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8a5ba43d
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2023-09-01T11:22:07
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Updated to version 2.28.3 for release
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c25a49c4
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2023-08-31T10:23:45
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metal: Add hint to select low power device instead of the default one (#8182)
On some system like MacBook Pro Intel with AMD card, asking for the default device will always return the AMD GPU.
This is not an issue for 99% of the case when the renderer context is here to provide the maximum performance level like for game.
However, for video application using GPU for 1 quad and 1 texture, using the discrete GPU for that lead to an important power consumption (4 to 8W), heat increase, and fan noise.
With this patch, I successfully amend ffplay to only use the integrated GPU (i.e. the Intel one), instead of the discrete GPU (i.e. the AMD one).
(cherry picked from commit aa7ba629784ebf4a253cf78d85c286c310ad0cb5)
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8f858d79
|
2023-08-13T13:54:07
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SDL_TriggerBreakppoint for riscv arch (both 32/64) version.
`ebreak` acts like int3 for x86, giving control of running process to debuggers.
(cherry picked from commit 723bcd0a8be4e816f6555b6bbbd5e9c26ab27137)
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dbb6cd02
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2023-08-06T10:45:11
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include: fixed a typo in SDL_RenderGetMetalCommandEncoder docs.
(cherry picked from commit 8087c0a5d2e2e47b7841cdd9d3fdff8cfb23e241)
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031912c4
|
2023-08-02T08:31:19
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Updated to version 2.28.2 for release
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44903d8a
|
2023-07-22T21:20:34
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SDL_atomic.h: __ARM_ARCH is not always defined for an arm platform
e.g. riscos toolchain
(cherry picked from commit 8105f1d5b5b83328f4d0017a562674efca821077)
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b8582428
|
2023-07-08T09:32:24
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Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
(cherry picked from commit a6228e7aafb66075fe8f4aaf411314fc92340499)
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4761467b
|
2023-07-01T09:56:20
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Updated to version 2.28.1 for release
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ffa78e6b
|
2023-06-20T11:00:20
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Updated to version 2.28.0 for release
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76392f4f
|
2023-01-11T19:45:01
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Handle DPI scaling in SDL_GetWindowSurface
Fixes DPI awareness of testdrawchessboard (previously, the surface was
being created in points instead of pixels, resulting in the demo app
only drawing in a corner of the screen on High-DPI displays)
*_CreateWindowFramebuffer()/*_UpdateWindowFramebuffer(): are updated
to use SDL_GetWindowSizeInPixels instead of SDL_GetWindowSize() or
window->w/window->h.
Most of the _CreateWindowFramebuffer backends are untested except
for Windows.
Fixes #7047
(cherry picked from commit 67c91353e01f6f2c0cc80c17eeddbad6def7cb01)
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d4f9be44
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2023-06-13T19:44:26
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Updated to version 2.27.1 for release candidate
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36033e38
|
2023-06-10T08:54:36
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Make it clear that you can't mix 2D rendering and the window surface API
Also added functions to query and destroy the window surface so you can switch between modes if you want.
See https://github.com/pygame-community/pygame-ce/issues/2190 for more details.
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2660da6f
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2023-02-28T17:50:26
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Always allocate zt in output of SDL_iconv_string()
Before this, the function could not be used on buffers,
as it would not account for the zero-termination unless
it was included in the input.
(cherry picked from commit 5f5abb680523e1adedd3fca2a8e252db01fc1c52)
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c3952404
|
2023-06-02T05:59:06
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hints: clarify support for comma-separated values for QtWayland orientation that's available since 2.0.22
Signed-off-by: Alibek Omarov <a1ba.omarov@gmail.com>
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9dea06f5
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2023-05-26T23:55:04
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fix mingw build failures in CI with clang-tidy.
(cherry-picked from commit a8a72de6fbcf9afe8a6e8760f31a79a0ed6fed1a)
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a2f4783e
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2023-05-22T11:30:42
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Don't map the top keyboard row to numbers when using the one-handed DVORAK layouts (thanks @tormol!)
Fixes https://github.com/libsdl-org/SDL/pull/5127
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69644346
|
2023-05-20T11:09:36
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Added the hint SDL_HINT_ENABLE_SCREEN_KEYBOARD to control whether the on-screen keyboard should be shown when text input is active
Fixes https://github.com/libsdl-org/SDL/issues/7160
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237348c7
|
2023-05-10T06:29:35
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Changed all variadic macros into fixed (thanks @Wohlstand!)
