Log

Author Commit Date CI Message
Philipp Wiesemann b82f48ba 2016-03-10T21:00:27 Fixed compiling IME test program with HAVE_SDL_TTF on C89 compilers.
Philipp Wiesemann 43594e3f 2016-03-10T21:00:13 Removed unnecessary include statement in test program.
Ryan C. Gordon deb2acbc 2016-03-10T01:50:43 A simple test program for SDL_qsort().
Ryan C. Gordon 7e0261ec 2016-03-08T20:26:26 Another commit to test revision control.
Ryan C. Gordon 64d51a93 2016-03-08T20:24:20 Minor tweak to a README to test Mercurial server.
Sam Lantinga 6303941a 2016-03-08T13:55:50 Fixed infinite timeout in SDL_WaitEventTimeout() - thanks ?????????? ????????
Ethan Lee 2a754ca7 2016-03-07T08:22:55 Allow mappings to be added before GameControllerInit
Ryan C. Gordon 1e8df9cd 2016-03-05T23:25:23 alsa: Implemented basic device detection. This is kind of nasty, because ALSA reports dozens of "devices" that aren't really things you'd ever want, or things that should be listed this way, but the default path still works as before, and it at least allows these devices to be available to apps. This does not handle hotplugging yet. You get a device list at init time and that's it.
Ryan C. Gordon f647dfe8 2016-03-04T19:41:16 x11: Fix a few more XMoveWindow() calls to adjust for border size. Also, fix my inability to do basic math ('+' should have been '-').
Ryan C. Gordon 02f49fdb 2016-03-04T18:47:19 x11: Deal with window borders better. - Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query the X server for them (instead, we update our cached data when PropertyNotify events alert us to a change). - Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call. - Window position was meant to refer to the client area, not the window decorations, so adjust appropriately when getting/setting the position.
Philipp Wiesemann 05b6ca3c 2016-03-03T20:12:51 Raspberry: Fixed crash if memory allocation for cursor failed.
Philipp Wiesemann 21d32975 2016-03-03T20:11:43 Fixed compile warnings about unused variables in IME test program.
Philipp Wiesemann be34036e 2016-03-02T20:25:23 Wayland: Fixed fault in event handling which might have caused a crash someday. Found by Cppcheck.
Philipp Wiesemann ab8be043 2016-03-02T20:25:09 Wayland: Fixed crash if allocating memory for cursor failed. Also added missing error message if first allocation failed.
Philipp Wiesemann e8b43685 2016-03-02T20:24:43 Replaced strlen() with SDL_strlen() in IME test program.
Brandon Schaefer 90ef601d 2016-02-25T10:06:33 Mir: Do not use opengl to find the valid pixel format if we dont use opengl
Philipp Wiesemann 966aa372 2016-02-24T21:07:19 Mir: Replaced memcpy() with SDL_memcpy().
Philipp Wiesemann b4b36122 2016-02-24T21:06:46 Mir: Fixed comment at conditional compilation macro.
Philipp Wiesemann 4011d991 2016-02-24T21:05:19 Fixed doxygen warnings about markdown formatting.
Philipp Wiesemann 92209c26 2016-02-22T19:00:22 Mir: Fixed crash if allocating memory for cursor failed.
Ryan C. Gordon 697984df 2016-02-21T19:21:21 Regenerated configure script with Mir changes.
bschaefer 3607d3b7 2016-02-21T15:19:35 Fix API/ABI breakage in Mir 0.13/0.14.
Ryan C. Gordon 481a21b0 2016-02-21T17:21:29 Windows: Just use WaitForSingleObjectEx() everywhere. (It's supported on WinXP, no reason to have an #ifdef here...I think.)
Ryan C. Gordon 9fd4d4dd 2016-02-21T17:05:25 Windows: let threads be named in the debugger. We now only raise the magic exception that names the thread when IsDebuggerPresent() returns true. In such a case, Visual Studio will catch the exception, set the thread name, and let the debugged process continue normally. If the debugger isn't running, we don't raise an exception at all. Setting the name is a debugger trick; if the debugger isn't running, the name won't be set if attached later in any case, so this doesn't lose functionality. This lets this code work without assembly code, on win32 and win64, and across various compilers. The only "gotcha" is that if you have something attached that looks like a debugger but doesn't respect this magic exception trick, the process will likely crash, but that's probably a deficiency of the attached program. Fixes Bugzilla #2089.
