|
b4aba101
|
2022-10-06T12:10:46
|
|
Reverted game controller buttons from interacting with message box dialogs
These would only work for non-HIDAPI controllers, and other controller input would leak past the dialog, both of which would be confusing.
|
|
893c87b2
|
2022-10-06T12:10:45
|
|
Fixed game controller buttons being unresponsive when the on-screen keyboard is up
Also mapped controller A and B buttons to interact with messagebox dialogs
|
|
69cf5fb0
|
2022-10-04T13:09:35
|
|
wayland: Remove surface type helpers
These were remnants of a time before the surface type was explicitly stored, so they can be removed per the TODO note.
|
|
c2b0c41c
|
2022-10-04T12:59:26
|
|
wayland: Set/unset the opaque regions on surfaces when transparency is toggled
Caches the SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY hint at init time and registers a callback, which is fired when the hint is changed during runtime and toggles the opaque region for existing surfaces.
|
|
914a65e0
|
2022-10-06T12:39:36
|
|
wayland: Don't unset min/max values when entering fullscreen via a compositor event
If the compositor is entering fullscreen and hasn't removed any constraints itself, it's already too late at this point. Remove the unnecessary call.
Restoring the limits when exiting fullscreen is still required, though, as they may have been removed when entering fullscreen via an SDL request.
|
|
ea595800
|
2022-10-03T18:31:15
|
|
wayland: Set the damage buffer size when supported
The preferred method for setting the damage region on compositor protocol versions 4 and above is to use wl_surface.damage_buffer. Use this when available and only fall back to wl_surface.damage on older versions.
Bumps the highest supported version of wl_compositor to version 4.
|
|
a8cb7bbe
|
2022-10-01T11:31:26
|
|
wayland: Add dedupe logic to window geometry configuration
Adds deduplication logic to ConfigureWindowGeometry() to avoid setting redundant backbuffer, viewport and surface opaque region dimensions. State is now only set when the window and/or backbuffer dimensions change.
This repurposes the viewport rect to always hold the actual size of the window, which can differ from the SDL size if things are being scaled. The SDL_Rect was removed in favor of two ints, as the x/y members of the struct were never used, so they just wasted space.
Since the internal variables always have the true window size, the width/height getter functions are no longer required and can be removed.
|
|
f687cbd4
|
2022-10-06T09:00:57
|
|
Clarified that GNU sort isn't required, we just need the -V option to be supported
|
|
8c587636
|
2022-10-06T08:25:54
|
|
GNU sort isn't available on older macOS and some BSD systems
Don't prevent building entirely, just warn that we won't be able to find dynamic libraries in this case.
Fixes https://github.com/libsdl-org/SDL/pull/6338
|
|
e3b2830f
|
2022-10-01T11:11:10
|
|
updated VS project file
|
|
d2160c29
|
2022-10-05T21:42:26
|
|
iOS: implement SDL_GetWindowSizeInPixels.
|
|
fa7ffa4e
|
2022-10-06T03:37:50
|
|
change the iconv configuration option names to be more verbose.
|
|
4ca86dae
|
2022-10-05T23:26:14
|
|
Sync SDL wiki -> header
|
|
ddc3de60
|
2022-10-05T16:24:05
|
|
Added mapping for PS5 controller over Bluetooth on Android 12
Tested on Pixel 3a
|
|
81afb3e3
|
2022-10-05T16:18:09
|
|
Need to swap endianness when extracting the CRC from game controller mappings
|
|
294ccba0
|
2022-10-05T23:56:56
|
|
better wording for --enable-iconv description
|
|
92c71ae3
|
2022-10-05T21:59:08
|
|
[iOS] respect initial status bar configuration when displaying the launch storyboard
|
|
5b131364
|
2022-08-06T10:48:53
|
|
[UIKit] handle app lifecycle events in a custom object instead of AppDelegate
removes the need to call SDL counterparts manually when custom AppDelegate is used
|
|
c9f60cce
|
2022-10-05T17:12:08
|
|
cmake+autotools: add option to enable/disable iconv
|
|
e41942e8
|
2022-10-05T13:36:25
|
|
fix compilation error SDL_coreaudio mixing declarations and code
|
|
d0657fde
|
2022-10-05T02:15:22
|
|
cmake: Use DWARF 4 debug information when building using mingw
See f18fae4c689a68bd50ce34d6b9c1f014c2f220a2
|
|
f18fae4c
|
2022-10-04T16:46:29
|
|
Use DWARF 4 debug information when building using mingw
See this bug for more information:
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=101377
Fixes https://github.com/libsdl-org/SDL/issues/6139
|
|
cbb1cf0c
|
2022-10-04T21:15:09
|
|
cmake+xcode: only create SDL2::SDL2main target when it does not exist again
|
|
fdef96e2
|
2022-10-04T12:08:09
|
|
Android: remove "nativeSetComposingText" since it's not used anymore
(and it may fail registering at init if code is cleaned with proguard)
|
|
eac3d6d3
|
2022-10-04T10:46:42
|
|
SDL_video.c: fix variable 'i' may be uninitialized when used here "_this->name = bootstrap[i]->name;"
|
|
ad29875e
|
2022-04-18T17:03:05
|
|
Wayland: Emulate mouse warp using relative mouse mode
Several games (including Source and GoldSrc games, and Bioshock
Infinite) attempt to "fake" relative mouse mode by repeatedly warping
the cursor to the centre of the screen. Since mouse warping is not
supported under Wayland, the viewport ends up "stuck" in a rectangular
area.
