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fd93f817
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2022-09-04T17:50:29
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Assume that stdint.h is available on Windows with compilers other than MSVC <= 2008
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40828218
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2022-06-06T17:42:30
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DirectX 12 Renderer (#5761)
* DirectX 12 Renderer (27 squashed commits)
* Add missing SDL_hidapi.h of merge of SDL.vcxproj.filters
* Fixed OpenWatcom build failure
* Dynapi fix
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
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e0f3da49
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2022-05-12T12:18:23
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Remove unused SDL_ASSEMBLY_ROUTINES define
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e9ff4fdd
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2022-04-25T23:55:50
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add SDL_bsearch
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c0bb39e5
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2022-04-02T02:50:02
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check for HAVE_ROAPI_H in cmake and autotools, and
update SDL_config_windows.h and SDL_config_winrt.h
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67f12ede
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2022-02-08T21:32:50
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move bug #5333 fix to headers
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75ac944b
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2022-01-06T22:24:00
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check for tpcshrd.h and define HAVE_TPCSHRD_H if it's available.
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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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110e4e13
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2021-11-27T10:24:32
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Use WGI instead of XInput for Windows 10 UWP apps
Fixes https://github.com/libsdl-org/SDL/issues/5017
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b8327a4a
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2021-11-08T07:19:45
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Added SDL_HIDAPI_DISABLED so it can be disabled like other SDL subsystems
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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9fc139df
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2020-12-30T01:00:24
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SDL_config_windows.h: add missing HAVE_STRTOULL along side HAVE_STRTOLL
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8a32ee24
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2020-12-30T01:00:24
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removed MSVC strtok_s use from SDL_strtokr().
no other ??_s are used elsewhere in SDL_stdinc. besides, C11 has a
strtok_s with a different signature.
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2443e51e
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2020-12-28T11:42:49
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Add optional suffix `_generic` to generic SDL_cond impl
Allows for runtime selectable implementation
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93ccdee8
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2020-12-23T13:47:49
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Fixed bug 5404 - stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
Cameron Cawley
stdlib: Added SDL_round, SDL_roundf, SDL_lround and SDL_lroundf
The default implementation is based on the one used in the Windows RT video driver.
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bee8db3b
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2020-11-14T02:16:41
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config: Make sure HAVE_TRUNC and HAVE_TRUNCF are defined as appropriate.
The configure/cmake scripts were checking for these functions but we didn't
have the SDL_config.h.* pieces in place. The other config headers are best
guesses.
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e6c640f3
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2020-04-13T08:18:16
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Enable the virtual joystick API by default
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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eb8f14bb
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2019-11-20T20:40:50
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added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
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ffc7d091
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2019-10-01T14:00:02
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endpointvolume.h checks not needed since changeset 13078:8ab094a9df6b .
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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b11c75e9
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2018-09-28T13:41:04
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configury, cmake: add check for endpointvolume.h :
add HAVE_ENDPOINTVOLUME_H, HAVE_MMDEVICEAPI_H and HAVE_AUDIOCLIENT_H
in SDL_config.h.in, SDL_config.h.cmake, SDL_config_windows.h, and in
SDL_config_winrt.h.
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3e5dbc69
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2018-08-21T13:29:21
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Added a dummy sensor driver
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b4fe7412
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2018-08-04T11:52:46
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SDL_exp
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11c348b4
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2018-01-17T11:53:09
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SDL_log10
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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351d6d47
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2017-12-06T12:24:32
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audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.
The support matrix now looks like:
WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
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bcdf8b91
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2017-11-04T17:35:03
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Added SDL_fmod() and SDL_fmodf()
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f465f24d
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2017-09-09T08:36:37
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Fixed bug 3760 - RWops doesn't check for integer overflow when stdio_fseek only supports 32 bits
Simon Hug
When RWops seeks with fseek or fseeko it uses the types long or off_t which can be 32 bits on some platforms. stdio_seek does not check if the 64-bit integer for the offset fits into a 32-bit integer. Offsets equal or larger than 2 GiB will have implementation-defined behavior and failure states would be very confusing to debug.
