src


Log

Author Commit Date CI Message
Ethan Lee ae67c7d2 2021-11-09T01:30:00 Implemented SDL_SetWindowMouseRect() on Wayland
Sam Lantinga 18e69827 2021-11-08T22:29:02 Fixed Linux build
Yufei Huang 881f747d 2021-11-09T13:35:18 Always destroy icon
Yufei Huang 7fea557b 2021-11-09T12:03:09 SDL_windowsmouse.c: Remove LR_COPYDELETEORG flag
Sam Lantinga 67c42cb4 2021-11-08T22:16:01 Fixed Windows build
Sam Lantinga fd79607e 2021-11-08T21:34:48 Added SDL_GetWindowMouseRect() Also guarantee that we won't get mouse movement outside the confining area, even if the OS implementation allows it (e.g. macOS)
Sam Lantinga 4db546b0 2021-11-08T20:35:12 Implemented SDL_SetWindowMouseRect() on macOS
Cameron Gutman 9c95c249 2021-11-08T20:01:56 x11: Use XCheckIfEvent() instead of XNextEvent() for thread-safety A racing reader could read from our fd between SDL_IOReady()/X11_Pending() and our call to XNextEvent() which will cause XNextEvent() to block for more data. Avoid this by using XCheckIfEvent() which will never block. This also fixes a bug where we could poll() for data, even when events were already read and pending in the queue. Unlike the Wayland implementation, this isn't totally thread-safe because nothing prevents a racing reader from reading events into the queue between our XCheckIfEvent() and SDL_IOReady() calls, but I think this is the best we can do with Xlib.
Sam Lantinga 2d23d66a 2021-11-08T16:33:50 Fixed SetWindowMouseRect return value on Windows
Sam Lantinga 7d21322d 2021-11-08T16:29:19 Implemented SDL_SetWindowMouseRect() on Windows
Ethan Lee 4b42c05b 2021-11-08T13:52:48 video: Add SDL_SetWindowMouseRect. This API and implementation comes from the Unreal Engine branch of SDL, which originally called this "SDL_ConfineCursor". Some minor cleanup and changes for consistency with the rest of SDL_video, but there are two major changes: 1. The coordinate system has been changed so that `rect` is _window_ relative and not _screen_ relative, making it easier to implement without having global access to the display. 2. The UE version unset all rects when passing `NULL` as a parameter for `window`, this has been removed as it was an unused feature anyhow. Currently this is only implemented for X, but can be supported on Wayland and Windows at minimum too.
Sam Lantinga a3e8fd49 2021-11-08T09:58:11 Cancel any accumulated mouse wheel motion in the opposite direction when the wheel direction changes Fixes https://github.com/libsdl-org/SDL/issues/2912
Sam Lantinga 5dbbc8e6 2021-11-08T09:44:31 Added mouse wheel deltas with floating point precision Fixes https://github.com/libsdl-org/SDL/issues/4888
Sam Lantinga d95a52c9 2021-11-08T09:39:21 Fixed comment typo
Ethan Lee fc998b8e 2021-11-08T12:37:10 wayland: Return true for HasScreenKeyboardSupport only if no physical keyboard exists
Sam Lantinga b8327a4a 2021-11-08T07:19:45 Added SDL_HIDAPI_DISABLED so it can be disabled like other SDL subsystems
Sam Lantinga 2a6feb50 2021-11-08T07:10:38 Removed accidental debugging commit (thanks @DomGries!)
Sam Lantinga 6c56e275 2021-11-08T07:05:17 Set both _NET_WM_NAME and WM_NAME so SDL windows can be shared in the browser. Fixes https://github.com/libsdl-org/SDL/issues/4924
Yufei Huang 301819cd 2021-11-08T20:34:20 SDL_windowsmouse.c: Fix WIN_CreateCursor does not scale with system cursor size preference
Sam Lantinga f61b10dc 2021-11-08T06:34:32 Do more robust validation of devices passed to the SDL HIDAPI functions
Ozkan Sezer dd8c3548 2021-11-08T17:00:56 SDL_hidapi.c: avoid possible NULL pointer dereferences.
