c354a8, SDL 2.0 has been broken on Solaris when compiling with the Solaris Studio compiler (which uses the pthread implementation of SDL_AtomicLock). Notably, it gets stuck at the MemoryBarrierRelease in SDL_GetErrBuf: 6585 # 218 6586 if (!tls_errbuf && !tls_being_created) { 6587 SDL_AtomicLock_REAL ( & tls_lock ); 6588 if (!tls_errbuf) { 6589 SDL_TLSID slot; 6590 tls_being_created = SDL_TRUE; 6591 slot = SDL_TLSCreate_REAL ( ); 6592 tls_being_created = SDL_FALSE; 6593 { SDL_SpinLock _tmp = 0 ; SDL_AtomicLock_REAL ( & _tmp ) ; SDL_AtomicUnlock_REAL ( & _tmp ) ; }; ^^^ loops forever above 6594 tls_errbuf = slot; 6595 } 6596 SDL_AtomicUnlock_REAL ( & tls_lock ); 6597 } Running: testthread (process id 28926) ^Cdbx: warning: Interrupt ignored but forwarded to child. signal INT (Interrupt) in __nanosleep at 0xfe52a875 0xfe52a875: __nanosleep+0x0015: jae __nanosleep+0x23 [ 0xfe52a883, .+0xe ] Current function is SDL_Delay_REAL 204 was_error = nanosleep(&tv, &elapsed); (dbx) where [1] __nanosleep(0xfeffe848, 0xfeffe850, 0xfe75a5ac, 0xfe5169d8), at 0xfe52a875 [2] nanosleep(0xfeffe848, 0xfeffe850), at 0xfe516a3b =>[3] SDL_Delay_REAL(ms = 0), line 204 in "SDL_systimer.c" [4] SDL_AtomicLock_REAL(lock = 0xfeffe88c), line 104 in "SDL_spinlock.c" [5] SDL_GetErrBuf(), line 225 in "SDL_thread.c" [6] SDL_ClearError_REAL(), line 216 in "SDL_error.c" [7] SDL_InitSubSystem_REAL(flags = 0), line 116 in "SDL.c" [8] SDL_Init_REAL(flags = 0), line 244 in "SDL.c" [9] SDL_Init(a = 0), line 89 in "SDL_dynapi_procs.h" [10] main(argc = 1, argv = 0xfeffe948), line 65 in "testthread.c" As far as I can tell, this is because pthread_spin_trylock() always returns EBUSY for this particular lock; since it works in other places, I'm suspicious. Different Solaris Studio compiler versions seem to make no difference. I've verified this is broken on Linux as well if SDL_spinlock.c is modified to use the pthread implementation. This appears to be because pthread_spin_init() and pthread_spin_destroy() are not used with the locks as required.
Shawn Walker c5812c55 2014-07-05T16:11:23 2620 solaris port missing atomics if not using gcc
David Ludwig cf4ff728 2014-07-04T18:20:23 Made the latest XInput + Haptic changes compile and run on WinRT Notes: - Support for the 'Guide' button does not seem to be possible, as XInputGetStateEx is not available on WinRT. - Haptic support appears to be working on WinRT now! - SDL/WinRT does not allow calls to LoadLibrary or LoadLibraryEx. The calls to those were removed by this change, but only when compiling for WinRT. Non-WinRT Windows will continue to detect and load XInput via LoadLibrary and GetProcAddress calls.
Sam Lantinga b79e7f32 2014-07-03T15:39:55 Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
Alfred Reynolds 321af03f 2014-07-03T10:22:26 add a comment to SDL_InitSubSystem explaining its refcounting behavior
J?rgen P. Tjern? 744d4f02 2014-06-30T17:22:08 Apply WIN32_LEAN_AND_MEAN redefine fix to SDL_syswm.h too. This is related to 36ffc47b6033, which fixes bug 2508.