Ryan C. Gordon 32c70cc5 2016-02-21T13:07:14 stdlib: Restored previous qsort() implementation; the licensing is resolved. Thanks to Gareth McCaughan for changing his code to the zlib license on our behalf!
Ryan C. Gordon 2436ca20 2016-02-20T01:03:39 x11: better fix for the previous commit's fullscreen vs maximized issue.
Ryan C. Gordon a4627c5e 2016-02-20T00:44:42 x11: Don't mess with fullscreen vs maximized window state on unmapped windows.
Ryan C. Gordon dddd6a5a 2016-02-19T00:28:53 Android: Restored Philipp's joystick change, lost in the previous merge. This patch, specifically: https://hg.libsdl.org/SDL/rev/c0976de9c332
Ryan C. Gordon 03f97117 2016-02-19T00:24:00 Merge Android C89 fixes from Eric Wing.
Ryan C. Gordon df4be2f2 2016-02-18T23:27:58 x11/wayland/mir: Make the dynamic loading macro salsa a little less messy.
Sam Lantinga d6699d55 2016-02-17T14:15:37 Added support for the Mad Catz FightStick TE S+ PS3
Jonas ?dahl 3a22321d 2016-02-17T15:14:20 wayland: Add wl_proxy_marshal_constructor_versioned sym wl_proxy_marshal_constructor_versioned was introduce in wayland-client 1.10.
Sam Lantinga 5c59da2e 2016-02-16T13:51:24 Added support for the Mad Catz FightStick TE S+ PS4
Sam Lantinga 06828577 2016-02-16T13:51:15 Added support for the Akishop Customs PS360+ v1.66 and MadCatz PC USB Wired Stick 8818
Sam Lantinga a38d5b48 2016-02-16T13:48:46 Added support for several Mad Catz arcade sticks
Sam Lantinga 1c2beb21 2016-02-16T13:47:37 Allow using the game controller API with arcade sticks and other XInput devices
Philipp Wiesemann 9cd9925c 2016-02-16T20:32:22 Android: Changed an internal joystick function to return count instead of id. The returned value is currently not used by the caller. The instance id would also not be needed on Java side and providing it just complicated the function. Partially fixes Bugzilla #3234.
Ryan C. Gordon 45407d0e 2016-02-15T21:49:09 x11: Removed an assert. This assert triggers when run under XMonad. It's safe to pass a zero here anyhow, as this will still work "well enough" and the original problem--GNOME printing a warning message--is still fixed because GNOME's window manager gives us a chance to grab a non-zero user-time value before this code is run.
Ryan C. Gordon 09ae4df5 2016-02-15T03:37:01 Another attempt to fix Windows build.
Ryan C. Gordon 18f74c6e 2016-02-15T03:21:26 Patched to compile on Visual Studio.
Ryan C. Gordon 014956ac 2016-02-15T03:16:46 Replaced SDL_qsort with public domain code from PDCLib: http://pdclib.e43.eu/
Alex Szpakowski 33af421d 2016-02-14T21:17:25 Windows: make sure SDL_TicksInit has been called before calling Sleep(ms) in SDL_Delay. This ensures the Windows system timer resolution is properly set before Sleep is called.
Philipp Wiesemann 37a54167 2016-02-13T17:35:38 PSP: Deactivated dynamic API. Thanks to Bugzilla #3240 for pointing this out.
Philipp Wiesemann 570215b9 2016-02-13T17:34:14 PSP: Added missing object for generic TLS to Makefile. Thanks to the SDL mailing list (and later Bugzilla #3240) for pointing this out.
Ryan C. Gordon 0e2badc1 2016-02-12T00:27:21 x11: Patched to compile with DEBUG_XEVENTS on C89 compilers.
Philipp Wiesemann 7da168db 2016-02-10T19:31:23 Fixed spaces in license comments.
Eric Wing 704298c0 2016-02-09T17:36:42 Android: C89 cleanup to avoid warnings/errors since the default gcc mode on Android is still pre-C99.
Ryan C. Gordon 5ed63ae3 2016-02-08T01:08:21 x11: Updated imKStoUCS.* to latest from x.org. This was a version from XFree86 before now. :) Although not much has changed.