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707e9397
|
2023-04-30T21:38:29
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Removed memset_pattern4() from SDL headers
This requires including string.h, which isn't always done, so this commit simplifies dependencies on macOS
Fixes https://github.com/libsdl-org/SDL/issues/3657
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6d726981
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2023-04-06T09:54:39
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Clarified the expected sensor value when a game controller is at rest
(cherry picked from commit 1a20ccb2897fc9b12ad5242f9128cb6bb60368b1)
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2aeac8de
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2023-03-30T00:40:46
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include: Fixed a C++-style single line comment.
https://github.com/libsdl-org/SDL/commit/78725dc0cd8502a91d2565af44ff9e6e65f0f30d
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03c239de
|
2023-03-18T20:32:14
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testsurround: fix channel names
Used table in include/SDL3/SDL_audio.h as reference.
(cherry picked from commit e1b8a032391f4b24453d5bcbe725a35b3894ea5d)
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00811746
|
2023-03-23T14:04:24
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Fix clang-tidy error on LLVM 16.
Starting LLVM 16, clang-diagnostic-implicit-function-declaration is
treated as an error.
(cherry picked from commit ea093378a29b786edbaa265045638f66d7f83d8b)
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ae3a34a3
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2023-03-23T00:06:22
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byteswap: Don't use intrinsic byteswap functions with Intel C compiler
It reroutes intrinsic _byteswap_u(short|long|int64) call to libc function.
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7d26ba75
|
2023-03-16T09:46:44
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Simplify SDL_BLENDMODE_MUL
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22de91a9
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2023-03-09T20:51:50
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Removed guard around the enabled assertions support code
Otherwise, SDL_assert_always() wouldn't work.
Fixes https://github.com/libsdl-org/SDL/issues/7433
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d9c07d9e
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2023-03-08T22:32:54
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Fixed the documentation for SDL_SetRelativeMouseMode()
(cherry picked from commit fb0c3197e0e4696551822815bdce0e187a0b06fc)
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7abb7481
|
2023-02-24T11:47:13
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Sync wiki -> headers.
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e6e654e2
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2023-02-20T11:35:30
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include: Fix symbols in public headers that start with an underscore.
Fixes #7352.
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a23d1af0
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2023-02-10T19:23:59
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Guard against _USE_MATH_DEFINES redefinition
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c68cfcdb
|
2023-02-07T00:21:56
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make sure to not enable SDL_PASSED_BEGINTHREAD_ENDTHREAD for WinRT
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4f7f72c2
|
2023-02-04T10:02:10
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replaced line comments in public header.
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c5035d8f
|
2023-02-04T02:44:10
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include: add comment documenting the change(s) to SDL_opengl_glext.h
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0dc4373a
|
2023-02-03T20:58:02
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opengl: make SDL_opengl_glext.h's include compatible with macos
- Mesa defines __gl_glext_h_
- Apple defines __glext_h_
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1069c893
|
2023-01-24T22:13:25
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wikiheaders: Add a `\threadsafety` tag to document threading details.
Reference Issue #7140.
(cherry picked from commit 01cba48d18f9002e5aae66d4b009f5f0195dc8d7)
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507fc462
|
2023-01-26T15:00:02
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SDL_atomic.h: Update SDL_CPUPauseInstruction for Watcom. (#7157)
Appropriate CPU directive can be used in #pragma aux so that it is not
necessary to hardcode instruction bytes.
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ea179abd
|
2023-01-16T13:39:26
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wayland: Enforce or override libdecor minimum window size
libdecor plugins can change the min/max window size values internally to enforce a minimum window size, and errors and crashes can result if the window size is below the internal limit.
On versions of libdecor >= 0.1.1, the minimum width and height can be queried and the minimum required window size will be enforced. The application requested window size is still respected, however, the actual window may be slightly larger than the drawable area to accommodate the required libdecor minimum size.
On version 0.1.0 of libdecor, which lacks the function to retrieve the minimum size, the internal limits are overridden before committing a frame, so that the internal limits always match the window size as a workaround, even if the window is technically smaller than the plugin would normally allow.