Knut Andre Tidemann 02e9f81e 2014-06-28T12:17:29 SDL_egl: allow creation of versioned OpenGL contexts with EGL_KHR_create_context If the EGL extension EGL_KHR_create_context is available, we can use it to set the core/compatability profile and the minimum OpenGL version. Use this if it is available to get the context requested by the GL attributes.
Ryan C. Gordon b29740b8 2014-06-25T17:06:12 Merged Ryan's SDL-gui-backend branch. Adds three APIs, and implements them on X11, Cocoa, and Windows: - SDL_CaptureMouse() - SDL_GetGlobalMouseState() - SDL_SetWindowHitTest()
Ryan C. Gordon 84369567 2014-06-25T16:16:55 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState(). This matches naming conventions in the main repository, between SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
Sam Lantinga 6a632eb2 2014-06-25T00:20:21 Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer Alex Szpakowski SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5. The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5. I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
Sam Lantinga 52ec151f 2014-06-24T13:31:25 Fixed bug 2553 - Add support to all XInput devices This adds support for all XInput devices, exposed through the SDL joystick API. The button and axis reporting for XInput devices has been changed to match DirectInput and other platforms. The game controller xinput mapping has been updated so this change is seamless. There is a new hint, SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, for any applications that have hardcoded the old xinput button and axis set. This hint will be removed in SDL 2.1.
Sam Lantinga 3344db40 2014-06-23T11:06:50 Don't redefine standard macros, use SDL specific macros instead to avoid compiler warnings
Sam Lantinga e8d84fbf 2014-06-21T20:35:36 Merged changes from Alexey Petruchik to support Android obb files http://developer.android.com/google/play/expansion-files.html
Sam Lantinga d7924c73 2014-06-21T12:43:57 Fixed bug 2563 - Remove obsolete code for supporting iOS < 5 Alex Szpakowski Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
Sam Lantinga ce84813a 2014-06-21T11:24:06 commit 9e211e646f9d51dc1372c9f3c8f47a78caf4f2a5 Author: Sam Clegg <sbc@chromium.org> Date: Fri Jun 20 12:52:11 2014 Fix win32 build which was failing due to missing PRIs64. This change adds definitions for the C99 PRIs16 and PRIu64 which are missing from <stdint.h> on at last win32 and possibly other platforms. These already existed in testgesture.c so I removed them from there also.
Sam Clegg 7e52722d 2014-06-20T11:10:16 Fix compiler warnings in Native Client and Linux builds.
Gabriel Jacobo 553cc07e 2014-06-20T10:59:51 Initialize nacl_io, removes SDL_NaClMount/Umount It's just easier to use nacl_io's mount/umount directly.
Alex Baines 41a39837 2014-06-18T20:11:39 Add IBus IME Support, move DBus code to its own file. (v3.3 squashed)
Sam Lantinga 175b343e 2014-06-15T17:37:35 Fixed bug 2568 - NO_SDL_GLEXT should prevent OS glext.h as well J?rgen Tjern? If you #define NO_SDL_GLEXT before including SDL_opengl.h, it still includes the platform-provided glext.h. The comments indicate that this define is intended to be used when you provide your own glext.h (quote from SDL_opengl.h: "Define this if you have your own version of glext.h and want to disable the version included in SDL_opengl.h.") This is a problem because glext.h depends on the contents of gl.h, and it's practical to let SDL_opengl.h pick the right #include for gl.h for our platform.
Gabriel Jacobo efa2d058 2014-06-08T18:18:13 Fixes audio for Native Client, and other fixes... - SDL_NaClMount, SDL_NaClUmount - Default mounting of https at / in SDL's main function - More documentation in README-nacl.txt
Sam Lantinga 5ae12b46 2014-06-08T12:05:17 The NaCL mount/unmount functions need to be in SDL_system.h and specific to NaCL
Philipp Wiesemann 2b95c4c4 2014-06-08T13:01:04 Fixed doxygen comment in header.
Philipp Wiesemann 0ad1dc18 2014-06-08T12:51:02 Fixed typo in source comment.
