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bac53941
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2016-09-24T13:28:40
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|
Fix mouse wheel events on macOS 10.12 (thanks Eric Wasylishen!)
Fixes bug #3432
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89c538a4
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2016-09-21T18:23:59
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|
Mir: Add gamma support set/get. Still need one more function to complete the set
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a729c4f9
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2016-09-21T16:28:23
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|
Mir: Add fixme (waiting for a public api to be added)
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|
705ecf78
|
2016-09-21T15:57:15
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|
[Mir] Move to the new MirDisplayConfig API
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|
8e88f081
|
2016-09-21T23:06:49
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|
Mac: Fixed whitespace around function return type.
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|
85588ea0
|
2016-09-21T23:06:26
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|
Android: Fixed two warnings about unused variables.
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|
f0fca288
|
2016-09-18T19:22:09
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|
Handle audio interruptions on iOS/tvOS. Fixes bugs 2569 and 2960.
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|
06700a90
|
2016-09-18T18:07:47
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|
emscripten: get even more aggressive about audio device closing.
I still get exceptions thrown sometimes on shutdown without this.
|
|
29214826
|
2016-09-16T22:27:58
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|
Fixed warning with Xcode 7.3.0
|
|
a96b6f21
|
2016-09-17T01:31:07
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|
Added a new hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION.
When set to "1", the orientation of the Apple TV remote affects the axes of the corresponding SDL joystick. It is "0" (disabled) by default.
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4bcce330
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2016-09-15T21:49:29
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|
tvOS: Add drop-file support
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|
4209a1fd
|
2016-09-15T19:59:57
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|
CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS.
Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
|
|
86d4b099
|
2016-09-13T18:44:28
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|
Fixed spacing
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|
925859aa
|
2016-09-13T18:43:55
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|
Fixed accidental call to SDL_PrivateJoystickHat()
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f0505766
|
2016-09-13T22:18:06
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|
Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.
A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
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86708c3c
|
2016-09-13T19:51:10
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|
Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
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|
00791f3a
|
2016-09-13T00:09:21
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|
Only prevent the default browser event handling when the specific event types aren't disabled by the user, patch contributed by Jonas Platte
|
|
993dd835
|
2016-09-13T00:04:00
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|
Add mapping for media keys
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|
1b6565fc
|
2016-09-13T00:03:59
|
|
use Module.createContext for 2D rendering in emscripten
|
|
bec55734
|
2016-09-13T00:03:58
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|
add some detail to fullscreen workaround comment; version 6
Conflicts:
version.txt
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|
405d64b2
|
2016-09-13T00:03:56
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|
only unset fullscreen flags if fullscreen failed
|
|
c68cac89
|
2016-09-13T00:03:55
|
|
use screen resolution instead of canvas size
|
|
791b946a
|
2016-09-13T00:03:54
|
|
Fix full screen mode in Firefox, which was broken by 9d4beb2
|
|
b71208d4
|
2016-09-13T00:03:53
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|
Support SDL_SetWindowTitle() via Module['setWindowTitle']()
|
|
7cf44f1b
|
2016-09-13T00:03:51
|
|
Remove unused variable warning from Emscripten build in Emscripten_HandleFullscreenChange().
|
|
b54eb82c
|
2016-09-13T00:03:49
|
|
Unpress all keys on blur to avoid stuck keys
|
|
a0a75f38
|
2016-09-13T00:03:48
|
|
Listen for blur and focus events on window instead of canvas
Blur and focus events were not arriving for the canvas in
Firefox 35 and Chrome 40.
|
|
3e5c4cec
|
2016-09-13T00:03:46
|
|
Mouse events use CSS coordinates, so don't scale by pixel_ratio
|
|
a20c40c4
|
2016-09-13T00:03:45
|
|
Accumulate subpixel mouse motion so motion is not lost.
Previously when the canvas was scaled up and the pointer was locked,
motion corresponding to less than one pixel was lost. Therefore,
slow mouse motion resulted in no motion. This fixes that.