Sam Lantinga 5b646cd1 2021-11-07T22:58:44 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.
Thomas Ballinger 94c1276a 2021-11-07T20:49:32 emscripten: Decrease vertical scroll speed by using deltaMode Reference issue #4623.
Cameron Gutman f6dc47ca 2021-11-07T16:00:47 WGI/DInput: Fix SDL_IsXInputDevice() checks when RawInput is enabled Enabling the RawInput backend causes SDL_XINPUT_Enabled() to return false. That causes WGI and DInput backends to take ownership of XInput-compatible controllers, because they think there's no XInput-specific backend enabled. In WGI's case, it will actually race with RawInput to open the device. By properly excluding XInput devices from WGI, we can ensure that the sets of devices managed by WGI and RawInput don't intersect. This makes the race harmless, since they'll never both go after the same device.
Sam Lantinga 301389ce 2021-11-07T13:52:59 Fixed iOS build
Cameron Gutman b3e909dc 2021-11-07T13:51:34 WGI: Fix SDL_IsXInputDevice() for Xbox One controllers The Xbox One driver stack doesn't propagate the VID/PID down to the HID devices that end up in the GetRawInputDeviceList() output. This means we end up matching against the wrong VID/PID and can't properly exclude Xbox One controllers from WGI. Fortunately, it is possible to walk back up the device tree to find the parent with the matching VID/PID.
Sam Lantinga b8c00bf9 2021-11-07T13:11:29 Allow opening joysticks that are read-only on Linux Fixes https://github.com/libsdl-org/SDL/issues/4713
Sam Lantinga 0323d983 2021-11-07T12:52:06 Add the platform to the game controller mapping so it can be read back in without changes Fixes https://github.com/libsdl-org/SDL/issues/4848
Charlie Birks d950b9e2 2021-11-07T20:40:54 emscripten: Make timers work (if used with emscripten_set_main_loop) Co-authored-by: aidanhs <aidanhs@cantab.net>
Sam Lantinga fe2fe290 2021-11-07T11:48:16 Backed out accidentally committed PR https://github.com/libsdl-org/SDL/pull/4849
Sam Lantinga 86bc65a7 2021-11-07T11:35:12 Fixed non-Apple builds
Sam Lantinga 637bcd0b 2021-11-07T11:19:07 Fixed build warnings
Sam Lantinga e1435826 2021-11-07T11:16:48 Cleanup sfSymbolName support and add them to the dynamic API functions
Patrick Hogan 149e5c65 2021-10-03T12:49:36 Support returning sfSymbolsName for gamepad controls on macOS / iOS / tvOS
Ryan C. Gordon 3acb1725 2021-11-07T12:26:39 stdlib: SDL_snprintf now adds decimal places for ("%f", 0.0). This patch was from @Markvy (thanks!). Fixes #4795.
Eric Wasylishen 2008f2a8 2021-11-07T01:41:34 SDL_test_font.c: fix type of SDLTest_CharTextureCacheList
Eric Wasylishen a0e055a7 2021-11-07T02:48:29 testwm2: add mode menu, click on a mode to call SDL_SetWindowDisplayMode
Eric Wasylishen 70f7ebe6 2021-11-07T01:46:04 SDL_test_font.c: add ability to draw on different SDL_Renderers fixes `testwm2 --windows 2`
Cameron Gutman 6312aaea 2021-11-06T21:52:22 WGI: Add workaround for delayed callbacks after WGI_JoystickQuit()
Sam Lantinga 2248a549 2021-11-05T22:48:46 Update the focus in case we changed focus to a child window and then away from the application In this case we'll get WM_KILLFOCUS when the child window is focused, but we'll retain focus on the top level window, but when we Alt-Tab away, we won't get another WM_KILLFOCUS or WM_NCACTIVATE, we get WM_ACTIVATE instead, so we need to check for focus updates in response to that as well.