Sam Lantinga 6101e4b2 2014-06-07T18:20:01 Added SDL_sqrtf(), SDL_tan(), SDL_tanf()
Gabriel Jacobo 1e352d79 2014-06-06T15:45:59 Chrome's Native Client backend implementation
Ionut Leonte 2d38a71a 2014-06-05T00:45:16 Added SDL_HITTEST_RESIZE_*, and implemented for X11.
Ryan C. Gordon b861efde 2014-06-05T00:03:33 Implemented SDL_GetAbsoluteMouseState(). X11 only for now, but this should be doable on every platform, I think.
Sam Lantinga 1188c174 2014-06-04T16:35:07 Fixed Mac OS X build
Sam Lantinga da6d9a9f 2014-06-04T10:56:56 Added annotations to help code analysis tools CR: Bruce Dawson
Sam Lantinga 45ed5ee4 2014-06-04T10:55:26 Added an API function to warp the mouse cursor in global screen space: SDL_WarpMouseGlobal()
Sam Lantinga 3e3b34ad 2014-06-04T10:52:34 Added a hint to disable windows message processing in SDL_PumpEvents() SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
Sam Lantinga 0d1f0fed 2014-06-04T10:50:32 Added a hint to disable window frame and title bar interaction when the cursor is hidden
J?rgen P. Tjern? d3418446 2014-06-04T10:33:23 SDL_opengl: Fix Mac build for SDK 10.9 too.
J?rgen P. Tjern? d623c0b4 2014-06-04T09:59:10 SDL_opengl: Fix Mac build with new glext.h
J?rgen P. Tjern? a2085da2 2014-06-04T01:35:36 SDL_opengles2: Update to latest Khronos headers. This updates to the latest Khronos headers, which gives the latest headers for MSVC. The following files were retrieved on 2014-06-04: http://www.khronos.org/registry/gles/api/GLES2/gl2.h http://www.khronos.org/registry/gles/api/GLES2/gl2ext.h http://www.khronos.org/registry/gles/api/GLES2/gl2platform.h http://www.khronos.org/registry/egl/api/KHR/khrplatform.h And they were modified to not include each other themselves.
J?rgen P. Tjern? 0887f518 2014-06-04T01:32:52 SDL_opengl: Update to glext.h from Khronos dated 2014-05-21. This updates to the latest glext.h from Khorons that includes the OpenGL 4.4 specification. It was retrieved from http://www.opengl.org/registry/api/GL/glext.h at 2014-06-04.
J?rgen P. Tjern? f45a2fd0 2014-06-04T01:27:13 SDL_opengles2: Separate out GLES2 headers.
J?rgen P. Tjern? 8793657d 2014-06-04T01:21:00 SDL_opengl: Move glext.h to a separate file.
Sam Lantinga 32665131 2014-06-02T09:01:26 Added a way to get the native Android window and EGL context
Ryan C. Gordon 7153c2da 2014-05-30T09:50:47 Fixed using SDL_PointInRect() from C++.
Ryan C. Gordon 661548c8 2014-05-29T13:38:39 Tweaked hit-testing documentation.
Ryan C. Gordon 98c03f39 2014-05-28T01:22:47 Changed drag area API to a hit-testing API. There were several good arguments for this: it's how Windows works with WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more control over the regions (how do you use rects to cleanly surround a circular button?), the callback can be more optimized than a iterating a list of rects, and you don't have to send an updated list of rects whenever the window resizes or layout changes.
Ryan C. Gordon 3cbc83ef 2014-05-27T01:27:42 First shot at SDL_SetWindowDragAreas(). Only Cocoa implemented right now.
Ryan C. Gordon b7f90442 2014-05-27T00:26:47 Added SDL_PointInRect().
Ryan C. Gordon b7d2c0e9 2014-05-24T01:30:37 Implemented SDL_CaptureMouse().
Philipp Wiesemann f5c77149 2014-05-18T21:05:39 Fixed typo in header comment.
Philipp Wiesemann 81c574b8 2014-05-11T15:59:22 Fixed typo in header comment.