Alex Szpakowski 8e7cd6b5 2016-02-03T20:32:55 iOS: Implemented clipboard support.
Sam Lantinga 4249f466 2016-01-31T21:11:15 David Carlier implemented SDL_GetBasePath() for OpenBSD
Sam Lantinga 1fb30db0 2016-01-31T11:29:11 Return the full number of events from SDL_PeepEvents() if NULL is passed in with SDL_PEEKEVENT
Alex Szpakowski 32592178 2016-01-31T09:39:42 x11: Fix AltGr generating an invalid keycode (bug #3244). Thanks Thomas!
Philipp Wiesemann 9bdd1881 2016-01-27T23:20:23 PSP: Removed inlined copy of SDL_CalculateAudioSpec()'s functionality.
Philipp Wiesemann 88f51937 2016-01-26T22:20:05 Android: Fixed ignoring a return value while handling motion events. This should not have caused problems yet because the return value was identical.
Sam Lantinga 67f9fd2b 2016-01-22T13:12:16 Fixed creating fullscreen windows on Steam Link
Sam Lantinga e5d575b9 2016-01-16T21:58:49 Expose the EGL display and window for Vivante SDL windows
Philipp Wiesemann 0a1999df 2016-01-16T21:25:10 Fixed compile warnings about type conversion. Found by buildbot.
Philipp Wiesemann 2191abb2 2016-01-13T19:31:03 Android: Fixed finishing Activity on some devices if right mouse button pressed. Partially fixes Bugzilla #3227.
Philipp Wiesemann 28817c9c 2016-01-12T22:23:53 Fixed two typos in documentation.
Philipp Wiesemann 8d035b1a 2016-01-12T22:23:00 Android: Added mouse initialization to reset state. If the app is launched again then the shared object may be reused (on Android).
Philipp Wiesemann 46cb8510 2016-01-12T22:22:24 Android: Fixed a comment.
Philipp Wiesemann 15603519 2016-01-11T20:02:48 Android: Added mapping of mouse forward button and mouse back button.
Alex Szpakowski 87ea39be 2016-01-09T17:41:09 Removed dead code (caught by Clang's static analyzer).
Ryan C. Gordon 1615b2e2 2016-01-08T07:32:51 CMake: only set "-O3 -g" defaults if CMAKE_BUILD_TYPE wasn't set at all.
Ryan C. Gordon 06129f6d 2016-01-08T07:21:15 Fixed buildbot's static analysis script to enable assertions. This removes false positives. Apparently someone forced the default CMake builds to use -O3, turning these off by default. :/
Sam Lantinga 757e994e 2016-01-07T17:21:50 Fixed --enable-new-dtags check with cmake
Ryan C. Gordon ed620333 2016-01-07T19:58:00 x11: make last mouse coords sane upon window entry (thanks, Cengiz!). (and thanks to Cengiz for many of the previous Unreal-related patches! They were generically credited to Epic Games, but a large amount of that work was his contribution.) Fixes Bugzilla #3067.
Sam Lantinga dc5f05bb 2016-01-07T16:42:30 Use --enable-new-dtags to set RUNPATH rather than RPATH so that LD_LIBRARY_PATH is not overridden by the application.
Ryan C. Gordon 73680ab3 2016-01-07T16:01:24 Fixed NULL dereference on drop events with no window associated. (such as when dropping a file onto an app's icon to launch.) This bug caught by Clang's static analyzer.
Sam Lantinga 1c4c3f50 2016-01-07T12:01:51 Updated debian packaging files
Ryan C. Gordon 5dcf6bcc 2016-01-07T14:51:22 Updated dynamic API table.
Ryan C. Gordon 416d0466 2016-01-07T14:02:37 Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!). Fixes Bugzilla #3223.
Philipp Wiesemann 1d1ba58f 2016-01-06T22:39:29 Fixed compile warnings about uninitialized variables in test library. Found by buildbot.
Philipp Wiesemann a4ce22fb 2016-01-06T22:39:04 Fixed outdated information in a README for iOS. Four of the listed programs do not exist anymore.
Philipp Wiesemann 1a26c0c8 2016-01-06T22:38:35 Fixed doxygen warnings.