|
|
443998ff
|
2016-09-13T00:03:44
|
|
Fix of mouse events in browser without pointer locks
|
|
2b367cb6
|
2016-09-13T00:03:43
|
|
optimize Emscripten_UpdateWindowFramebuffer
- avoid creating contexts and images all the time
- use set and then fix alpha directly
|
|
63200ea3
|
2016-09-13T00:03:41
|
|
optimize a getValue
|
|
98ec8443
|
2016-09-13T00:03:39
|
|
send mouse move on enter/leave
|
|
a2ef0db8
|
2016-09-13T00:03:37
|
|
listen for mouse up on document (fixes mouseup outside canvas)
|
|
cd05184f
|
2016-09-13T00:03:36
|
|
use SDL_SetMouseFocus
|
|
bdca510f
|
2016-09-13T00:03:28
|
|
simplify fullscreen handling using new fullscreen_strategy api, patch contributed by Charlie Birks
|
|
be08cc61
|
2016-09-12T23:58:08
|
|
use css size for touch normalisation
|
|
1096f323
|
2016-09-09T15:12:09
|
|
Reverted previous commit which breaks game controller input processing.
|
|
61c0f2cf
|
2016-09-08T20:38:23
|
|
Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing
|
|
da1e3d69
|
2016-09-06T13:13:03
|
|
emscripten: special case to make SDL_ShowSimpleMessageBox() work.
Browsers don't have the functionality to fully support the generic
SDL_ShowMessageBox(), but this handles the likely most-common case.
Without this, you'd return immediately with a proper error result and no UI,
but probably no one checks that for SDL_ShowSimpleMessageBox. And if they
did: what would they do to handle this anyhow?
We'd need to lobby for an HTML spec of some sort that allows customizable
message boxes--that block!--to properly support SDL message boxes on
Emscripten, but this is probably Good Enough for now.
|
|
0265d3af
|
2016-09-04T01:23:55
|
|
coreaudio: Move from AudioUnits to AudioQueues.
AudioQueues are available in Mac OS X 10.5 and later (and iOS 2.0 and later).
Their API is much more clear (and if you don't mind the threading tapdance
to get its own CFRunLoop) much easier to use in general for our purposes.
As an added benefit: they seemlessly deal with format conversion in ways
AudioUnits don't: for example, my MacBook Pro's built-in microphone won't
capture at 8000Hz and the AudioUnit version wouldn't resample to hide this
fact; the AudioQueue version, however, can handle this.
|
|
3b53304a
|
2016-09-03T00:13:41
|
|
coreaudio: capture devices should let the system allocate the render buffer.
|
|
fda7a3d1
|
2016-09-02T13:12:21
|
|
coreaudio: Replaced an int with an SDL_bool.
|
|
f9d9708f
|
2016-09-02T13:11:28
|
|
coreaudio: Move some variable declarations to the top of the scope.
|
|
f11a4409
|
2016-09-01T01:26:56
|
|
wayland: Add support for relative mouse mode, by Jonas ?dahl <jadahl@gmail.com>
Generate the C protocol files from the protocol XML files installed by
wayland-protocols, and use them to implement support for relative pointer
motions and pointer locking.
Note that at the time, the protocol is unstable and may change in the future.
Any future breaking changes will, however, fail gracefully and result in no
regressions compared to before this patch.
|
|
736a624d
|
2016-09-01T01:22:58
|
|
Wayland: Set "class" for each window we create
This will be used by Wayland compositors to match the application ID and
.desktop file to the SDL window(s).
Applications can set the SDL_VIDEO_WAYLAND_WMCLASS environemnt variable
early in the process to override using the binary name as a fallback.
Note that we also support the SDL_VIDEO_X11_WMCLASS in the Wayland
backend so that if a program correctly associated the desktop file with
the window under X11, only a newer SDL would be needed for it to work
under Wayland.
https://bugzilla.libsdl.org/show_bug.cgi?id=3376
|
|
2098bfb3
|
2016-08-31T16:10:04
|
|
emscripten: Be more aggressive when closing audio capture devices.
Fixes exceptions being thrown on shutdown.
|
|
f5d43cf9
|
2016-08-31T12:52:55
|
|
WinRT: added an extra NULL pointer check for SDL_*ScreenSaver() backend code
|
|
ebb05891
|
2016-08-30T12:58:00
|
|
Mir: Add mouse grab support (requires mir 0.24)
|
|
9581d4a5
|
2016-08-30T21:15:18
|
|
Android: Fixed misleading warning in log output (thanks, Sylvain!).
Fixes Bugzilla #3418.
|
|
cf28727f
|
2016-08-30T21:14:52
|
|
Android: Fixed missing mouse motion events while button down (thanks, Sylvain!).
Happened for real mouse if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH was active.
Fixes Bugzilla #3313.
|
|
51053a06
|
2016-08-30T21:14:13
|
|
Fixed compiling if filesystem is disabled (thanks, Elias!).