Ozkan Sezer 6407d4b0 2021-11-05T17:10:02 remove unnecessary parentheses from SDL_abs()
Kevin Colour 6cbee063 2021-11-05T01:17:29 include: Swap parameter names in atan2 functions
Cameron Gutman 2371b247 2021-10-31T18:27:51 windows: improve feature detection consistency between CMake and non-CMake builds
superzazu 839ca0ea 2021-11-03T16:35:24 SDL_OpenURL (macOS): try to open path if the url cannot be opened (#4830) * SDL_OpenURL (macOS): try to open path if the url cannot be opened * SDL_OpenURL (macOS): use CFURLCreateWithBytes & LSOpenCFURLRef to correctly escape input * fix type casting + indentation
Sam Lantinga 8593076d 2021-11-02T16:04:36 Fixed whitespace
Brick 62629c2b 2021-11-02T22:17:41 Fix 64-bit timeval/timespec delta calculations
Sam Lantinga 6d5edfa7 2021-11-02T15:59:26 Fixed crash on Android 8, due to bugs in AAudio implementation
Frank Praznik 43ddc59f 2021-11-02T16:56:14 Export SDL_LinuxSetThreadPriorityAndPolicy() function (#4877) It's marked as being a public symbol internally, however, it was missing from the header files and not visible in the shared library. This adds it to the necessary headers and to the DynAPI list to expose it for use by applications. Co-authored-by: Frank Praznik <frank.praznik@oh.rr.com>
Ivan Epifanov 848d7b12 2021-11-02T16:12:55 Vita: Implement command batching
Ivan Epifanov 3f7a94fc 2021-11-02T15:16:48 Vita: Remove FillRects
Cameron Gutman f73376ae 2021-11-02T00:31:25 events: Add logging for SDL_CONTROLLERTOUCHPAD*, SDL_CONTROLLERSENSORUPDATE, and SDL_SENSORUPDATE events
Ryan C. Gordon 2379c528 2021-10-25T11:04:42 os/2: Don't try to be clever with the 32-bit GetTicks fallback.
Ryan C. Gordon cca79d32 2021-10-23T15:30:20 android: Patched SDL_GetTicks64() to compile.
Ryan C. Gordon affb183e 2021-10-23T15:20:32 unix: Fixed SDL_GetTicks64 function signature.
Ryan C. Gordon 99c9727d 2021-10-23T15:00:31 timer: Added SDL_GetTicks64(), for a timer that doesn't wrap every ~49 days. Note that this removes the timeGetTime() fallback on Windows; it is a 32-bit counter and SDL2 should never choose to use it, as it only is needed if QueryPerformanceCounter() isn't available, and QPC is _always_ available on Windows XP and later. OS/2 has a similar situation, but since it isn't clear to me that similar promises can be made about DosTmrQueryTime() even in modern times, I decided to leave the fallback in, with some heroic measures added to try to provide a true 64-bit tick counter despite the 49-day wraparound. That approach can migrate to Windows too, if we discover some truly broken install that doesn't have QPC and still depends on timeGetTime(). Fixes #4870.
Northfear fba82ad1 2021-10-31T12:38:08 Remove sceGxmFinish from RenderPresent on Vita. Make sure that rendering is finished on render texture during locking
Sam Lantinga a01aaf05 2021-10-30T21:42:07 Fixed compiler warning
Cameron Cawley 4d3da5b7 2021-10-26T21:51:29 riscos: Disable the mouse pointer for now
Cameron Cawley 1c256b89 2021-10-26T13:42:34 riscos: Fix enumerating screen modes
Cameron Cawley 5a3c97f3 2021-10-25T22:55:02 riscos: Fix detection of the current mode
Cameron Cawley 53b3db0c 2021-09-28T17:59:16 Handle the KMOD_SCROLL modifier on RISC OS
Cameron Cawley 1268984e 2021-09-09T21:09:50 Implement mouse input on RISC OS
Cameron Cawley f7f54f0d 2021-08-06T23:38:46 Implement keyboard input on RISC OS Partially based on a patch from http://www.riscos.info/websvn/listing.php?repname=gccsdk&path=%2Ftrunk%2Fautobuilder%2Flibraries%2Fsdl%2Flibsdl2%2F&rev=7174#a6401c766f408f1ea356e6977894cc6a5 Currently lacks support for mapping scancodes to keycodes.