Detect this case (mouse warp while the cursor is not visible), and
enable relative mouse mode, which tracks the cursor position
independently, and so can Warp successfully.
This is behind the SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP hint, which
is enabled by default, unless the application enables relative mouse
mode itself using SDL_SetRelativeMouseMode(SDL_TRUE).
Note that there is a behavoural difference, in that relative mouse mode
typically doesn't take mouse accelleration into account, but the
repeated-warping technique does, so mouse movement can seem very slow
with this (unless the game has its own mouse accelleration option, such
as in Portal 2).
|
|
9e3c4b9f
|
2022-10-03T17:50:01
|
|
Use the correct platform defines
|
|
5291e5cb
|
2022-10-03T17:36:17
|
|
Added version checking to SDLActivity.java
Make sure the SDL java and C code match when updating SDL in a game.
Right now we're assuming that we only have to make sure release versions match. We can extend the version string with an interface version if we need more fine grained sanity checking.
Fixes https://github.com/libsdl-org/SDL/issues/1540
|
|
3607f831
|
2022-10-03T11:00:50
|
|
Find out if a controller is wireless using WGI (thanks @DJm00n!)
Confirmed using an Xbox Series X controller over USB and Bluetooth
Fixes https://github.com/libsdl-org/SDL/issues/6322
|
|
321ca109
|
2022-10-03T12:00:38
|
|
opengles2: Texture names are GLuint, not GLenum.
|
|
01c5554f
|
2022-10-03T11:57:10
|
|
opengles2: SDL_GL_BindTexture() should bind all YUV textures.
This matches what the non-GLES OpenGL renderer does.
Fixes #6070.
|
|
f8f562da
|
2022-10-02T22:55:49
|
|
iOS: remove dead pre-iOS 8 codepaths.
SDL hasn't supported those older iOS versions for a little while now.
|
|
bbeacd72
|
2022-10-02T22:57:03
|
|
Fix some credit comments.
|
|
cf331ef3
|
2022-10-02T17:25:36
|
|
Fixed build
|
|
34b28002
|
2022-10-03T00:20:15
|
|
Sync SDL wiki -> header
|
|
64ea6cef
|
2022-10-02T17:17:31
|
|
SDL_ResetHint() no longer clears the callbacks associated with a hint
Also added SDL_ResetHints() to reset all callbacks, and clarified that SDL_ClearHints() is just used for cleanup at shutdown.
Fixes https://github.com/libsdl-org/SDL/issues/6313
|
|
19ecb64e
|
2022-10-02T10:18:57
|
|
Fixed build
|
|
bd6afc23
|
2022-10-02T10:15:39
|
|
Fixed sensor axes in vertical mode
|
|
b4c25f57
|
2022-10-02T09:51:05
|
|
Remapped the side button and trigger as paddles for the mini-gamepad mode of the Joy-Cons
This is the only case where the mapping differs between right and left Joy-Cons in mini-gamepad mode. The left Joy-Con will have the left paddles and the right Joy-Con will have the right paddles. This facilitates co-op gameplay with individual actions while still using the normal mini-gamepad mode.
The paddles are used for this because conceptually they are more awkward to hit than the normal controls and they are in roughly the correct hand position.
|
|
f58a6506
|
2022-10-02T09:50:27
|
|
Added paddle mapping for combined Joy-Cons
|
|
37dfa262
|
2022-10-02T09:36:50
|
|
Added paddle mapping for combined Joy-Cons
|
|
a00565b8
|
2022-10-02T09:08:39
|
|
Fixed displaying more than 18 buttons
|
|
6c8bf3af
|
2022-10-03T00:19:34
|
|
Add vertical mode for Nintendo Joy-Con (#6303)
* Added support for vertical mode for Joy-Con controllers
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS for switching to this mode
* Added support for SL/SR buttons in combined/vertical mode and L/ZL/R/ZR buttons in mini-gamepad mode
|
|
0672dc8d
|
2022-10-02T08:48:38
|
|
Fixed combined Joy-Cons after https://github.com/libsdl-org/SDL/commit/aa2e2f4843567cfe4e6f2f4ffa3f0b74dd98f1ba (thanks @happyharryh!)