Fixes Bugzilla #3414.
|
|
5020fe8f
|
2016-08-29T20:27:21
|
|
WinRT: added SDL_*ScreenSaver() support; fixed crash when restoring app from screensaver
|
|
b65763c0
|
2016-08-29T10:48:56
|
|
WinRT: patched to compile
|
|
5bcf1d25
|
2016-08-28T19:06:31
|
|
cocoa: Fixed incorrect autorelease, noted by static analysis.
|
|
c9bfcbde
|
2016-08-28T18:52:25
|
|
nacl: Patched to compile.
|
|
714aa211
|
2016-08-28T18:24:44
|
|
Patched to compile on Haiku.
|
|
2da1ec83
|
2016-08-28T13:36:13
|
|
Merge audio capture work back into the mainline.
|
|
06dcdc7d
|
2016-08-28T11:56:11
|
|
Patched to compile.
|
|
850da32f
|
2016-08-28T08:50:26
|
|
alsa: Implemented hotplug support, cleaned up device names.
|
|
35e564a6
|
2016-08-26T15:46:29
|
|
ios: patched to compile.
|
|
ad1bfea5
|
2016-08-26T12:18:08
|
|
Added SDL_PrivateJoystickAdded() and SDL_PrivateJoystickRemoved()
Updated the removal code to iterate over all joystick add messages instead of just the first one.
|
|
c69bce67
|
2016-08-26T11:16:44
|
|
commit 1170112da3776fdb06425f62d57b63144c33dc51
Author: James Zipperer <james.zipperer@synapse.com>
Date: Sun Aug 21 01:19:19 2016 -0700
bugfix for controller / joystick add / remove being in the event queue at the same time
|
|
e79f0009
|
2016-08-25T22:31:44
|
|
Emscripten: Fixed crash if closing removed joystick (thanks, Sylvain!).
|
|
e41e185e
|
2016-08-25T22:31:33
|
|
Android: Fixed crash if closing removed joystick (thanks, Sylvain!).
Fixes fix for Bugzilla #3408.
|
|
5150eb36
|
2016-08-20T13:46:45
|
|
WinRT: fixed bug where Win10 GameBar, when shown + hidden, might not restore a cursor's hidden state
The repro steps were this:
1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher
2. hide the cursor, via a call to SDL_ShowCursor(0)
3. make the Win10 game bar appear, by pressing the Windows + G hotkey
4. observe that the mouse cursor appears, in order to interact with the
game bar (this is expected behavior)
5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey
again, or clicking somewhere in the app
EXPECTED RESULT: cursor disappears, as game bar disappears
ACTUAL RESULT: cursor didn't always disappear
|
|
a1285525
|
2016-08-17T21:04:50
|
|
Emscripten: Fixed opening previously closed joystick.
|
|
c18ff8d2
|
2016-08-17T21:04:32
|
|
Android: Fixed opening previously closed joystick (thanks, Sylvain!).
Fixes Bugzilla #3408.
|
|
651107a1
|
2016-08-16T12:02:22
|
|
Fixed sorting and name of XBox wireless controller entry
|
|
4c148478
|
2016-08-16T12:02:12
|
|
Merged Change: 3576099 from rel/streaming_client
Description:
SDL - add mapping for xbox one s wireless controller
|
|
cfa95fe6
|
2016-08-15T10:09:41
|
|
alsa: don't enumerate virtual devices, just physical hardware.
|
|
d05ae194
|
2016-08-12T19:59:00
|
|
emscripten: send fake mouse events for touches, like other targets do.
(This really should be handled at the higher level and not in the individual
targets, but this fixes the immediate bug.)
|
|
3b88f5c6
|
2016-08-12T00:03:58
|
|
emscripten audio: check for an "undefined" object, remove some console.log().
|
|
e435659c
|
2016-08-11T22:26:58
|
|
audio: Cleaned up "extern AudioBootStrap" list.
|
|
6f4bcd24
|
2016-08-11T22:22:09
|
|
audio: Renamed some internal driver symbols in various targets.
|
|
8f0af773
|
2016-08-11T22:04:49
|
|
android: implement audio capture support.
|
|
b78ec974
|
2016-08-10T16:00:16
|
|
directsound: Implemented audio capture support.
|
|
21c7fe00
|
2016-08-10T15:34:24
|
|
windows: directsound should also map audio device GUIDs to proper names.
Moved this code from winmm into core so both can use it.
DirectSound (at least on Win10) also returns truncated device names, even
though it's handed in as a string pointer and not a static-sized buffer. :/
|
|
b879595a
|
2016-08-10T14:14:14
|
|
audio: Patched to compile on C89 compilers.
|
|
244d2dbc
|
2016-08-10T14:13:48
|
|
emscripten audio: fix timer on capture's silence callback.
|
|
7a8e4cb0
|
2016-08-09T19:35:46
|
|
directsound: recalculate audiospec size before creating secondary buffer.