The attached patch adds range checking by using the macros from limits.h for long type and some bit shifting for off_t because POSIX couldn't be bothered to specify min and max macros.
It also defines HAVE_FSEEKI64 in SDL_config_windows.h so that the Windows function gets picked up automatically with the default config.
And there's an additional error message for when ftell fails.
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94754c39
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2017-02-20T10:55:33
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Updated config headers to override the base SDL_config.h if both are included
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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36156335
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2016-11-20T21:34:54
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Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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25abce51
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2015-11-29T19:33:11
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WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates
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fa2d5ab4
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2015-11-26T13:51:03
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WinRT: bug-fix - SDL_SetThreadPriority() didn't work on WinRT 8.x platforms
WinRT 8.0 (Phone and non-Phone) didn't offer an API to set an already-created
thread's priority. WinRT 8.1 offered this API, along with several other
Win32 thread functions that were previously unavailable (in WinRT).
This change makes WinRT 8.1+ platforms use SDL's Win32 backend.
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623898f7
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2015-11-26T00:41:39
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WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with
regards to Windows 8.x apps running on Windows 10 (which was the driver for
this work). The primary fixes include:
* listed display modes were wrong, especially when launching apps into a
non-fullscreen space
* reported window flags were often wrong, especially on Windows 10
* fullscreen/windowed mode switches weren't failing (they are not
programmatically possible in Win 8.x apps).
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0e45984f
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2015-06-21T17:33:46
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Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
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2c4a6ea0
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2015-05-26T06:27:46
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Updated the copyright year to 2015
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b72938c8
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2015-04-20T12:22:44
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Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
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fe6c797c
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
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2015-02-10T16:28:56
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the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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b48e54aa
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2015-01-26T22:00:29
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Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
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3cfe0abe
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2014-12-28T22:10:24
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Fixed copyright date.
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70438be2
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2014-12-03T10:55:23
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WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
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9c398852
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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bbe1df0d
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2014-11-02T10:32:25
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WinRT: enabled OpenGL ES 2 support on Windows Phone
The "future-dev" branch of MSOpenTech's ANGLE/WinRT repository (at
https://github.com/msopentech/angle) includes support for Windows Phone 8.1.
This change allows it to be used in conjunction with SDL's OpenGL functions.
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24c86b55
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2014-09-11T19:24:42
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[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
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1ea86978
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2014-08-17T13:11:55
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Removed SDL_round() because the license wasn't compatible with zlib
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4e7db78e
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2014-08-16T23:23:15
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Added SDL_round(), contributed by Benoit Pierre - thanks!
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cf4ff728
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2014-07-04T18:20:23
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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.
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b79e7f32
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2014-07-03T15:39:55
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Split the XInput and DirectInput code so Windows RT can use the existing XInput support.
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6101e4b2
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2014-06-07T18:20:01
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Added SDL_sqrtf(), SDL_tan(), SDL_tanf()
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2a7aa9bd
|
2014-05-06T00:13:07
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|
Fix build on Windows targets without dxgi.h, like MingW32.
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3dcb451f
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2014-04-09T21:29:19
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|
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.
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b68b6e23
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2014-03-12T11:57:15
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Fixed various build and runtime errors when using WinRT with VS2012.
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05c23063
|
2014-03-09T11:06:11
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|
Fixed line endings on WinRT source code
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d92f0127
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2013-12-21T10:08:11
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|
WinRT: enabled OpenGL ES 2 support by default
A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
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67925947
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2013-11-29T00:21:56
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WinRT: removed a now-complete TODO comment regarding Direct3D 11
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b6f80d85
|
2013-11-29T00:19:46
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|
WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
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749117ac
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2013-11-04T19:54:29
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WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.
To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'. From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext. The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL. Only Windows 8/8.1 is supported for now. Shaders may need to be precompiled, in some (all?) cases.
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f3bd9175
|
2013-09-04T19:55:45
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|
WinRT: more renaming of "windowsrt" to "winrt"
|