|
|
bac54b3d
|
2022-09-27T17:45:36
|
|
Android: add script for building prefab archive
|
|
5e654a4b
|
2022-10-01T16:10:46
|
|
Fixed Mac compile errors when OpenGL is disabled.
|
|
c29629a5
|
2022-10-01T04:25:40
|
|
fix permissions of Android.mk
|
|
6acc7a56
|
2022-09-30T17:45:08
|
|
Mark the editbox as multi-line so the return key is always visible
Fixes https://github.com/libsdl-org/SDL/issues/6170
|
|
257cacab
|
2022-09-30T17:25:58
|
|
Android text input now works like iOS, where you get text in progress and then backspaces and new text if autocomplete changes it or the IME commits it.
|
|
28572702
|
2022-09-30T17:25:57
|
|
Properly backspace over text that was entered when autocorrect updates text with the iPhone on-screen keyboard
|
|
e6640ef2
|
2022-09-30T14:53:07
|
|
coreaudio: Possibly fixed another shutdown race condition.
Reference Issue #6159.
|
|
7567c4cb
|
2022-09-30T21:51:11
|
|
revert executable permissions from Android.mk
|
|
82e341bc
|
2022-09-30T11:40:29
|
|
Android: use real editable text and mimic the edit operations to generate key events
This fixes issues where the IME and the output would get out of sync
|
|
1b895912
|
2022-09-30T14:23:36
|
|
docs: Note the lowest supported Emscripten version.
Reference Issue #6304.
|
|
cfab203f
|
2022-09-29T07:36:14
|
|
emscripten: Remove use of EM_ASM from SDL_timer code.
Instead use the native emscripten timer API.
See https://github.com/emscripten-core/emscripten/issues/17941
|
|
a97d2e69
|
2022-09-30T10:47:13
|
|
GitHub Actions: bump Emscripten version used to build to 2.0.31.
Reference PR #6304.
|
|
1b52145b
|
2022-09-29T20:51:24
|
|
Makefile.w32: no need for the description field, we have a *.res already
|
|
0d6c4ff6
|
2022-09-29T11:36:07
|
|
testaudioinfo: Initialize deviceName unconditionally
|
|
1ea1a90e
|
2022-09-29T10:41:40
|
|
testaudioinfo: Also test SDL_GetAudioDeviceSpec
|
|
40893821
|
2022-09-29T10:33:07
|
|
coreaudio: Add support for SDL_GetDefaultAudioInfo (#6277)
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
|
|
69bbe4ce
|
2022-09-29T15:50:50
|
|
Fix memory leak in VITA_GXM_CreateRenderer
|
|
e17f0c28
|
2022-09-27T10:59:28
|
|
wayland: Call the Wayland hide/show functions directly when changing decoration modes
Calling SDL_HideWindow() to destroy the window is a NOP if the SDL_WINDOW_SHOWN flag was never set. Bypass it and call the Wayland-specific function directly to ensure that the window is always destroyed before switching from server-side to client-side decorations, even if it hasn't been shown yet.
Likewise, call Wayland_ShowWindow() directly when the window isn't explicitly hidden to ensure that it is always recreated since the SDL_WINDOW_SHOWN flag won't be cleared, which, when set, renders SDL_ShowWindow() a NOP.
|
|
8bcbdc70
|
2022-09-28T17:40:10
|
|
hidapi, libusb: backport read_thread indefinite loop fix from mainstream
Mainstream commit:
https://github.com/libusb/hidapi/commit/5ce9051e2f2e65013485bc4c83897610df82f3c9
|
|
379d4780
|
2022-09-28T10:25:24
|
|
dbus: guard against uninitialized D-Bus
Before calling any D-Bus related methods we should first ensure that
they
were correctly loaded.
In the event where `LoadDBUSLibrary()` was not able to load the D-Bus
library, we should just return early, signalling with SDL_FALSE that we
were unable to inhibit the Screensaver.
Helps: https://github.com/ValveSoftware/steam-for-linux/issues/8815
Signed-off-by: Ludovico de Nittis <ludovico.denittis@collabora.com>
|
|
57b5c910
|
2022-09-28T12:38:32
|
|
kmsdrm: only negative devindex's are not allowed
ad874536 removed an unnecessary limit as we *can* have a devindex
greater than 99, this error message does not reflect the support for
values greater than 99.
|
|
508cc225
|
2022-09-28T10:17:39
|
|
Update README.md
|
|
f648c000
|
2022-09-28T09:37:21
|
|
build: Fixed some references to renamed test-versioning.sh
|
|
f6565c32
|
2022-09-28T09:27:45
|
|
coreaudio: Remove redundant variable.
|
|
411582c7
|
2022-09-28T09:22:17
|
|
coreaudio: Don't crash on shutdown in a race condition.