(cherry picked from commit 423a82cd4b65cf72668551093bfdf58d49bce9ce)
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44dc90dc
|
2023-01-18T13:03:04
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autotools: Add check for libdecor get min/max functions
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|
0479df53
|
2023-01-09T09:48:21
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|
Updated copyright for 2023
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78d3a713
|
2022-12-29T15:00:32
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|
Fixed documentation for SDL_JoystickGetDeviceInstanceID
Fixes https://github.com/libsdl-org/SDL/issues/6946
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d47ff8ae
|
2022-12-27T00:14:00
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SDL_thread.h: fix SDL_CreateThreadWithStackSize macro for OS/2
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|
738442b8
|
2022-12-27T00:10:00
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|
SDL_thread.h: fix beginthread param of SDL_CreateThreadWithStackSize for win32
(cherry-picked from commit 29ba5f5d6426f36ee84304dc8a0e111416450aab)
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68073c62
|
2022-12-26T10:57:29
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|
Fix SDL_CreateThreadWithStackSize not passing staacksize with win32 static api
|
|
232ed540
|
2022-12-02T07:22:31
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|
Add SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS.
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3b3c141f
|
2022-12-19T17:38:44
|
|
gdk: Add support for building with OpenGL on Xbox
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|
741499de
|
2022-12-16T17:38:57
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|
Android audio device selection (#6824)
Make it possible to select a specific audio device for Android
|
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d59caffe
|
2022-12-13T14:03:40
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|
Added support for clang thread-safety analysis
The annotations have been added to SDL_mutex.h and have been made public so applications can enable this for their own code.
Clang assumes that locking and unlocking can't fail, but SDL has the concept of a NULL mutex, so the mutex functions have been changed not to report errors if a mutex hasn't been initialized. We do have mutexes that might be accessed when they are NULL, notably in the event system, so this is an important change.
This commit cleans up a bunch of rare race conditions in the joystick and game controller code so now everything should be completely protected by the joystick lock.
To test this, change the compiler to "clang -Wthread-safety -Werror=thread-safety -DSDL_THREAD_SAFETY_ANALYSIS"
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4bae7538
|
2022-12-09T22:07:22
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docs: Note that you don't need to free SDL_GetDefaultCursor's results.
Reference Issue #6777.
(cherry picked from commit 16f8dfcef944019ce4474061aa06c2a1997e601e)
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264da8c1
|
2022-12-08T12:46:13
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|
Added SDL_DISPLAYEVENT_MOVED to detect when display positioning changes
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c2b2f2a7
|
2022-12-07T14:17:58
|
|
Clarified where the paddle locations are
(cherry picked from commit ea714956b6e6851a279d1334309dd17b6d73cadc)
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4e465f25
|
2022-12-04T12:55:15
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|
reverted const removal from SDL_NewAudioStream in commit d0bbfdbfb.
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d0bbfdbf
|
2022-12-01T16:07:03
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|
Clang-Tidy fixes (#6725)
(cherry picked from commit 3c501b963dd8f0605a6ce7978882df39ba76f9cd)
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e29c0661
|
2022-12-01T12:54:02
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|
Removed check for _HAVE_STDINT_H, which nobody defines
Fixes https://github.com/libsdl-org/SDL/issues/6619
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e57554ea
|
2022-12-01T20:37:00
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|
SDL_main.h: added field to SDL_GDKSuspendComplete documentation.
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5c4bc807
|
2022-11-30T05:59:56
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|
Revert "SDL_test_md5.h: fix MD5UINT4 type to be really 32 bits."
This reverts commit 8eeca8c7db323d82ec257db9886e2ba16c0c892a as it's potentially an ABI break.
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8eeca8c7
|
2022-11-29T08:56:32
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|
SDL_test_md5.h: fix MD5UINT4 type to be really 32 bits.
(cherry picked from commit 8901297437ed9ced67e6029a1d525e8052275b7c)
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660cec69
|
2022-11-25T02:57:00
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|
cmake: find libudev library so it gets priority
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|
a2611edc
|
2022-11-25T02:39:50
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|
cmake: add support for some BSD's wscons input
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f6144dfe
|
2022-11-23T16:41:14
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|
adds GDK suspend/resume basic handling (#6596)
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ac2fcfcb
|
2022-11-22T23:21:36
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|
Sync SDL2 wiki -> header
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4ac2d45a
|
2022-11-22T18:12:43
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|
Testing the wiki, disregard this commit.
