Log

Author Commit Date CI Message
Anonymous Maarten bb527678 2022-10-05T23:56:27 testgamecontroller: fix -Wshadow warning by renaming global axis+button textures
Anonymous Maarten 57c88655 2022-10-05T23:55:59 automation_main.c: fix -Wformat-zero-length warning due to SDL_SetError("")
Anonymous Maarten 335c6724 2022-10-06T19:17:18 autotools: add --enable-werror option
Anonymous Maarten 77822ed1 2022-10-05T15:14:08 cmake: add SDL_WERROR to conditionally enable/disable -Werror
Anonymous Maarten be5f55c4 2022-10-07T00:17:25 watcom: add ENABLE_WERROR option to makefiles
Anonymous Maarten 1064fdee 2022-10-06T05:04:51 cmake: append to COMPILE_FLAGS property
Anonymous Maarten 68e20501 2022-10-06T23:41:13 autotools: by default, disable x11 on MacOS/iOS
Sam Lantinga b18c361b 2022-10-08T13:18:00 Updated variable name for mouse coordinates in mouse wheel events
Sam Lantinga 4f318c90 2022-10-08T12:01:42 Add cursor position to mouse wheel event (thanks @meyraud705!) Fixes https://github.com/libsdl-org/SDL/pull/6351
Sam Lantinga 5490505a 2022-10-08T09:41:10 Added a note to update the website after a stable release
Sam Lantinga 17b43b0f 2022-10-08T09:32:09 Don't try to create a semaphore for the mutex implementation if threads are disabled Fixes https://github.com/libsdl-org/SDL/issues/6344
Sam Lantinga 33050fea 2022-10-07T11:29:49 Only open HID devices that might have a HIDAPI driver available This prevents an OS prompt for every connected device when running on Android
Kamil Ševeček 31991ab8 2022-10-07T15:45:28 Fix \sa to a valid function in SDL_metal.h.
Nicolas Cian 484d5fd6 2022-10-05T13:19:38 audio open: ensure 2 devices don't get the same id
Brad Smith 5ec1cef6 2022-10-06T22:43:33 Further fixes for the sndio CMake detection
Ozkan Sezer e714d4d7 2022-10-07T05:24:20 regenerated configure script.
Brad Smith f4882318 2022-09-29T20:31:20 Use the pkg-config file when checking for sndio.
Sam Lantinga fc720321 2022-10-06T18:23:07 Fix rare deadlock when opening a HID controller on Android Fixes https://github.com/libsdl-org/SDL/issues/6347
Sam Lantinga 689409fd 2022-10-06T17:34:24 Fixed the start button on the Nimbus+ controller on tvOS Also updated mappings for Nintendo Switch controllers on tvOS, to reflect the lack of guide/menu button availability
Sam Lantinga 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.
Sam Lantinga 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
Frank Praznik 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.
Frank Praznik 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.
Frank Praznik 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.
Frank Praznik 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.
Frank Praznik 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.
Sam Lantinga f687cbd4 2022-10-06T09:00:57 Clarified that GNU sort isn't required, we just need the -V option to be supported
Sam Lantinga 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
Ozkan Sezer e3b2830f 2022-10-01T11:11:10 updated VS project file
slime d2160c29 2022-10-05T21:42:26 iOS: implement SDL_GetWindowSizeInPixels.
Ozkan Sezer fa7ffa4e 2022-10-06T03:37:50 change the iconv configuration option names to be more verbose.
SDL Wiki Bot 4ca86dae 2022-10-05T23:26:14 Sync SDL wiki -> header
Sam Lantinga ddc3de60 2022-10-05T16:24:05 Added mapping for PS5 controller over Bluetooth on Android 12 Tested on Pixel 3a
Sam Lantinga 81afb3e3 2022-10-05T16:18:09 Need to swap endianness when extracting the CRC from game controller mappings
Ozkan Sezer 294ccba0 2022-10-05T23:56:56 better wording for --enable-iconv description
Andrey Filipenkov 92c71ae3 2022-10-05T21:59:08 [iOS] respect initial status bar configuration when displaying the launch storyboard
Andrey Filipenkov 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
Anonymous Maarten c9f60cce 2022-10-05T17:12:08 cmake+autotools: add option to enable/disable iconv
daniel e41942e8 2022-10-05T13:36:25 fix compilation error SDL_coreaudio mixing declarations and code
Anonymous Maarten d0657fde 2022-10-05T02:15:22 cmake: Use DWARF 4 debug information when building using mingw See f18fae4c689a68bd50ce34d6b9c1f014c2f220a2
Sam Lantinga 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
Anonymous Maarten cbb1cf0c 2022-10-04T21:15:09 cmake+xcode: only create SDL2::SDL2main target when it does not exist again
Sylvain 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)
Sylvain eac3d6d3 2022-10-04T10:46:42 SDL_video.c: fix variable 'i' may be uninitialized when used here "_this->name = bootstrap[i]->name;"
David Gow 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).