Fixed #6159.
|
|
d843d61c
|
2022-09-28T09:09:21
|
|
Moved test/versioning.sh to build-scripts/test-versioning.sh
Reference Issue #6171.
|
|
4471d22e
|
2022-09-28T01:10:23
|
|
Updated iOS demos Xcode project
|
|
13c443f2
|
2022-09-28T01:10:10
|
|
Removed obsolete search path setting
|
|
26997bc1
|
2022-09-28T00:52:39
|
|
Removed unused framework entries from the Xcode project
|
|
229315b0
|
2022-09-28T00:06:06
|
|
Updated SDL Xcode test project to build for iOS and tvOS
Tested with Xcode 14.0.1
|
|
bb74af1e
|
2022-09-28T00:01:54
|
|
Allow including SDL_uikit_main.c in Apple multi-platform builds
This file just won't do anything on macOS
|
|
3a6b4835
|
2022-09-27T22:28:28
|
|
Updated macOS Xcode test programs
|
|
8e146477
|
2022-09-27T22:03:26
|
|
build-scripts: Added update-version.sh
Fixes #6171.
|
|
a2c57573
|
2022-09-01T10:47:24
|
|
video: check for "software" with SDL_HINT_FRAMEBUFFER_ACCELERATION.
We check for this value elsewhere but not in SDL_CreateWindowFramebuffer.
|
|
d76f0cc7
|
2022-06-18T12:54:18
|
|
Android.mk: Build android SDL2.so with `-Wl,--no-undefined`
|
|
70214ed3
|
2022-06-17T02:58:45
|
|
cmake: append to CMAKE_MODULE_PATH instead of overwriting
|
|
a193a03d
|
2022-09-27T17:33:49
|
|
cmake: add -Wno-declaration-after-statement to cpu-features.c alone
|
|
7becbd7d
|
2022-09-27T12:58:16
|
|
Add joystick locking for controller notifications on iOS/tvOS
Fixes https://github.com/libsdl-org/SDL/issues/6288
|
|
18eb319a
|
2022-09-27T12:34:03
|
|
Added sensor timestamp for Nintendo Switch controllers
|
|
5e3a4030
|
2022-09-27T11:36:01
|
|
Added sensor timestamp for Steam Controllers
|
|
57b20e7b
|
2022-09-27T14:23:42
|
|
cocoa: Fix new windows setting SDL_WINDOW_BORDERLESS flag incorrectly.
Fixes #6172.
|
|
77c7836c
|
2022-09-27T20:21:24
|
|
fix vita build failure after commit 2c518747b
|
|
36e76701
|
2022-09-27T16:57:17
|
|
Sync SDL wiki -> header
|
|
2c518747
|
2022-09-27T09:56:02
|
|
Added microsecond timestamp to sensor values for PS4 and PS5 controllers using the HIDAPI driver
|
|
d71df644
|
2022-09-27T10:21:15
|
|
Fixed bug #6287 - SDL_FillRect failed for SDL_Surface with BitsPerPixel == 4
|
|
1e1be0b9
|
2022-09-26T23:00:58
|
|
Updated logic to match between PS4/PS5/Switch controllers
|
|
8c40a6b0
|
2022-09-26T22:47:21
|
|
Drop PS5 Bluetooth reports that fail CRC check
|
|
db075ff3
|
2022-09-26T22:45:01
|
|
Removed unused variable
|
|
2ccdd066
|
2022-09-26T22:32:57
|
|
Handle DS4 dongle controller connection and disconnection
We also drop Bluetooth packets that fail the CRC check, as recommended by Sony
|
|
653e433c
|
2022-09-27T03:15:04
|
|
cmake: only add -Wl,--undefined=WinMain when building an executable
|
|
18046b9a
|
2022-09-26T20:53:50
|
|
Fixed crash with a NULL serial number
|
|
67fa6a93
|
2022-09-26T20:49:26
|
|
Don't wait a long time for zombie Bluetooth controllers
If a Nintendo Switch Pro controller is turned off, it will leave the controller connected in Windows, but not responding to reports. Don't wait a really long time trying to get information from a controller in this state.
|
|
67db8a91
|
2022-09-26T20:41:51
|
|
Wait for input before reconnecting a Bluetooth device
On Windows, the Bluetooth device can remain in a connected state if the controller just shut down. It won't return any errors, but it also won't generate any input reports in this state, so wait until we know for sure that the Bluetooth controller is sending data before letting the application know it's available.
|
|
71fb91f7
|
2022-09-26T21:38:09
|
|
evdev: Fix build with libudev and joystick subsystem disabled
|
|
2cc91761
|
2022-09-26T18:52:26
|
|
Removed debug logging
|
|
2c98c8af
|
2022-09-26T18:39:18
|
|
Use better default values for Switch controller calibration
|