Ethan Lee 167cf14c 2016-01-05T16:39:18 SDL_RenderSetIntegerScale
Ryan C. Gordon bb1e2bd0 2016-01-05T05:44:32 CMake: Turned off Mac OS X rpath warning kludge. Apparently CMake errors out if it doesn't know this policy, and we don't otherwise require CMake 3.0 yet. Sigh.
Ryan C. Gordon 49e47688 2016-01-05T05:38:55 Patched to compile on iOS.
Ryan C. Gordon 881ccccb 2016-01-05T05:31:33 Android: Fixed up drop events for new interface.
Ryan C. Gordon eeb89999 2016-01-05T05:22:35 Patched to compile.
Ryan C. Gordon 3bdaf4c6 2016-01-05T02:46:10 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity(). This is currently implemented for X11, Cocoa, Windows, and DirectFB. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon f9d478b6 2016-01-05T02:40:14 x11: _NET_WM_PID needs a long, not a pid_t, I think.
Ryan C. Gordon 7605ccf6 2016-01-05T02:29:16 Use SDL's stdinc functions instead of C runtime calls.
Ryan C. Gordon 5696e88e 2016-01-05T02:29:06 Added SDL_GetWindowBordersSize(). This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon e497e465 2016-01-05T02:28:56 Added SDL_SetWindowInputFocus(). This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon dc532c70 2016-01-05T02:27:50 Added SDL_WINDOWEVENT_TAKE_FOCUS. This is for corner cases where a multi-window app is activated and wants to make a decision about where focus should go. This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon f9af0c03 2016-01-05T02:27:26 x11: Put a matching window_group wmhint on every window created. This is useful to the Window Manager, so it can know to associate multiple SDL windows with a single app.
Ryan C. Gordon f9b73793 2016-01-05T02:26:45 Added SDL_DROPTEXT event, for dragging and dropping string data. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon 8e855f2f 2016-01-05T01:42:00 Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops. This allows an app to know when a set of drops are coming in a grouping of some sort (for example, a user selected multiple files and dropped them all on the window with a single drag), and when that set is complete. This also adds a window ID to the drop events, so the app can determine to which window a given drop was delivered. For application-level drops (for example, you launched an app by dropping a file on its icon), the window ID will be zero.
Ryan C. Gordon f2defe5e 2016-01-05T01:30:40 Added special window type flags. Specifically: always on top, skip taskbar, tooltip, utility, and popup menu. This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon e6e62bee 2016-01-05T01:26:32 CMake: Let static libraries optionally be built with Position Independent Code.
Ryan C. Gordon 008a6abd 2016-01-05T01:25:54 CMake: use the old MACOSX_RPATH behavior (for now), silence the warning.
Ryan C. Gordon c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
Ryan C. Gordon 81209acb 2016-01-04T23:44:27 x11: Let apps specify that video init should fail if XRandR is unavailable. Notably: it sets the error string to inform you that your custom SDL is built without xrandr support, which apparently has been a support issue for Unreal Engine 4 developers.
Ryan C. Gordon 1373e890 2016-01-04T22:58:38 Try to build with GCC's -Wdeclaration-after-statement. This will help catch things that'll cause issues on C89 compilers before we send them on to fail on Buildbot.
Ryan C. Gordon 15bc7aea 2016-01-04T22:00:04 Mac: allows apps to use OpenGL on a slower, integrated GPU. This is often useful for SDL apps that aren't meant to be games: the integrated GPU starts up faster, uses less power, and is often more than fast enough. Note that even with this change, the app will still default to the more powerful, discrete GPU if one is available; an app that prefers the integrated GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly set in its Info.plist and Mac OS X 10.7 or later. https://developer.apple.com/library/mac/qa/qa1734/_index.html
Ryan C. Gordon 7678b1db 2016-01-04T16:36:42 Patch to compile on C89 compilers.
Ryan C. Gordon 6df5e1e5 2016-01-04T16:25:27 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp. Fixes Bugzilla #3056.
Ryan C. Gordon 9fcf5d7d 2016-01-03T21:48:17 CMake: Don't link directly to libGL on Unix. (we always dynamically load it at runtime when appropriate.)
Ryan C. Gordon 1240f8e0 2016-01-03T20:52:44 CMake: Don't make a libSDL2.so symlink on Mac OS X (do .dylib instead).