Cameron Cawley f8a8ca3e 2021-08-05T23:16:29 Support proper mode switching on RISC OS
Cameron Cawley fe9bb747 2021-02-12T23:46:11 riscos: Refactor framebuffer code
Cameron Cawley 25c71748 2020-02-13T21:55:08 Add a barebones RISC OS video driver
Cameron Gutman a5598649 2021-10-30T19:30:34 x11/wayland: Fix signal handling while blocking in WaitEventTimeout() Add a new flag to avoid suppressing EINTR in SDL_IOReady(). Pass the flag in WaitEventTimeout() to ensure that a SIGINT will wake up SDL_WaitEvent() without another event coming in.
Cameron Gutman c97c4687 2021-10-30T15:56:54 core: Convert SDL_IOReady()'s 2nd parameter to flags
Ryan C. Gordon 8a4a282a 2021-10-30T16:02:12 alsa: Make hotplug thread optional. Even without the thread, it'll do an initial hardware detection at startup, but there won't be any further hotplug events after that. But for many cases, that is likely complete sufficient. In either case, this cleaned up the code to no longer need a semaphore at startup. Fixes #4862.
Sam Lantinga 26706319 2021-10-30T05:53:12 Ignore the ASRock LED controller, it's not a joystick
Cameron Gutman ac54d57a 2021-10-26T20:02:38 event: Check subsystem initialization before events or devices SDL_WasInit() is cheaper SDL_NumJoysticks()/SDL_NumSensors().
Cameron Gutman 1bc6dc3e 2021-10-26T20:02:04 event: Cap maximum wait time if sensor or joystick subsystems are active Joystick and sensor subsystems require periodic polling to detect new devices.
Cameron Gutman 2bf36bfa 2021-10-24T21:28:04 wayland: Implement WaitEventTimeout() and SendWakeupEvent() We can have spurious wakeups in WaitEventTimeout() due to Wayland events that don't end up causing us to generate an SDL event. Fortunately for us, SDL_WaitEventTimeout_Device() handles this situation properly by calling WaitEventTimeout() again with an adjusted timeout.
Ivan Epifanov 9c799802 2021-10-26T15:18:26 Vita: fix IME input languages
David Gow c57bcb47 2021-10-23T14:46:03 test: Fix building with libunwind under autotools There are two issues which are stopping the SDL tests from building on my machine: - libunwind is not being linked - Even if it is, it is missing several symbols. The first is fixed by having the test programs link against libunwind if available. Technically, SDL2_test should be linking against it, as it's used in SDL_test_memory.c, but as SDL2_test is a static library, it can't itself import libunwind. We just assume that if it's present on the system, we should link it directly to the test programs. This should strictly be an improvement, as the only case where this'd fail is if SDL2 was compiled when libunwind was present, but the tests are being compiled without it, and that'd fail anyway. The second is fixed by #define-ing UNW_LOCAL_ONLY before including libunwind.h: this is required to make libunwind link to predicatable symbols, in what can only be described as a bit of a farce. There are a few more details in the libunwind man page, but the gist of it is that it disables support for "remote unwinding": unwinding stack frames in a different process (and possibly from a different architecture?): http://www.nongnu.org/libunwind/man/libunwind(3).html Note that I haven't tried this with CMake: I suspect that it'll work, though, as the CMakeLists.txt seems to have SDL2 link against libunwind if it's present. This adds an ugly extra dependency to SDL2, but does mean that issue 1 isn't present. The UNW_LOCAL_ONLY change shouldn't be build-system-specific.