Gabriel Jacobo b701175a 2014-05-10T17:00:37 Include gl2platform.h in SDL_opengles2.h so we play nice with GLEW. Based on feedback from Sven Bergstr?m
Ryan C. Gordon 2a7aa9bd 2014-05-06T00:13:07 Fix build on Windows targets without dxgi.h, like MingW32.
Dimitris Zenios 548a0ee7 2014-05-05T22:21:26 __ANDROID__ is the correct macro to check for an android system.ANDROID is only defined in NDK build system (.mk) and not in the standalone NDK.
Ryan C. Gordon cb403ab6 2014-04-29T12:00:28 Removed comma at end of enum in a public header, to make -Wpedantic happy.
Sam Lantinga bd6a4936 2014-04-26T12:38:35 Fixed bug 2508 - don't redefine WIN32_LEAN_AND_MEAN
stopiccot 3cdae42d 2014-04-23T03:42:32 Fixing issues discovered by Philipp Wiesemann
Brandon Schaefer ae2a50fc 2014-04-21T12:42:25 Revert MIR_CFLAGS to SDL_CFLAGS. Use forward declaration for the real fix. (We shouldn't expose mir headers!)
J?rgen P. Tjern? defd90b6 2014-04-19T13:15:41 Render: Allow empty cliprect. This fixes an issue where an empty cliprect is treated the same as a NULL cliprect, causing the render backends to disable clipping. Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to differentiate between: - SDL_RenderSetClipRect(render, NULL) - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r); Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
Sam Lantinga 03afd0de 2014-04-18T12:43:04 SDL_DXGIGetOutputInfo() checks input parameters and returns a boolean value whether or not it succeeded.
David Ludwig 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.
stopiccot 612f4a69 2014-04-07T21:20:39 inital apk extension support
Philipp Wiesemann a24745f4 2014-04-05T23:32:41 Fixed names of four hint environment variables.
Dimitris Zenios 9eccde51 2014-04-06T00:30:48 Enable building of Android libraries using a standalone NDK
Philipp Wiesemann aeebdc50 2014-04-05T23:22:21 Fixed typos in header comments.
Philipp Wiesemann 02045dcb 2014-04-04T23:52:23 Fixed doxygen comment in header.
Sam Lantinga 26823b1b 2014-03-23T23:09:22 Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
David Ludwig b51a3206 2014-03-22T20:48:18 WinRT: Got OpenGL ES 2 working with the latest version of ANGLE/WinRT. SDL/WinRT did have support for OpenGL ES 2 via an older version of ANGLE/WinRT, however its API changed a few months ago, and SDL/WinRT would crash when trying to use it. It would also occasionally crash when using the older version. This changeset should make SDL/WinRT work with the latest version, as available via MS Open Tech's git repository of it at https://github.com/msopentech/angle Older versions of ANGLE/WinRT (from either https://github.com/stammen/angleproject or https://bitbucket.org/DavidLudwig/angleproject) will need to be updated to MS Open Tech's latest version.
David Ludwig 1496be6e 2014-03-18T12:08:49 Fixed a build error in SDL_platform.h when using Code Blocks and MinGW winapifamily.h, a header file specific to Microsoft's Windows 8 SDK, wasn't getting found, which was leading to a build error.
Sam Lantinga f9a58968 2014-03-13T21:21:26 Added missing copyright notices
Sam Lantinga 7124034b 2014-03-12T23:44:23 Windows XP toolchain fix from Bruce Dawson: Fix to allow using SDL when compiling with v110_xp or v120_xp -- compiling with VS2012/VS2013 with the XP targeting option. In order to ensure that we can target Windows XP we compile with the v120_xp toolset instead of v120. This means that we use an earlier SDK version and it means that winapifamily.h is not available. Compiling for this old SDK can be detected using the _USING_V110_SDK71_ define which is set through the %(PreprocessorDefinitions) option.
David Ludwig b68b6e23 2014-03-12T11:57:15 Fixed various build and runtime errors when using WinRT with VS2012.