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ea8f8b6d
|
2022-11-21T16:36:10
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|
Updated to version 2.27.0 for development
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0bfeed06
|
2022-11-21T16:15:58
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|
Updated to version 2.26.0 for release
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3bc4bad8
|
2022-11-20T23:50:10
|
|
add missing strcasestr checks to cmake and autotools build systems,
and update config files.
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78ea6af2
|
2022-11-17T09:01:35
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|
Updated to version 2.25.1 for release candidate
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|
1f87e9e2
|
2022-11-17T09:00:27
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|
Updated patch notes for 2.26 release
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5e61f245
|
2022-11-15T05:25:16
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|
Sync SDL wiki -> header
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|
dcfa127f
|
2022-11-14T17:34:22
|
|
N3DS: Document the SDL_GetBasePath behaviour.
|
|
9f8b68a2
|
2022-11-11T10:24:17
|
|
Fixed building without linux/input.h
https://github.com/libsdl-org/SDL/issues/6169
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0dfc829a
|
2022-11-10T19:16:53
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|
Added simple BLE Steam Controller support on all platforms
This is still disabled by default via the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM
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15a98909
|
2022-11-05T16:44:52
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|
Added SDL_HINT_HIDAPI_IGNORE_DEVICES to specify devices that should be ignored in SDL_hid_enumerate()
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297ecb70
|
2022-11-05T15:58:30
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|
Added SDL_strcasestr() for a case insensitive version of SDL_strstr()
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24cdebe4
|
2022-11-05T10:34:08
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|
Added the hint SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED to control the brightness of the Xbox button LED on the Xbox One controller
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57973cd3
|
2022-10-30T08:30:49
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|
SDL_HINTS.H: Correct spelling mistake
noticable -> noticeable
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11a24a34
|
2022-10-26T22:30:06
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|
Sync SDL wiki -> header
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393acf63
|
2022-10-25T18:07:13
|
|
Sync SDL wiki -> header
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|
b6e7c743
|
2022-08-25T20:21:03
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|
SDL_cpuinfo: define __ARM_ARCH=8 for _M_ARM64
Microsoft's compiler doesn't define __ARM_ARCH, but we have several
places that use it.
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4ca5ea5b
|
2022-10-20T20:02:21
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|
build: Add a mechanism to mark builds with vendor info
Downstream distributors can use this to mark a version with their
preferred version information, like a Linux distribution package version
or the Steam revision it was built to be bundled into, or just to mark
it with the vendor it was built by or the environment it's intended to
be used in.
For instance, in Debian I'd use this by configuring with:
--enable-vendor-info="${DEB_VENDOR} ${DEB_VERSION}"
to get a SDL_REVISION like:
release-2.24.1-0-ga1d1946dc (Debian 2.24.1+dfsg-2)
which gives a Debian user enough information to track down the patches
and build-time configuration that were used for package revision 2.
In Autotools and CMake, this is a configure-time option like any other,
and will go into both SDL_REVISION (via SDL_revision.h) and
SDL_GetRevision().
In other build systems (MSVC, Xcode, etc.), defining the
SDL_VENDOR_INFO macro will get it into the output of SDL_GetRevision(),
although not SDL_REVISION.
Resolves: https://github.com/libsdl-org/SDL/issues/6418
Signed-off-by: Simon McVittie <smcv@collabora.com>
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2dc788cb
|
2022-10-20T19:54:24
|
|
build: Expand version info in SDL_REVISION and SDL_GetRevision()
Instead of using a URL and git sha1, this uses `git describe` to
describe the version relative to the nearest previous git tag, which
gives a better indication of whether this is a release, a prerelease,
a slightly patched prerelease, or a long way after the last release
during active development.
This serves two purposes: it makes those APIs more informative, and it
also puts this information into the binary in a form that is easy to
screen-scrape using strings(1). For instance, if the bundled version of
SDL in a game has this, we can see at a glance what version it is.
It's also shorter than using the web address of the origin git
repository and the full git commit sha1.