I think this was a bug before? Maybe I'm misunderstanding this, but it looks
like it was working because we allocate room for 8 chunks...
|
|
358a168c
|
2016-08-09T16:58:32
|
|
emscripten audio: Added audio capture support.
|
|
5de11a5f
|
2016-08-09T16:58:06
|
|
Added a FIXME.
|
|
a05bde21
|
2016-08-09T00:44:59
|
|
audio: Only allocate fake_stream if we're using the standard audio threads.
|
|
be8d7a46
|
2016-08-09T00:44:05
|
|
audio: simplifed check for internal callback.
Easier to check when it's NULL instead of a list of known internal functions.
|
|
8097f272
|
2016-08-08T12:17:53
|
|
[ OSX ] enables Xbox One S Guide (System Main Menu) button detection. the one possible impact is that since button identifiers on OSX are just their sequence in the HID report descriptor we might change the button order, and any existing/saved mappings may get their order changed.
|
|
df4985e2
|
2016-08-07T02:43:20
|
|
dsp: Implemented audio capture support.
|
|
a0ff2554
|
2016-08-07T01:48:38
|
|
winmm: Try to get full device names from the Windows Registry.
|
|
ff7df7e6
|
2016-08-06T23:05:02
|
|
winmm: Added a FIXME for truncated device names.
|
|
51d15233
|
2016-08-06T19:34:32
|
|
winmm: Implemented audio capture support.
|
|
a21e6af5
|
2016-08-06T15:09:20
|
|
Add Xbox One controller GUIDs to the XInput filter in the DirectInput joystick driver.
The Windows 10 Anniversary Update (1607) breaks the method uses that SDL uses to
detect XInput devices. That is, on Windows 10 Anniversary Update, it is no longer
possible to query RAWINPUT for HID devices, and check for "IG_" in the device name.
Presumably, this will be fixed in the future.
This patch works around the issue by adding the Xbox One controller series to the
well-known device list.
This skips the more expensive RAWINPUT check for those devices, and causes them to
be detected as XInput devices once again.
|
|
4499e5bc
|
2016-08-06T03:45:45
|
|
disk audio: Make default i/o delay match what device is meant to be running at.
|
|
978df1ad
|
2016-08-06T03:39:15
|
|
disk audio: Implemented "capture" support, cleaned up some things.
|
|
73153901
|
2016-08-06T02:47:27
|
|
audio: Implemented buffer queueing for capture devices (SDL_DequeueAudio()).
|
|
e7347a40
|
2016-08-06T02:27:55
|
|
audio: SDL_ClearQueuedAudio() should free everything but two packets.
Otherwise, if you had a massive, one-time queue buildup, the memory from that
remains allocated until you close the device. Also, if you are just using a
reasonable amount of space, this would previously cause you to reallocate it
over and over instead of keeping a little bit of memory around.
|
|
9a331544
|
2016-08-05T04:23:32
|
|
nas: initial shot at audio capture support. Compiles, but not tested.
|
|
9b2a59ef
|
2016-08-05T02:04:48
|
|
audio: Changed OnlyHasDefaultInputDevice to OnlyHasDefaultCaptureDevice.
|
|
761a7978
|
2016-08-05T01:59:06
|
|
audio: changed some SDL_memset() calls to SDL_zero(), other minor corrections.
|
|
9b647727
|
2016-08-05T01:44:41
|
|
audio: Clean up some CloseDevice() interface details.
- It's now always called if device->hidden isn't NULL, even if OpenDevice()
failed halfway through. This lets implementation code not have to clean up
itself on every possible failure point; just return an error and SDL will
handle it for you.
- Implementations can assume this->hidden != NULL and not check for it.
- implementations don't have to set this->hidden = NULL when done, because
the caller is always about to free(this).
- Don't reset other fields that are in a block of memory about to be free()'d.
- Implementations all now free things like internal mix buffers last, after
closing devices and such, to guarantee they definitely aren't in use anymore
at the point of deallocation.
|
|
979de761
|
2016-08-05T01:44:15
|
|
audio: Removed internal SDL_audiomem.h and macros.
I think this was important for SDL 1.2 because some targets needed
special device memory for DMA buffers or locked memory buffers for use in
hardware interrupts or something, but since it just defines to SDL_malloc
and SDL_free now, I took it out for clarity's sake.
|