Cameron Gutman 408a93a1 2021-10-23T15:43:04 wayland: Use multi-thread event reading APIs Wayland provides the prepare_read()/read_events() family of APIs for reading from the display fd in a deadlock-free manner across multiple threads in a multi-threaded application. Let's use those instead of trying to roll our own solution using a mutex. This fixes an issue where a call to SDL_GL_SwapWindow() doesn't swap buffers if it happens to collide with SDL_PumpEvents() in the main thread. It also allows coexistence with other code or toolkits in our process that may want read and dispatch events themselves.
Sylvain 4960cc3d 2021-10-25T16:18:40 Fixed a few warnings
Sylvain b7933945 2021-10-25T13:46:40 SDL_Renderer: make clear that we use render geometry for fillrect/copy/copyex when there is no specific back-end implementation (currently software, PSP, directfb)
Ozkan Sezer b3f9d8f3 2021-10-25T07:05:50 remove unused local vars after the latest commits.
Sylvain 502e9c3b 2021-10-24T17:16:49 SDL_Renderer simplifications: - Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function - Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry - Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)
Sylvain 23e252bf 2021-10-02T14:57:40 DirectFB: provide RenderCopyEx via RenderGeometry
Sylvain 79732c9d 2021-09-25T11:35:20 Remove FillRects from back-end, where RenderGeometry can be used
Sylvain f02ad282 2021-09-25T11:31:18 Remove FillRects from back-end, where RenderGeometry can be used
Sylvain 70b10c75 2021-09-24T22:39:49 Use correct indices when using RenderGeometry / FillRects
Sylvain 16beed9a 2021-09-24T17:09:04 Less code since color is constant when done with triangles
Sylvain 99a34643 2021-09-24T09:42:04 OpenGLES2: LINES and POINTS successive commands are combined into a single draw call (using the same case for DRAW_GEOMETRY)
Sylvain f0cdc1d0 2021-09-24T09:38:25 OpenGLES2: remove FillRects, since it's can be done with RenderGeometry
Sylvain 37c39d5c 2021-09-23T22:45:45 Use geometry to implement FillRects
Sylvain b0eef52f 2021-09-23T22:32:29 GLES2 batching: probably need to check for blendMode changes
Sylvain c27e1249 2021-09-20T17:17:34 Remove SDL_HAVE_RENDER_GEOMETRY define
Sylvain 77026f67 2021-09-20T17:09:44 Metal: remove RenderCopy and RenderCopyEx from back-end
Sylvain 0e5160a0 2021-09-20T17:01:33 VITA: remove RenderCopy and RenderCopyEx from back-end
Sylvain 73f4ab4c 2021-09-20T16:57:21 Direct3D11: remove RenderCopy and RenderCopyEx from back-end
Sylvain ab758398 2021-09-20T16:53:03 Direct3D: remove RenderCopy and RenderCopyEx from back-end
Sylvain 1fe7e361 2021-09-20T16:46:16 OpenGL: a few opengl functions become unused
Sylvain 88548070 2021-09-20T16:40:47 OpenGLES: remove RenderCopy and RenderCopyEx from back-end
Sylvain d1925154 2021-09-20T16:33:49 OpenGL: remove RenderCopy and RenderCopyEx from back-end
Sylvain b92056bb 2021-09-20T16:33:03 OpenGLES2: remove RenderCopy and RenderCopyEx from back-end
Sylvain 76f9fb96 2021-09-20T16:32:08 Use RenderGeometry to implement RenderCopy and RenderCopyEx at higher level
Ryan C. Gordon 08797ada 2021-09-19T00:39:28 opengles2: Attempt to batch RenderCopy calls into a single glDrawArrays call.