Also write the computed version into a file ./VERSION in `make dist`
tarballs, so that when we build from a tarball on a system that doesn't
have git available, we still get the version details.
For the Perforce code path in showrev.sh, output the version number
followed by the Perforce revision, in a format reminiscent of
`git describe` (with p instead of g to indicate Perforce).
For the code path with no VCS available at all, put a suffix on the
version number to indicate that this is just a guess (we can't know
whether this SDL version is actually a git snapshot or has been
patched locally or similar).
Resolves: https://github.com/libsdl-org/SDL/issues/6418
Signed-off-by: Simon McVittie <smcv@collabora.com>
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c6e89619
|
2022-10-19T08:05:47
|
|
Define _USE_MATH_DEFINES for Visual Studio (thanks @pionere!)
Fixes https://github.com/libsdl-org/SDL/issues/3790
|
|
0bc852ce
|
2022-10-17T17:43:06
|
|
Revert "Disable the RAWINPUT joystick driver by default"
Disabling RAWINPUT on Windows 10 causes these issues:
* All Xbox controllers are named "XInput Controller".
* Trigger rumble no longer works.
* "XInput Controllers" are now also listed as separate haptic devices
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47ba997f
|
2022-10-17T07:39:52
|
|
Disable the RAWINPUT joystick driver by default
It's only needed to support more than 4 Xbox controllers, and adds significant complexity to the joystick processing, and we regularly get bugs from people who aren't using an SDL window who need to turn on SDL_HINT_JOYSTICK_THREAD.
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f4e3af15
|
2022-10-17T07:23:40
|
|
Simplify OSS test by removing OpenBSD specific location of the soundcard.h header
OpenBSD has long since stopped using OSS. Remove checking for OpenBSD specific header.
|
|
22461383
|
2022-10-15T15:54:12
|
|
SDL_audiocvt: Respct the SDL_HINT_AUDIO_RESAMPLING_MODE hint
This implements using libsamplerate for the SDL_AudioCVT API.
This library was already being used for audio streams when this hint is
set.
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6bb0c2a5
|
2022-10-14T06:33:38
|
|
Added documentation for some scancodes
|
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99f2a503
|
2022-10-13T22:40:24
|
|
X11 scancode mapping cleanup
* Consolidated scancode mapping tables into a single location for all backends
* Verified that the xfree86_scancode_table2 is largely identical to the Linux scancode table
* Updated the Linux scancode table with the latest kernel keycodes (still unmapped)
* Route X11 keysym -> scancode mapping through the linux scancode table (which a few hand-written exceptions), which will allow mappings to automatically get picked up as they are added in the Linux scancode table
* Disabled verbose reporting of missing keysym mappings, we have enough data for now
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392f3882
|
2022-09-20T22:45:24
|
|
N3DS: Use SDL_Sensor instead of Joystick sensors.
|
|
f9785702
|
2022-09-18T13:22:07
|
|
N3DS: Deduce screen from window's display.
This removes the need for a dedicated window creation flag.
|
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65527537
|
2021-03-30T04:32:39
|
|
N3DS port (squashed)
A dedicated renderer using Citro3D would likely allow for better
much better graphical performances.
|
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efdb390c
|
2022-10-09T09:11:33
|
|
Disable the HIDAPI Wii driver by default as it doesn't work with the dolphinbar
|
|
9df1af35
|
2022-10-09T15:44:07
|
|
Sync SDL wiki -> header
|
|
b18c361b
|
2022-10-08T13:18:00
|
|
Updated variable name for mouse coordinates in mouse wheel events
|
|
4f318c90
|
2022-10-08T12:01:42
|
|
Add cursor position to mouse wheel event (thanks @meyraud705!)
Fixes https://github.com/libsdl-org/SDL/pull/6351
|
|
31991ab8
|
2022-10-07T15:45:28
|
|
Fix \sa to a valid function in SDL_metal.h.
|
|
4ca86dae
|
2022-10-05T23:26:14
|
|
Sync SDL wiki -> header
|
|
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).
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34b28002
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2022-10-03T00:20:15
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Sync SDL wiki -> header
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64ea6cef
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2022-10-02T17:17:31
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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
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6c8bf3af
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2022-10-03T00:19:34
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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
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36e76701
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2022-09-27T16:57:17
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Sync SDL wiki -> header
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