Sam Lantinga 9e3c4b9f 2022-10-03T17:50:01 Use the correct platform defines
Sam Lantinga 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
Sam Lantinga 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
Ryan C. Gordon 321ca109 2022-10-03T12:00:38 opengles2: Texture names are GLuint, not GLenum.
Ryan C. Gordon 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.
slime 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.
slime bbeacd72 2022-10-02T22:57:03 Fix some credit comments.
Sam Lantinga cf331ef3 2022-10-02T17:25:36 Fixed build
SDL Wiki Bot 34b28002 2022-10-03T00:20:15 Sync SDL wiki -> header
Sam Lantinga 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
Sam Lantinga 19ecb64e 2022-10-02T10:18:57 Fixed build
Sam Lantinga bd6afc23 2022-10-02T10:15:39 Fixed sensor axes in vertical mode
Sam Lantinga 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.
Sam Lantinga f58a6506 2022-10-02T09:50:27 Added paddle mapping for combined Joy-Cons
Sam Lantinga 37dfa262 2022-10-02T09:36:50 Added paddle mapping for combined Joy-Cons
Sam Lantinga a00565b8 2022-10-02T09:08:39 Fixed displaying more than 18 buttons
Happy Harry 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
Sam Lantinga 0672dc8d 2022-10-02T08:48:38 Fixed combined Joy-Cons after https://github.com/libsdl-org/SDL/commit/aa2e2f4843567cfe4e6f2f4ffa3f0b74dd98f1ba (thanks @happyharryh!)
Anonymous Maarten bac54b3d 2022-09-27T17:45:36 Android: add script for building prefab archive
Aaron Barany 5e654a4b 2022-10-01T16:10:46 Fixed Mac compile errors when OpenGL is disabled.
Ozkan Sezer c29629a5 2022-10-01T04:25:40 fix permissions of Android.mk
Sam Lantinga 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
Sam Lantinga 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.
Sam Lantinga 28572702 2022-09-30T17:25:57 Properly backspace over text that was entered when autocorrect updates text with the iPhone on-screen keyboard
Ryan C. Gordon e6640ef2 2022-09-30T14:53:07 coreaudio: Possibly fixed another shutdown race condition. Reference Issue #6159.
Ozkan Sezer 7567c4cb 2022-09-30T21:51:11 revert executable permissions from Android.mk
Sam Lantinga 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
Ryan C. Gordon 1b895912 2022-09-30T14:23:36 docs: Note the lowest supported Emscripten version. Reference Issue #6304.
Sam Clegg 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
Ryan C. Gordon a97d2e69 2022-09-30T10:47:13 GitHub Actions: bump Emscripten version used to build to 2.0.31. Reference PR #6304.
Ozkan Sezer 1b52145b 2022-09-29T20:51:24 Makefile.w32: no need for the description field, we have a *.res already
Ethan Lee 0d6c4ff6 2022-09-29T11:36:07 testaudioinfo: Initialize deviceName unconditionally
Ethan Lee 1ea1a90e 2022-09-29T10:41:40 testaudioinfo: Also test SDL_GetAudioDeviceSpec
Jarod Hillman 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>
zll 69bbe4ce 2022-09-29T15:50:50 Fix memory leak in VITA_GXM_CreateRenderer
Frank Praznik 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.
Ozkan Sezer 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
Ludovico de Nittis 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>
Eric Curtin 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.
Ryan C. Gordon 508cc225 2022-09-28T10:17:39 Update README.md
Ryan C. Gordon f648c000 2022-09-28T09:37:21 build: Fixed some references to renamed test-versioning.sh
Ryan C. Gordon f6565c32 2022-09-28T09:27:45 coreaudio: Remove redundant variable.
Ryan C. Gordon 411582c7 2022-09-28T09:22:17 coreaudio: Don't crash on shutdown in a race condition. Fixed #6159.
Ryan C. Gordon d843d61c 2022-09-28T09:09:21 Moved test/versioning.sh to build-scripts/test-versioning.sh Reference Issue #6171.
Sam Lantinga 4471d22e 2022-09-28T01:10:23 Updated iOS demos Xcode project
Sam Lantinga 13c443f2 2022-09-28T01:10:10 Removed obsolete search path setting
Sam Lantinga 26997bc1 2022-09-28T00:52:39 Removed unused framework entries from the Xcode project
Sam Lantinga 229315b0 2022-09-28T00:06:06 Updated SDL Xcode test project to build for iOS and tvOS Tested with Xcode 14.0.1
Sam Lantinga 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
Sam Lantinga 3a6b4835 2022-09-27T22:28:28 Updated macOS Xcode test programs
Ryan C. Gordon 8e146477 2022-09-27T22:03:26 build-scripts: Added update-version.sh Fixes #6171.
Ryan C. Gordon 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.
Anonymous Maarten d76f0cc7 2022-06-18T12:54:18 Android.mk: Build android SDL2.so with `-Wl,--no-undefined`
Anonymous Maarten 70214ed3 2022-06-17T02:58:45 cmake: append to CMAKE_MODULE_PATH instead of overwriting
Anonymous Maarten a193a03d 2022-09-27T17:33:49 cmake: add -Wno-declaration-after-statement to cpu-features.c alone